Skjaldbakka
2010-12-07, 02:21 PM
Elemental Supplicant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Prayers Known
1st|
+0|
+2|
+2|
+2|Elemental Blast (Basic), Prayer (Initiate), Bonus Feat, Graduation Gift|
1
2nd|
+1|
+3|
+3|
+3|Elemental Affinity, Elemental Manipulation|
1
3rd|
+2|
+3|
+3|
+3||
2
4th|
+3|
+4|
+4|
+4|Elemental Training|
2
5th|
+3|
+4|
+4|
+4|Bonus Feat|
3
6th|
+4|
+5|
+5|
+5|Mark of the Elements|
3
7th|
+5|
+5|
+5|
+5|New Prayer (Initiate or Novice)|
4
8th|
+6/+1|
+6|
+6|
+6|Elemental Resilience 1, Elemental Blast (Advanced)|
4
9th|
+6/+1|
+6|
+6|
+6|Elemental Shield|
5
10th|
+7/+2|
+7|
+7|
+7|Bonus Feat|
5
11th|
+8/+3|
+7|
+7|
+7|New Prayer (Initiate, Novice, or Disciple)|
6
12th|
+9/+4|
+8|
+8|
+8|Elemental Control|
6
13th|
+9/+4|
+8|
+8|
+8|Elemental Resilience 2|
7
14th|
+10/+5|
+9|
+9|
+9||
7
15th|
+11/+6/+1|
+9|
+9|
+9|Bonus Feat|
8
16th|
+12/+7/+2|
+10|
+10|
+10|Elemental Blast (Master)|
8
17th|
+12/+7/+2|
+10|
+10|
+10|New Prayer (Initiate, Novice, Disciple, Adept)|
9
18th|
+13/+8/+3|
+11|
+11|
+11|Elemental Resilience 5|
9
19th|
+14/+9/+4|
+11|
+11|
+11||
10
20th|
+15/+10/+5|
+12|
+12|
+12|Bonus Feat|
10[/table]
Game Rule Information:
Elementalists have the following statistics.
Abilities: Depending on the supplicant's focus, Charisma or Intelligence will be important, or both. Dexterity is important to any supplicant, and Constitution is valuable to any character.
Alignment: Any
Hit Die: d6
Class Skills:The Elementalist's class skills are as follows: Balance, Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (all skills, taken individually), Perform, Profession, Speak Language, Spellcraft, and Tumble.
Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points after First Level: 4 + Intelligence Modifier
Class Features:
All the following are the class features of the Elementalist.
Weapon and Armor Proficiencies: Elementalists are proficient with all simple weapons, plus one of the following martial weapons, which indicates which temple they studied at: Throwing Axe (Fire Temple), Longbow (Air Temple), Trident (Water Temple), Light Hammer (Earth Temple). They are also proficient with light armor, but not shields. Since there is no arcane spell failure in this campaign, it doesn't matter if they wear armor.
Prayers: The elementalist is a servant of the elemental forces that compose the universe, and they answer his prayers. Prayers are supernatural abilities that are usable at will. At first, the elementalist can only learn the simplest of prayers (Initiate), but as he advances in level, he can utter more complex prayers. An elementalist must be able to speak the language associated with an element in order to learn a prayer, so he must learn that language, and must be able to speak. Ongoing effects require a continuous chant, so the character cannot speak or activate command word or spell completion items while maintaining them.
It is a swift action to initiate a prayer, which requires the supplicant be able to speak. Earth and Fire prayers last a number of rounds equal to the supplicant's charisma modifier. Air and Water prayers last a number of rounds equal to the supplicant's intelligence modifier. Any prayer can be renewed earlier with a swift action (so the duration is not normally important, but it might come up). Prayers must be spoken at at least a whisper.
An intiate begins play knowing Auran, Aquan, Terran, or Ignan as a free bonus language, typically the one associated with his temple, but not necessarily. These languages are also added to the Supplicant's bonus languages available based on his race.
Elemental Blast:The elementalist is able to call on his chosen element to attack his foes. The effects of this vary by element and by level.
