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AttilaTheGeek
2012-12-30, 10:34 PM
Hello, Playground! :smallsmile: This is my first real homebrew project, and I'm looking for feedback, good or bad. I wanted to make a class for a character who had a strong affinity for a certain element and didn't want to play an elemental bloodline Sorcerer.

From a mechanics point of view, with the energy pool magic system, I wanted to amplify all the strengths and weaknesses of spontaneous casting. An elementalist knows even fewer spells than a Bard, but can combine them in even more versatile ways because they're not restricted by levels. Also, in the same way that a Sorcerer gets more spell slots than a Wizard, I expanded upon that by having the elementalist's spells per day limited to only as many as he could fit in 24 hours. I'm aware it functions pretty much identically to mana; I wanted to try the concept of a gish character whose spellcasting, while not as powerful as a Wizard or Sorcerer's, could keep up with the melee all day.

It is intentional that the class is very specialized. Each of the different specializations could be a magus archetype and use standard vancian casting, but I think that'd be less true to what I'm trying to go for. One of the most common comments I've received in preliminary feedback is that Resist Energy or Protection from Energy completely shut down the base class features, and to address that the Universal section of the spell list is going to be large and varied, probably the largest of the five. I still want elemental spells to be mainly combat-focused, like the Magus, but not exclusively combat-oriented to the same extent. Thanks for reading, and PEACH please!

Elementalist

There are many magic-users throughout the world, each with their own methods of mastering the arcane, divine, or psionic arts. The elementalist, however, studies magic differently. By choosing a single element and binding themselves to it, an elementalist masters either air, fire, earth, or water over the course of their lifetime. As an elementalist becomes more powerful, he discovers new abilities and unlocks them from within himself, rather than attaining mastery through diligent study.

Role: The roles of the four elementalists vary wildly. Water and Fire elementalists are powerful casters, using the power of their elements to protect allies or to incinerate enemies. Air elementalists use their speed to supplement their martial prowess, speeding around the field of combat and leaving lightning in their wake. Disciples of Earth use the strength of stone to become nearly invulnerable in melee combat. Regardless of the specialization, all elementalists are capable with a blade.

Alignment: For Air and Fire elementalists, any nonlawful. For Earth elementalists, any nonchaotic. For Water elementalists, any.

Hit Die: d6.

Starting Gold: 3d6x10 (Average 105gp)

Class Skills
The elementalist's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), and Profession (Wis). Each element also grants additional class skills.

Skill Ranks per Level: 2 + Int modifier.

Elementalist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Energy Pool

1st|
+0|
+0|
+0|
+2|Energy Pool, Elemental Specialization, Elemental Talent I|
4

2nd|
+1|
+0|
+0|
+3|Energy Siphon|
5

3rd|
+2|
+1|
+1|
+3|Focus I|
6

4th|
+3|
+1|
+1|
+4|Bonus feat|
7

5th|
+3|
+1|
+1|
+4|Elemental Weapon|
8|
5

6th|
+4|
+2|
+2|
+5|Focus II|
10

7th|
+5|
+2|
+2|
+5|Elemental Talent II|
12

8th|
+6/+1|
+2|
+2|
+6|Bonus feat|
14

9th|
+6/+1|
+3|
+3|
+6|Focus III|
16

10th|
+7/+2|
+3|
+3|
+7|Improved Elemental Weapon|
18

11th|
+8/+3|
+3|
+3|
+7|Energy Resistance 10|
21

12th|
+9/+4|
+4|
+4|
+8|Bonus feat, Focus IV|
24

13th|
+9/+4|
+4|
+4|
+8|Elemental Talent III|
27

14th|
+10/5|
+4|
+4|
+9|Energy Resistance 20|
30

15th|
+11/+6/+1|
+5|
+5|
+9|Focus V|
34

16th|
+12/+7/+2|
+5|
+5|
+10|Bonus feat|
38

17th|
+12/+7/+2|
+5|
+5|
+10|Energy Resistance 30|
42

18th|
+13/+8/+3|
+6|
+6|
+11|Focus VI|
46

19th|
+14/+9/+4|
+6|
+6|
+11|Elemental Talent IV|
50

20th|
+15/+10/+5|
+6|
+6|
+12|Ascendance, energy immunity, bonus feat|
55[/table]

Elementalist Spells Known
{table=head]Level|1st|2nd|3rd|4th
1| 2 | - | - | -
2| 2 | - | - | -
3| 3 | - | - | -
4| 3 | - | - | -
5| 3 | - | - | -
6| 3 | 2 | - | -
7| 4 | 2 | - | -
8| 4 | 3 | - | -
9| 4 | 3 | - | -
10| 4 | 3 | - | -
11| 5 | 3 | 2 | -
12| 5 | 4 | 2 | -
13| 5 | 4 | 3 | -
14| 5 | 4 | 3 | -
15| 6 | 4 | 3 | -
16| 6 | 5 | 3 | 2
17| 6 | 5 | 4 | 2
18| 6 | 5 | 4 | 3
19| 6 | 5 | 4 | 3
20| 6 | 6 | 4 | 3[/table]


Class Features
The following are class features of the elementalist.

