Nivellios
2011-08-31, 07:36 PM
Hello, i'm a bit new to this forum. I am, however, currently running a campaign that is set in a world based on elemental magic, instead of Divine or Arcane sources, and I thought I'd share the class I have that replaces Divine or Arcane spell casters.
Elementalist
Elementalists are the combination of sorcerers and wizards, except for being elemental specific. They are to be used as a supplement, or in a campaign without arcane and/or divine influence. An Elementalist can cast their “techniques” using pure willpower, without preparing. Elementalists specify in one of the four classical elements – Fire, Air, Earth, or Water – but can cast techniques from the other domains. Some techniques also belong to more than one domain.
Adventurers: This may differ per campaign, but an Elementalist may choose to venture to enhance his/her techniques, or maybe s/he is an outcast. Most Elementalists, however, are drawn by a want to visit the elemental planes.
Characteristics: Elementalists cast techniques innately, but can learn from others’ spellbooks. As such, they generally learn a little less than sorcerers naturally. Elementalists also specialize in a certain element, and gain bonuses in that element.
Alignment: Elementalists tend to go with the elements’ choice; chaos. They can be either good or evil.
Religion: Elementalists do not favor a religion, as they are meant for campaigns that generally don’t have Divine powers.
Background: Elementalists’ powers innately show themselves at the age of a young adult. As such, Elementalists can have widely varied background. Elementalists generally stick together, and learn from each other, as well as discover new techniques themselves.
Races: Elementalists can be any race.
Other Classes: Elementalists do not like to travel with the weak minded, but neither do they like to travel with the disciplined, because of their chaotic nature. As such, Rogues and such are good companions.
Role: An Elementalist is generally a magic specific powerhouse. As such, they may want to learn to fight with standard weapons as well, in case their magic fails them at any point.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Elemental Bending
2nd|
+1|
+1|
+1|
+3|
3rd|
+1|
+1|
+1|
+3|Elemental Affinity 1
4th|
+2|
+1|
+1|
+4|
5th|
+2|
+2|
+2|
+4|Elemental Manipulation
6th|
+3|
+2|
+2|
+5|Elemental Affinity 2
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+3|
+3|
+6|
9th|
+4|
+3|
+3|
+6|Elemental Affinity 3
10th|
+5|
+3|
+3|
+7|Partial Elemental Mastery
11th|
+5|
+4|
+4|
+7|
12th|
+6/+1|
+4|
+4|
+8|Elemental Affinity 4
13th|
+6/+1|
+4|
+4|
+8|
14th|
+7/+2|
+5|
+5|
+9|
15th|
+7/+2|
+5|
+5|
+9|Elemental Affinity 5, Elemental Mastery
16th|
+8/+3|
+5|
+5|
+10|
17th|
+8/+3|
+6|
+6|
+10|
18th|
+9/+4|
+6|
+6|
+11|Elemental Affinity 6
19th|
+9/+4|
+6|
+6|
+11|
20th|
+10/+5|
+7|
+7|
+12|One with the Elements[/table]
Game Rule Information
Abilities: Wisdom determines spell power. An Elementalist may also want Dexterity and Constitution to benefit their AC and Health.
Alignment: Any
Hit Die: d4
Class Skills
Concentration (CON), Craft (INT), Knowledge(The Elements(replaces Arcana))(Nature)(The Planes) (INT), Listen (WIS), Profession (WIS), Sense Motive (WIS), Spellcraft (INT), Spot (WIS), Use Magic Device (CHA)
Skill Points at First: (2 + INT) x 4 Additional: 2 + INT
Class Features
Weapon and Armor Proficiency: All simple.
Element Affinity: At 3rd level an Elementalist chooses an element from the four classical elements – Fire, Earth, Air, and Water. S/he gains resist 5 to that element. At every 3 levels after, an Elementalist gains additional Affinity to his/her chosen element, and adds another resist 5 to it. Techniques gain specific bonuses.