Fire:
Level 1(basic): The elementalists shoots a blast of fire from his outstrectched palm, or draws a blast of fire from an open flame upon his target. This has a range of Close, is a ray, and is subject to SR. The flame inflicts 1d6 fire damage per 2 levels, minimum 1d6. If the blast is drawn from an existing open flame, both the elementalist and the target must be within range of the fire, but not necessarily within range of each other, and the elementalist adds his charisma modifier to pierce any SR, and to the damage.
Level 8(advanced): The elementalist hurls a ball of flame, which explodes on impact, or causes an explosion to burst forth from an existing flame. This has a range of Close, and is a 10ft radius blast, which is subject to SR. The flame inflicts 1d6 fire damage per 2 levels, minimum 1d6. If the blast is drawn from an existing open flame the elementalist adds his charisma modifier to pierce any SR, and to the damage. A successful reflex save halves the damage.
Level 16(master): The elementalist shoots a deadly bolt of lightning into his target's heart. This has a range of close, is a ray, and is subject to SR. The target must make a Fortitude save or take 2d6 lightning damage per level. If they make the save, they instead take 5d6 lightning damage. A target reduced to 0 HP or fewer by this attack is killed, and cannot be revived with Raise Dead (as if he had taken a Death Attack). Against targets wearing or carrying a lot of metal, the elementalist adds his charisma modifier to the attack roll and to pierce SR.
Air:
Level 1(basic): The elementalist conjures a powerful burst of air to buffett his target. This has a range of 50 ft +5ft/lvl, is a targetted effect, and is not subject to SR. This deals 1d6 non-lethal damage per 2 levels, minimum 1d6. A successful Fortitude save halves the damage. If there are sufficient small unattended objects that could be picked up by a gust of wind (knives, small rocks, sticks, etc.), then the damage is lethal instead of non-lethal, the damage type is appopriate to whatever is picked up (piercing for knives, bludgeoning for pebbles), the elementalist adds his intelligence modifier to the damage, and instead of a Fortitude save for half damage, it is a Reflex save.
Level 8(advanced): The elementalist's can modify his attack to hit a line emanating from his square, either a 5'x120' line, or a 10'x60' line.
Level 16(master): The elementalist takes a deep breath, and then expels it in an incredible blast of air that damages creature in a 60ft cone in front of the elementalist. This is not subject to SR. Creatures caught in the blast are stunned for 1d4 rnds, and take 1d6 sonic damage per 2 levels. A Fortitude save negates the stun effect, and halves the damage. If there is a strong wind or better in the area, the damage is increased by the elementalist's intelligence modifier, and is not halved by a successful Fort save.
Water:
Level 1(basic): The elementalist conjures a blast of water to strike at his foes. This is 15' cone, originating either from the caster or from a source of water within close range of the elementalist. This is not subject to SR, and deals 1d4 bludgeoning damage per 2 levels, minimum 1d4. This sudden blast of water distracts and blinds its targets briefly, and the targets must make a Will save or be flat-footed until the beginning of their next turn. If the blast is conjured from an available source of water, the targets are also knocked off-balance, and anyone attacking them gains a bonus to hit equal to your Intelligence modifier.
Level 8(advanced): The elementalist's attack freezes the water, changing the damage to cold damage, and leaving the ground slick and frozen for 1 round, as the grease spell. If the blast is conjured from an available source of water, the targets are also entangled if they fail the reflex save against the grease effect.
Level 16(master): The elementalist controls the water in all living creatures to hold them in place. 1 creature is effected per level, and any creature with a significant amount of water or blood can be effected, even if they would ordinarily be immune to effects that require a fortitude save, or to paralysis or petrification. The creatures effected must all be within 60 ft of the elementalist. Creatures that fail their fortitude save are paralyzed, and take 1d6 cold damage per round until the effect ends. A new saving throw can be made each round as a full round action. If there is enough water in the area to completely coat a creature, the elementalist can elect to instead effect one target, who is petrified instead of paralyzed, and receives only the initial save. They gain an additional saving throw on any round in which they take fire damage.