Weapon and Armor Proficiencies: An elementalist is proficient with simple and martial weapons and light armor. He can cast elementalist spells while wearing light armor without incurring the normal arcane spell failure chance. Like a more conventional arcane spellcaster, an elementalist wearing medium or heavier armor suffers a chance to have his spells fail. Earth elementalists are an exception; they can cast without spell failure chance in medium armor.

Bonus Feats: Every 4 levels, an elementalist gains a bonus feat. At each such opportunity, he can choose a metamagic feat or a combat feat. The elementalist must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels, which can be any feats.

Energy Pool: At 1st level, the elementalist gains a reservoir of mystical energy which he uses to power his spells. Each spell has an energy cost associated with it; to cast that spell, the elementalist must expend that many points from his energy pool. At the beginning of each round on the elementalist's turn, he recovers energy points equal to half his elementalist level, rounded up.

Spells: An elementalist cast spells from the elementalist spell list. An elementalist, like a sorcerer, can cast any spell they know without preparing it ahead of time. However, unlike a sorcerer, an elementalist has no limits on the number of spells he can cast per day.

All elementalist spells are in either the [Air], [Earth], [Fire], [Water], or schools. The elementalist can only learn Universal spells and spells of his element. The four levels of elementalist spells affect only spells known; they have no effect on spell DCs. The base DC for each spell that allows a saving throw is 10 + the elementalist's Charisma modifier + 1/2 the number of energy points spent to cast that spell (minimum 1), unless noted otherwise. The elementalist's Charisma modifier has no effect on his spells known, but some spells and abilities do increase energy point regeneration based on the elementalist's Charisma. Elementalist spells with a duration of "focus" have a duration as long as the elementalist chooses to continue to spend energy points to maintain the spell. Focusing is a free action. Focusing can be interrupted like concentration, but the elementalist can still perform actions while focusing any number of continuous spells.

Metamagic feats can be applied to elementalist spells as normal, but multiply the energy point cost. A metamagic feat that normally increases the level of a spell instead multiplies the point cost by the level increase. For example, the Quicken Spell feat, which increases the level of a spell by four, multiplies the energy point cost of a spell by four. To apply more than one metamagic feat to a spell, multiply the overall cost by the sum of the level increases of each metamagic feat. The general formula is as follows:


Points spent = (Point cost of spell) x (level increase of first metamagic spell + level increase of second metamagic spell + level increase of second metamagic spell + level increase of third metamagic spell) and so on.

A metamagic feat with a level increase of +0 has a multiplier of 1 (meaning it has no increase in the point cost), and a metamagic feat with a level increase of +1 has a multiplier of 1.5.

Elemental Specialization: At 1st level, an elementalist chooses to focus on either air, earth, fire, or water. This choice cannot be changed. Each specialization grants additional abilities, as shown below.

Designer's note: The specializations are being redone in order to bring the levels at which abilities are gained and the scaling of those abilities in line with each other. Feel free to continue to comment on the abilities themselves.

Each specialization grants four different abilities. The elemental [U]talent is a primary ability for each specialization. The talent is gained at 1st level and scales every 6 levels after 1st, maximizing at 19th level. Each specialization's focus is a passive ability granted at 3rd level, which scales every 3 levels and supports the element's theme. Ascendance, which differs for each element, is an incredibly powerful ability gained at 20th level which represents the culmination of the elementalist's advancement. Also, each specialization gets energy resistance to their particular element's associated damage type at 11th, 14th, 17th, and complete immunity to its damage at 20th level.

Table: Elemental focuses and talents
{table=head]Elemental specialization|Air|Earth|Fire|Water
Focus X|Sneak Attack Xd6|DR X/Adamantine|Burning Rage X rounds/day|Xd6 damage/healing to creatures in a pool
Talent|Bolt|Stone Shield|Cloak of Flame|Pool size increase[/table]

Designer's note: Burning rage is a work in progress (though the name may give it away); I'll add it when it's ready. Also, the following four spoilers are ridden with typos because I haven't posted edits to them in a couple days. I'm working on them.