Elemental Bending: An Elementalist has the natural ability to bend the elements, in addition to his/her specific techniques. An Elementalist can manipulate his/her chosen element a number of rounds equal to his/her level per day. This manipulation has to be something the element would naturally do (You can’t make water float, or make fire spontaneously in the air. Enlarging an existing fire is OK, but you can't make air lift anything off the ground.), and requires a Concentration check with a DC equal to 10 + the # of rounds it has been manipulated per round.
Elemental Manipulation: At 5th level, an Elementalist can manipulate other elements in the same way s/he manipulated his/her chosen element. Neither the chosen element or the other elements need Concentration checks anymore, but still have the round limitations. Additionally, s/he can manipulate his/her chosen element non-naturally(Such as make fire appear in midair, make water and earth float, and lift things into midair with wind), with the same Concentration check and round limitations.
Elemental Mastery, Partial: At 10th level, the round limitations for naturally manipulating elements is gone, and Elementalist can non-naturally manipulate the other elements without a Concentration check, but still with round limitations. Also s/he can manipulate his/her chosen element non-naturally permanently (s/he can leave an orb of water floating in the air indefinitely, or do things like an ever burning flame). In order to do this, an Elementalist must make a Concentration check with a DC equal to 10 + the # of 5 cubic feet sections affected.
Elemental Mastery: At 15th level, an Elementalist can non-naturally manipulate the other elements permanently, but still with the Concentration check.
One with the Elements: An Elementalist to attains 20th level is attuned with the Elements perfectly. Techniques now cost half as much (round down, except level 9 techniques, which are rounded up). Also, an Elementalist can non-naturally manipulate the elements without any Concentration checks.
Techniques: An Elementalist gets 5 + WIS modifier technique points per day at first level, and 1 + WIS modifier at each additional level. Techniques come in levels 1 to 9, and in order to learn/use them, an Elementalist needs a WIS score of 10 + technique level. A technique costs an amount of technique points equal to its level to use, which recharge after an extended rest.
An Elementalist learns 2 techniques per level, but must have a level of twice the spell to learn it, except for level 1 techniques.
{table=head]{colsp=2}Techniques:
Level | Techniques
1 | Bolt (Acid, Fire, Lightning, Ice, Wind), Natural Mending, Endure Elements, Slippery, Summon Elemental I, Servant of Wind, Burning Hands, Silent Iris Image, Chill Touch, Feather Fall, Boost, Unstable, Bullet, Open/Close
2 | Fog Cloud, Flaming Sphere, Stunning Arrow, Summon Elemental II, Air Snare, Continual Flame, Gust of Wind, Scorching Ray, Minor Iris Image, Fluid Doppelgangers, Levitate, Spider Climb, Reactive Wall
3 | Explosive Runes, Minor Stone Weapon, Summon Elemental III, Fly, Fireball, Lightning Bolt, Ripple, Major Iris Image, Water Breathing, Immobile Prison, Sleet Storm
4 | Fire Trap, Stoneskin, Summon Element IV, Shout, Shield (Fire, Ice, Wind, Rock), Wall (Fire, Ice, Wind, Stone), Liquid Shape
5 | Lesser Elemental Binding, Summon Elemental V, Cone of Cold, Wall of Force, Sky Launch, Stone Weapon, Overland Flight, Passwall, Water Walk, Current Control, Flameburst, Desert Sun
6 | Repulsion Sphere, Acid Fog, Summon Elemental VI, Bigby’s Forceful Hand, Chain Lightning, Otiluke’s Freezing Sphere, Symbol of Burning, Control Water, Move Earth, Flesh/Stone Transmutation, Symbol of Trapping
7 | Illusionary Wall, Summon Elemental VII, Shallow sand, Symbol of Stunning, Delayed Blast Fireball, Aircage, Greater Stone Weapon, Control Weather, Reverse Gravity, Soulburn, Create Water, Hydro Blast, High Pressure, Liquify
8 | Elemental Wall, Incendiary Cloud, Summon Elemental VIII, Polar Ray, Greater Shout, Sunburst, Iron Body, Quicksand, Vortex, Whirlpool
9 | Elemental Sphere, Elemental Maw, Summon Elemental IX, Meteor Swarm, Maelstrom, Earthquake
[/table]
(Some of these are pulled from the lists of Sorcerer and Wizard spells in the player handbook. You are encouraged to make your own, however. Just remember to pass 'em by the DM.)