Earth:
Level 1 (basic): The elementalist causes the earth to explode beneath his oppenent, sending shrapnel flying at him. This has a range of close, and does not allow SR. This requires an attack roll, and the target is flat-footed against this attack unless he has uncanny dodge or blindsight. This attack deals 1d6 piercing damage per 2 levels, minimum 1d6. If his target is standing on the ground, he is also knocked prone unless he makes a Fortitude save, and takes additional damage equal to the elementalist's charisma modifier.
Level 8 (advanced): The elementalist conjures a fist from the earth, which strikes his target and then collapses. This requires a normal attack roll with a bonus equal to elementalist level + charisma modifier, and deals bludgeoning damage equal to 1d6 + elementalist level + charisma modifier. This can strike any opponent with close range of the elementalist and the ground. Flying creatures struck must make a Reflex save or be pulled to the ground, taking additional falling damage as appropriate.
Level 16 (master): The elementalist conjures a large size boulder and sends it in a line to strike down his enemies, who are pushed along the path of the boulder and pinned underneath it. Only medium sized creatures are moved and pinned in this fashion, but all creatures in the 10'x100' line take 1d6 per 2 levels bludgeoning damage. Any medium sized or smaller creatures who fail a Reflex save are knocked back to the end of the line and pinned under the boulder, requiring a grapple or escape artist check against the save DC to break the pin, and then to escape the effective 'grapple'. This line can originate from anywhere within medium range of the elementalist. If there is already a large size or larger boulder in the area, the elementalist can use it instead, potentially pinning larger size creatures with the boulder, which can pin any creatures of smaller size in this way.
Bonus Feat: At 1st level, and at every 5th level, the Elementalist gains a bonus feat, which must be a feat with the [Elemental] descriptor, or a feat in the Point Blank Shot feat tree.
Graduation Gift: At 1st level, the Elementalist is given a gift from his temple, which is a masterwork weapon associated with the temple: A Masterwork Throwing Axe for Fire, Masterwork Longbow for Air, Masterwork Trident for Water, and Masterwork Light Hammer for Earth.
Elemental Affinity: Starting at 2nd level, the elementalist gains a +2 competence bonus to charisma based checks and knowledge (planes) checks related to elementals and elemental planes.
Elemental Shield: The elementalist learns to use an element to defend himself against attack.
Fire: As an immediate action, the elementalist surrounds himself with flame. Anyone attacking him in melee takes 1d6+elementalist level fire damage. The elementalist also gains cold resistance equal to his charisma modifier. This lasts until the beginning of his next turn. If standing near a medium or larger size fire, even ranged attackers within 30ft. take damage from striking him, as he reflexively sends a retributive lash of flame from the fires surrounding him.
Air: As an immediate action, the elementalist surrounds himself with rapidly swirling winds, gaining a deflection bonus equal to his intelligence modifier, which is doubled against projectile weapons. This effects only a single attack normally, but if already in a strong or better wind, this lasts until the beginning of his next turn.
Water: As an immediate action, the elementalist conjures a blast of water to deflect an attack, effectively gaining hardness against that attack equal to his intelligence modifier. This hardness is doubled if there was an existing source of water to deflect the attack with, as the elementalist insteads pulls the water in front of the attack and freezes it.
Earth: As an immediate action, the elementalist encases himself in stone, gaining DR/adamantine equal to his charisma modifier. If he is standing on stone or metal, he doubles the amount of DR gained. This lasts until the beginning of his next turn.
Elemental Manipulation: An elemental supplicant of at least 2nd level can control the elements in small ways, such as creating a cooling breeze, or pulling a flower of ice out of a bucket of water, or causing the flames in a campfire to dance. The supplicant can generally cause effects equivalent to what could be accomplished with prestidigitation or mage hand, and should not have a greater mechanical benefit that a +1 circumstance bonus to a d20roll.
Elemental Training: Starting at 4th level, the elementalist can activate spell completion magic items such as scrolls and wands as if he were a Shugenja of equal level.