AirThe Air elementalist channels the power of lightning to travel instantaneously across the battlefield and deliver quick attacks.

Bonus Skills: At 1st level, add Acrobatics (Dex), Fly (Dex), and Stealth (Dex) to your list of class skills.

Bonus Feat: At 1st level, you receive Weapon Finesse as a bonus feat.

Sneak Attack (Ex): At 5th level, your melee attacks inflict an extra 1d6 damage against targets you flank or who are denied their Dexterity bonus to AC. The damage increases by 1d6 every 5 levels after 5th, to a maximum of 4d6 at 20th level.

Bolt (Sp): At 6th level, as a move action, you can transform into a bolt of lightning and instantly travel in a straight line to a distance of up to 30 feet (minimum 15 feet), rematerializing in the new location instantaneously. This movement provokes attacks of opportunity, but you have a 50% miss chance because you are not completely physical. Creatures in this line take 2d6 points of damage and can make a Reflex save to take half as much. (Spell Resistance applies.) Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. Bolt counts as Dimension Door for the purposes of qualifying for the Dimensional Agility (http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html#dimensional-agility) series of feats, but the cost must be paid for each split if you use Dimensional Dervish (http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html#dimensional-dervish). Using Bolt costs 5 energy points.

Quickened Blows (Ex): At 8th level, as a standard action, you can make one attack with each of your weapons at your highest base attack bonus.

Improved Bolt: At 12th level, your Bolt improves. You can Bolt up to 60 feet, and no longer provoke attacks of opportunity. Creatures directly in your path now take 4d6 damage. Whenever you end a Bolt, you can deal 4d6 damage to all creatures in a 15-foot cone in front of you. You can now also use Bolt as part of a bull rush or charge attempt- if you do, you gain a +4 circumstance modifier on the check. As before, all affected targets can make Reflex saves for half damage, and Spell Resistance applies. Bolt now costs 10 energy points.

Bolt Mastery: At 17th level, the power of your Bolt reaches new heights. You can Bolt up to 80 feet. Creatures in your path take 8d6 damage, and creatures 5 feet away from the path take 2d6 damage. Whenever you end a a Bolt, he can either deal 4d6 damage to all creatures within 15 feet of him or 8d6 damage in a 15-foot cone in front of him. Whenever you Bolt as part of a bull rush or charge attempt, your circumstance modifier increases to +8. Creatures can no longer save against the effects of Bolt, but Spell Resistance still applies. Bolt now costs 15 energy points.


EarthThe Earth elementalist is a bastion of defense, embracing the power of stone to become nearly invulnerable.

Combat defense: You are also proficient in medium armor. You can cast elementalist spells while wearing medium armor without incurring the normal arcane spell failure chance.

Bonus Skills: At 1st level, add Climb (Str), Knowledge (geography) (Int), and Survival (Wis) to your list of class skills.

Bonus Feat: At 1st level, you receive Toughness as a bonus feat.

Stone Body (Su): At 3rd level, you gain DR 1/Adamantine. This damage reduction increases by 1 every 3 levels after third, to a maximum of DR 6/Adamantine at 18th level. At 20th level, this effect is replaced by your Ascendance.

Stone Shield (Sp): At 5th level, you can summon a floating shield to defend you in combat. It grants a +3 shield bonus to AC, and the bonus increases by 1 every three levels beyond 5th, to a maximum of +8 at 20th level. Using Stone Shield costs energy points equal to two times the bonus it grants (6 points at 5th level, up to 16 points at 20th level), and you must spend an additional 1 energy point per point of bonus (3 points at 5th level, up to 8 at 20th level) every round to keep it active.


FireThe Fire elementalist wields the power of flame to incinerate enemies at close range.

Bonus Skills: At 1st level, add Knowledge (Arcana) (Int), Spellcraft (Int), and Use Magic Device (Charisma) to your list of class skills.

Bonus Feat: At 1st level, you receive Weapon Focus in a weapon of your choice as a bonus feat.

Burn: Many of your spells cause a target to catch on fire. Burning damage functions similarly to bleed damage. However, burn damage is not completely removed by the application of any spell that cures hit point damage. Instead, the amount of burning removed is equal to the number of hit points healed by the spell. A creature can attempt to extinguish its flames by rolling on the ground, removing 20 points of burn damage (which will, in many cases, be all of the burn damage) as a full-round action that provokes attacks of opportunity. The creature is prone for the attacks of opportunity, but standing up is part of the action. You get a +10 modifier on Intimidate checks against a creature you've set on fire.