I will post a detailed listing of Techniques later.
So, what do you think?
Elementalist
Elementalists are the combination of sorcerers and wizards, except for being elemental specific. They are to be used as a supplement, or in a campaign without arcane and/or divine influence. An Elementalist can cast their “techniques” using pure willpower, without preparing. Elementalists specify in one of the four classical elements – Fire, Air, Earth, or Water – but can cast techniques from the other domains. Some techniques also belong to more than one domain.
Adventurers: This may differ per campaign, but an Elementalist may choose to venture to enhance his/her techniques, or maybe s/he is an outcast. Most Elementalists, however, are drawn by a want to visit the elemental planes.
Characteristics: Elementalists cast techniques innately, but can learn from others’ spellbooks. As such, they generally learn a little less than sorcerers naturally. Elementalists also specialize in a certain element, and gain bonuses in that element.
Alignment: Elementalists tend to go with the elements’ choice; chaos. They can be either good or evil.
Religion: Elementalists do not favor a religion, as they are meant for campaigns that generally don’t have Divine powers.
Background: Elementalists’ powers innately show themselves at the age of a young adult. As such, Elementalists can have widely varied background. Elementalists generally stick together, and learn from each other, as well as discover new techniques themselves.
Races: Elementalists can be any race.
Other Classes: Elementalists do not like to travel with the weak minded, but neither do they like to travel with the disciplined, because of their chaotic nature. As such, Rogues and such are good companions.
Role: An Elementalist is generally a magic specific powerhouse. As such, they may want to learn to fight with standard weapons as well, in case their magic fails them at any point.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Elemental Bending
2nd|
+1|
+1|
+1|
+3|
3rd|
+1|
+1|
+1|
+3|Elemental Affinity 1
4th|
+2|
+1|
+1|
+4|
5th|
+2|
+2|
+2|
+4|Elemental Manipulation
6th|
+3|
+2|
+2|
+5|Elemental Affinity 2
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+3|
+3|
+6|
9th|
+4|
+3|
+3|
+6|Elemental Affinity 3
10th|
+5|
+3|
+3|
+7|Partial Elemental Mastery
11th|
+5|
+4|
+4|
+7|
12th|
+6/+1|
+4|
+4|
+8|Elemental Affinity 4
13th|
+6/+1|
+4|
+4|
+8|
14th|
+7/+2|
+5|
+5|
+9|
15th|
+7/+2|
+5|
+5|
+9|Elemental Affinity 5, Elemental Mastery
16th|
+8/+3|
+5|
+5|
+10|
17th|
+8/+3|
+6|
+6|
+10|
18th|
+9/+4|
+6|
+6|
+11|Elemental Affinity 6
19th|
+9/+4|
+6|
+6|
+11|
20th|
+10/+5|
+7|
+7|
+12|One with the Elements[/table]
Game Rule Information
Abilities: Wisdom determines spell power. An Elementalist may also want Dexterity and Constitution to benefit their AC and Health.
Alignment: Any
Hit Die: d4
Class Skills
Concentration (CON), Craft (INT), Knowledge(The Elements(replaces Arcana))(Nature)(The Planes) (INT), Listen (WIS), Profession (WIS), Sense Motive (WIS), Spellcraft (INT), Spot (WIS), Use Magic Device (CHA)
Skill Points at First: (2 + INT) x 4 Additional: 2 + INT
Class Features
Weapon and Armor Proficiency: All simple.
Element Affinity: At 3rd level an Elementalist chooses an element from the four classical elements – Fire, Earth, Air, and Water. S/he gains resist 5 to that element. At every 3 levels after, an Elementalist gains additional Affinity to his/her chosen element, and adds another resist 5 to it. Techniques gain specific bonuses.
Elemental Bending: An Elementalist has the natural ability to bend the elements, in addition to his/her specific techniques. An Elementalist can manipulate his/her chosen element a number of rounds equal to his/her level per day. This manipulation has to be something the element would naturally do (You can’t make water float, or make fire spontaneously in the air. Enlarging an existing fire is OK, but you can't make air lift anything off the ground.), and requires a Concentration check with a DC equal to 10 + the # of rounds it has been manipulated per round.