Mark of the Elements: The elementalist learns to create a ritual tatoo that marks him as the servant of the elements. The elementalist can bear the mark of one element at a time, and the ritual requires 24 hours to complete. Elementals of that element treat the elementalist with respect, and are mystically incapable of doing him harm, even if commanded to do so through magic.
The elementalist can perform this ritual for an ally as well, but without his power behind it, it only confers a +2 circumstance bonus to diplomacy checks involving the appropriate type of elemental.
Elemental Resilience: As the Warlock's Fiendish Resilience.
Elemental Control: The elementalists gains the following spell like abilities.
Fire/Earth: Fire and Earth are both tied to strength of will and force or personality. You can use the following spell like abilities once per day per point of charisma modifier (total, not each). You can have one of the following spell like abilities active at a time, and any save DCs are based off of Charisma.
Protection from Energy (Fire), Pyrotechnics, Wall of Fire, Move Earth, Stoneshape, Wall of Stone
Water/Air: Water and Air are both tied to intellect and ingenuity. You can use the following spell like abilities once per day per point of intelligence modifier (total, not each). You can have one of the following spell like abilities active at a time, and any save DCs are based off of Intelligence.
Control Plants, Control Water, Wall of Ice, Control Winds, Gust of Wind, Wind Wall
Flavor and What I am Looking For:
This class is for a specific campaign, but feel free to steal/use/borrow/modify for your own use. In this campaign, the human nation worships the elements, so that is where the reference to temples comes in, as this class is something of a holy warrior in the setting.
I'm not happy with the master elemental blast for water, so any advice on something different that would still be on the power level of the other master elemental blasts, I'd appreciate it.
I'm generally looking for comment on formatting, wording of certain mechanics which could probably be phrased better, possible exploits that I haven't seen, ideas for a capstone, that kind of thing. An assessment of where this class would fall tier-wise would be nice as well as ideas for more Prayers and Feats.
Please do not post until I have claimed the next two spots in the the thread to post prayers and feats.
Please Proceed.
Edit - 1st batch of changes will be in blue. Original wording is in black, struck through if changed.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Prayers Known
1st|
+0|
+2|
+2|
+2|Elemental Blast (Basic), Prayer (Initiate), Bonus Feat, Graduation Gift|
1
2nd|
+1|
+3|
+3|
+3|Elemental Affinity, Elemental Manipulation|
1
3rd|
+2|
+3|
+3|
+3||
2
4th|
+3|
+4|
+4|
+4|Elemental Training|
2
5th|
+3|
+4|
+4|
+4|Bonus Feat|
3
6th|
+4|
+5|
+5|
+5|Mark of the Elements|
3
7th|
+5|
+5|
+5|
+5|New Prayer (Initiate or Novice)|
4
8th|
+6/+1|
+6|
+6|
+6|Elemental Resilience 1, Elemental Blast (Advanced)|
4
9th|
+6/+1|
+6|
+6|
+6|Elemental Shield|
5
10th|
+7/+2|
+7|
+7|
+7|Bonus Feat|
5
11th|
+8/+3|
+7|
+7|
+7|New Prayer (Initiate, Novice, or Disciple)|
6
12th|
+9/+4|
+8|
+8|
+8|Elemental Control|
6
13th|
+9/+4|
+8|
+8|
+8|Elemental Resilience 2|
7
14th|
+10/+5|
+9|
+9|
+9||
7
15th|
+11/+6/+1|
+9|
+9|
+9|Bonus Feat|
8
16th|
+12/+7/+2|
+10|
+10|
+10|Elemental Blast (Master)|
8
17th|
+12/+7/+2|
+10|
+10|
+10|New Prayer (Initiate, Novice, Disciple, Adept)|
9
18th|
+13/+8/+3|
+11|
+11|
+11|Elemental Resilience 5|
9
19th|
+14/+9/+4|
+11|
+11|
+11||
10
20th|
+15/+10/+5|
+12|
+12|
+12|Bonus Feat|
10[/table]
Game Rule Information:
Elementalists have the following statistics.