Elemental Manipulation: At 5th level, an Elementalist can manipulate other elements in the same way s/he manipulated his/her chosen element. Neither the chosen element or the other elements need Concentration checks anymore, but still have the round limitations. Additionally, s/he can manipulate his/her chosen element non-naturally(Such as make fire appear in midair, make water and earth float, and lift things into midair with wind), with the same Concentration check and round limitations.
Elemental Mastery, Partial: At 10th level, the round limitations for naturally manipulating elements is gone, and Elementalist can non-naturally manipulate the other elements without a Concentration check, but still with round limitations. Also s/he can manipulate his/her chosen element non-naturally permanently (s/he can leave an orb of water floating in the air indefinitely, or do things like an ever burning flame). In order to do this, an Elementalist must make a Concentration check with a DC equal to 10 + the # of 5 cubic feet sections affected.
Elemental Mastery: At 15th level, an Elementalist can non-naturally manipulate the other elements permanently, but still with the Concentration check.
One with the Elements: An Elementalist to attains 20th level is attuned with the Elements perfectly. Techniques now cost half as much (round down, except level 9 techniques, which are rounded up). Also, an Elementalist can non-naturally manipulate the elements without any Concentration checks.
Techniques: An Elementalist gets 5 + WIS modifier technique points per day at first level, and 1 + WIS modifier at each additional level. Techniques come in levels 1 to 9, and in order to learn/use them, an Elementalist needs a WIS score of 10 + technique level. A technique costs an amount of technique points equal to its level to use, which recharge after an extended rest.
An Elementalist learns 2 techniques per level, but must have a level of twice the spell to learn it, except for level 1 techniques.
{table=head]{colsp=2}Techniques:
Level | Techniques
1 | Bolt (Acid, Fire, Lightning, Ice, Wind), Natural Mending, Endure Elements, Slippery, Summon Elemental I, Servant of Wind, Burning Hands, Silent Iris Image, Chill Touch, Feather Fall, Boost, Unstable, Bullet, Open/Close
2 | Fog Cloud, Flaming Sphere, Stunning Arrow, Summon Elemental II, Air Snare, Continual Flame, Gust of Wind, Scorching Ray, Minor Iris Image, Fluid Doppelgangers, Levitate, Spider Climb, Reactive Wall
3 | Explosive Runes, Minor Stone Weapon, Summon Elemental III, Fly, Fireball, Lightning Bolt, Ripple, Major Iris Image, Water Breathing, Immobile Prison, Sleet Storm
4 | Fire Trap, Stoneskin, Summon Element IV, Shout, Shield (Fire, Ice, Wind, Rock), Wall (Fire, Ice, Wind, Stone), Liquid Shape
5 | Lesser Elemental Binding, Summon Elemental V, Cone of Cold, Wall of Force, Sky Launch, Stone Weapon, Overland Flight, Passwall, Water Walk, Current Control, Flameburst, Desert Sun
6 | Repulsion Sphere, Acid Fog, Summon Elemental VI, Bigby’s Forceful Hand, Chain Lightning, Otiluke’s Freezing Sphere, Symbol of Burning, Control Water, Move Earth, Flesh/Stone Transmutation, Symbol of Trapping
7 | Illusionary Wall, Summon Elemental VII, Shallow sand, Symbol of Stunning, Delayed Blast Fireball, Aircage, Greater Stone Weapon, Control Weather, Reverse Gravity, Soulburn, Create Water, Hydro Blast, High Pressure, Liquify
8 | Elemental Wall, Incendiary Cloud, Summon Elemental VIII, Polar Ray, Greater Shout, Sunburst, Iron Body, Quicksand, Vortex, Whirlpool
9 | Elemental Sphere, Elemental Maw, Summon Elemental IX, Meteor Swarm, Maelstrom, Earthquake
[/table]
(Some of these are pulled from the lists of Sorcerer and Wizard spells in the player handbook. You are encouraged to make your own, however. Just remember to pass 'em by the DM.)
I will post a detailed listing of Techniques later.
So, what do you think?