Abilities: Depending on the supplicant's focus, Charisma or Intelligence will be important, or both. Dexterity is important to any supplicant, and Constitution is valuable to any character.
Alignment: Any
Hit Die: d6
Class Skills:The Elementalist's class skills are as follows: Balance, Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (all skills, taken individually), Perform, Profession, Speak Language, Spellcraft, and Tumble.
Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points after First Level: 4 + Intelligence Modifier
Class Features:
All the following are the class features of the Elementalist.
Weapon and Armor Proficiencies: Elementalists are proficient with all simple weapons, plus one of the following martial weapons, which indicates which temple they studied at: Throwing Axe (Fire Temple), Longbow (Air Temple), Trident (Water Temple), Light Hammer (Earth Temple). They are also proficient with light armor, but not shields. Since there is no arcane spell failure in this campaign, it doesn't matter if they wear armor.
Prayers: The elementalist is a servant of the elemental forces that compose the universe, and they answer his prayers. Prayers are supernatural abilities that are usable at will. At first, the elementalist can only learn the simplest of prayers (Initiate), but as he advances in level, he can utter more complex prayers. An elementalist must be able to speak the language associated with an element in order to learn a prayer, so he must learn that language, and must be able to speak. Ongoing effects require a continuous chant, so the character cannot speak or activate command word or spell completion items while maintaining them.
It is a swift action to initiate a prayer, which requires the supplicant be able to speak. Earth and Fire prayers last a number of rounds equal to the supplicant's charisma modifier. Air and Water prayers last a number of rounds equal to the supplicant's intelligence modifier. Any prayer can be renewed earlier with a swift action (so the duration is not normally important, but it might come up). Prayers must be spoken at at least a whisper.
An intiate begins play knowing Auran, Aquan, Terran, or Ignan as a free bonus language, typically the one associated with his temple, but not necessarily. These languages are also added to the Supplicant's bonus languages available based on his race.
Elemental Blast:The elementalist is able to call on his chosen element to attack his foes. The effects of this vary by element and by level.
Fire:
Level 1(basic): The elementalists shoots a blast of fire from his outstrectched palm, or draws a blast of fire from an open flame upon his target. This has a range of Close, is a ray, and is subject to SR. The flame inflicts 1d6 fire damage per 2 levels, minimum 1d6. If the blast is drawn from an existing open flame, both the elementalist and the target must be within range of the fire, but not necessarily within range of each other, and the elementalist adds his charisma modifier to pierce any SR, and to the damage.
Level 8(advanced): The elementalist hurls a ball of flame, which explodes on impact, or causes an explosion to burst forth from an existing flame. This has a range of Close, and is a 10ft radius blast, which is subject to SR. The flame inflicts 1d6 fire damage per 2 levels, minimum 1d6. If the blast is drawn from an existing open flame the elementalist adds his charisma modifier to pierce any SR, and to the damage. A successful reflex save halves the damage.
Level 16(master): The elementalist shoots a deadly bolt of lightning into his target's heart. This has a range of close, is a ray, and is subject to SR. The target must make a Fortitude save or take 2d6 lightning damage per level. If they make the save, they instead take 5d6 lightning damage. A target reduced to 0 HP or fewer by this attack is killed, and cannot be revived with Raise Dead (as if he had taken a Death Attack). Against targets wearing or carrying a lot of metal, the elementalist adds his charisma modifier to the attack roll and to pierce SR.
Air:
Level 1(basic): The elementalist conjures a powerful burst of air to buffett his target. This has a range of 50 ft +5ft/lvl, is a targetted effect, and is not subject to SR. This deals 1d6 non-lethal damage per 2 levels, minimum 1d6. A successful Fortitude save halves the damage. If there are sufficient small unattended objects that could be picked up by a gust of wind (knives, small rocks, sticks, etc.), then the damage is lethal instead of non-lethal, the damage type is appopriate to whatever is picked up (piercing for knives, bludgeoning for pebbles), the elementalist adds his intelligence modifier to the damage, and instead of a Fortitude save for half damage, it is a Reflex save.
Level 8(advanced): The elementalist's can modify his attack to hit a line emanating from his square, either a 5'x120' line, or a 10'x60' line.
Level 16(master): The elementalist takes a deep breath, and then expels it in an incredible blast of air that damages creature in a 60ft cone in front of the elementalist. This is not subject to SR. Creatures caught in the blast are stunned for 1d4 rnds, and take 1d6 sonic damage per 2 levels. A Fortitude save negates the stun effect, and halves the damage. If there is a strong wind or better in the area, the damage is increased by the elementalist's intelligence modifier, and is not halved by a successful Fort save.
Water:
Level 1(basic): The elementalist conjures a blast of water to strike at his foes. This is 15' cone, originating either from the caster or from a source of water within close range of the elementalist. This is not subject to SR, and deals 1d4 bludgeoning damage per 2 levels, minimum 1d4. This sudden blast of water distracts and blinds its targets briefly, and the targets must make a Will save or be flat-footed until the beginning of their next turn. If the blast is conjured from an available source of water, the targets are also knocked off-balance, and anyone attacking them gains a bonus to hit equal to your Intelligence modifier.
Level 8(advanced): The elementalist's attack freezes the water, changing the damage to cold damage, and leaving the ground slick and frozen for 1 round, as the grease spell. If the blast is conjured from an available source of water, the targets are also entangled if they fail the reflex save against the grease effect.
Level 16(master): The elementalist controls the water in all living creatures to hold them in place. 1 creature is effected per level, and any creature with a significant amount of water or blood can be effected, even if they would ordinarily be immune to effects that require a fortitude save, or to paralysis or petrification. The creatures effected must all be within 60 ft of the elementalist. Creatures that fail their fortitude save are paralyzed, and take 1d6 cold damage per round until the effect ends. A new saving throw can be made each round as a full round action. If there is enough water in the area to completely coat a creature, the elementalist can elect to instead effect one target, who is petrified instead of paralyzed, and receives only the initial save. They gain an additional saving throw on any round in which they take fire damage.
Earth:
Level 1 (basic): The elementalist causes the earth to explode beneath his oppenent, sending shrapnel flying at him. This has a range of close, and does not allow SR. This requires an attack roll, and the target is flat-footed against this attack unless he has uncanny dodge or blindsight. This attack deals 1d6 piercing damage per 2 levels, minimum 1d6. If his target is standing on the ground, he is also knocked prone unless he makes a Fortitude save, and takes additional damage equal to the elementalist's charisma modifier.
Level 8 (advanced): The elementalist conjures a fist from the earth, which strikes his target and then collapses. This requires a normal attack roll with a bonus equal to elementalist level + charisma modifier, and deals bludgeoning damage equal to 1d6 + elementalist level + charisma modifier. This can strike any opponent with close range of the elementalist and the ground. Flying creatures struck must make a Reflex save or be pulled to the ground, taking additional falling damage as appropriate.
Level 16 (master): The elementalist conjures a large size boulder and sends it in a line to strike down his enemies, who are pushed along the path of the boulder and pinned underneath it. Only medium sized creatures are moved and pinned in this fashion, but all creatures in the 10'x100' line take 1d6 per 2 levels bludgeoning damage. Any medium sized or smaller creatures who fail a Reflex save are knocked back to the end of the line and pinned under the boulder, requiring a grapple or escape artist check against the save DC to break the pin, and then to escape the effective 'grapple'. This line can originate from anywhere within medium range of the elementalist. If there is already a large size or larger boulder in the area, the elementalist can use it instead, potentially pinning larger size creatures with the boulder, which can pin any creatures of smaller size in this way.
Bonus Feat: At 1st level, and at every 5th level, the Elementalist gains a bonus feat, which must be a feat with the [Elemental] descriptor, or a feat in the Point Blank Shot feat tree.
Graduation Gift: At 1st level, the Elementalist is given a gift from his temple, which is a masterwork weapon associated with the temple: A Masterwork Throwing Axe for Fire, Masterwork Longbow for Air, Masterwork Trident for Water, and Masterwork Light Hammer for Earth.
Elemental Affinity: Starting at 2nd level, the elementalist gains a +2 competence bonus to charisma based checks and knowledge (planes) checks related to elementals and elemental planes.
Elemental Shield: The elementalist learns to use an element to defend himself against attack.
Fire: As an immediate action, the elementalist surrounds himself with flame. Anyone attacking him in melee takes 1d6+elementalist level fire damage. The elementalist also gains cold resistance equal to his charisma modifier. This lasts until the beginning of his next turn. If standing near a medium or larger size fire, even ranged attackers within 30ft. take damage from striking him, as he reflexively sends a retributive lash of flame from the fires surrounding him.
Air: As an immediate action, the elementalist surrounds himself with rapidly swirling winds, gaining a deflection bonus equal to his intelligence modifier, which is doubled against projectile weapons. This effects only a single attack normally, but if already in a strong or better wind, this lasts until the beginning of his next turn.
Water: As an immediate action, the elementalist conjures a blast of water to deflect an attack, effectively gaining hardness against that attack equal to his intelligence modifier. This hardness is doubled if there was an existing source of water to deflect the attack with, as the elementalist insteads pulls the water in front of the attack and freezes it.
Earth: As an immediate action, the elementalist encases himself in stone, gaining DR/adamantine equal to his charisma modifier. If he is standing on stone or metal, he doubles the amount of DR gained. This lasts until the beginning of his next turn.
Elemental Manipulation: An elemental supplicant of at least 2nd level can control the elements in small ways, such as creating a cooling breeze, or pulling a flower of ice out of a bucket of water, or causing the flames in a campfire to dance. The supplicant can generally cause effects equivalent to what could be accomplished with prestidigitation or mage hand, and should not have a greater mechanical benefit that a +1 circumstance bonus to a d20roll.
Elemental Training: Starting at 4th level, the elementalist can activate spell completion magic items such as scrolls and wands as if he were a Shugenja of equal level.
Mark of the Elements: The elementalist learns to create a ritual tatoo that marks him as the servant of the elements. The elementalist can bear the mark of one element at a time, and the ritual requires 24 hours to complete. Elementals of that element treat the elementalist with respect, and are mystically incapable of doing him harm, even if commanded to do so through magic.
The elementalist can perform this ritual for an ally as well, but without his power behind it, it only confers a +2 circumstance bonus to diplomacy checks involving the appropriate type of elemental.
Elemental Resilience: As the Warlock's Fiendish Resilience.
Elemental Control: The elementalists gains the following spell like abilities.
Fire/Earth: Fire and Earth are both tied to strength of will and force or personality. You can use the following spell like abilities once per day per point of charisma modifier (total, not each). You can have one of the following spell like abilities active at a time, and any save DCs are based off of Charisma.
Protection from Energy (Fire), Pyrotechnics, Wall of Fire, Move Earth, Stoneshape, Wall of Stone
Water/Air: Water and Air are both tied to intellect and ingenuity. You can use the following spell like abilities once per day per point of intelligence modifier (total, not each). You can have one of the following spell like abilities active at a time, and any save DCs are based off of Intelligence.
Control Plants, Control Water, Wall of Ice, Control Winds, Gust of Wind, Wind Wall
Flavor and What I am Looking For:
This class is for a specific campaign, but feel free to steal/use/borrow/modify for your own use. In this campaign, the human nation worships the elements, so that is where the reference to temples comes in, as this class is something of a holy warrior in the setting.
I'm not happy with the master elemental blast for water, so any advice on something different that would still be on the power level of the other master elemental blasts, I'd appreciate it.
I'm generally looking for comment on formatting, wording of certain mechanics which could probably be phrased better, possible exploits that I haven't seen, ideas for a capstone, that kind of thing. An assessment of where this class would fall tier-wise would be nice as well as ideas for more Prayers and Feats.
Please do not post until I have claimed the next two spots in the the thread to post prayers and feats.
Please Proceed.
Edit - 1st batch of changes will be in blue. Original wording is in black, struck through if changed.