Cloak of Flame (Sp): At 6th level, as a standard action, you can release your hold on your inner flame, allowing it to expand outward to deal 1d6 damage to all creatures within 5 feet of you at the beginning of each of your turns. It costs no energy to maintain, but takes a move action to turn off.

Flame Blade (Su): At 8th level, whenever you deal fire damage to a creature with your weapon, you may expend any number of energy points, up to a maximum of half your level. The creature takes 1 point of continuous burn damage for each two energy points expended. For example, at 20th level, you can expend 10 energy points to deal 5 points of burn damage.

Improved Cloak of Flame: At 12th level, your cloak of flame becomes more powerful. While it is active, you deal 2d6 damage to creatures standing next to you and half as much to creatures within 10 feet of you. Your cloak of flame can now be deactivated as a swift action. In addition, you recover an additional 2 energy points per round.

Cloak Mastery: At 17th level, your cloak of flame becomes even more powerful, heralding your elemental transformation. It deals 4d6 damage to creatures within 5 feet of you and half as much to creatures within 10 feet of you. Your cloak of flame can now be deactivated as an immediate action. While it is active, you recover 5 energy points per round.

Explosion (Sp): At 20th level, you can cause a burning creature to erupt in flame. To make a target explode, it must have be taking least 15 points of burn damage each turn. The creature erupts in a blast of flame, dealing 10d6 to all creatures within 30 feet and an additional 10d6 damage to itself. Each creature affected except the original can make a Reflex save at a DC of 19+ your Charisma modifier for half damage. Causing a creature to explode takes 30 energy points.


WaterThe Water elementalist is the most versatile of the four, freezing enemies in place while rejuvenating allies with the power of pure water.

Bonus Skills: At 1st level, add Heal (Wis), Sense Motive (Wis), and Swim (Str) to your list of class skills.

Bonus Feat: At 1st level, you receive Combat Casting as a bonus feat.

Frozen: Some of your spells cause creatures to become Frozen. Frozen creatures cannot move, have their dexterity reduced by 6, and take a -4 penalty on attack rolls. Frozen spellcasters must make a concentration check (DC 15 + spell level) or lose the spell.

Pool (Sp): At 3rd level, you can summon a small pool of water that covers the ground. Your pool covers a 10-foot square and has one of the following effects, which is chosen when the pool is created, cannot change, and triggers at each round. Unlike other abilities which function over multiple rounds, all of the pool's effects trigger at the beginning of your round. Creatures not touching the ground are unaffected by any of the pool's powers.

Cure 1d6 points of damage per four caster levels to each friendly creature in the pool.
Deal 1d6 damage per four caster levels to each hostile creature in the pool.
Reduce the movement speed of each creature, hostile and friendly, in the pool by 10 feet, to a minimum of 5 feet. At 8th level, each creature is instead entangled (http://paizo.com/pathfinderRPG/prd/glossary.html#_entangled) by frost clinging to their legs. At 14th level, affected creatures are instead frozen. Frozen creatures can make a Reflex save to become entangled instead. Each of these conditions lasts for 1 round.

At 5th level, the size increases to a 10-foot radius. It increases to a 20-foot radius at 10th level, a 30-foot radius at 15th level, and a 40-foot radius at 20th level. At the beginning of your turn each round, if you are standing in your pool, you regenerate energy points equal to 1/4 your level (in addition to normal energy point regeneration). Creating or moving your pool costs 1 energy point per four levels, and no energy points to maintain. You can only have one pool at a time.


Energy Siphon (Su): At 2nd level, whenever an elementalist deals melee damage to a creature, he regains energy points equal to his Charisma modifier. An elementalist can regain no more than 1/2 his level, rounded up, in energy points this way each round.

Elemental Weapon (Su): At 5th level, an elementalist can imbue any weapon he holds with a small fraction of his elemental power, granting it a special ability as shown in the table below. The bonus functions only as long as he holds the weapon, and costs 2 energy points per round to maintain.

Improved Elemental Weapon (Su): At 10th level, the power of the elementalist's Elemental Weapon improves. At the cost of 4 energy points per round, he can grant a weapon a more powerful special ability instead.

{table=head]Elemental Specialization|Elemental Weapon|Improved Elemental Weapon

Air|
Shock|
Shocking Burst

Earth|
Corrosive|
Corrosive Burst

Fire|
Flaming|
Flaming Burst

Water|
Frost|
Icy Burst[/table]

Ascendance (Su): At 20th level, the elementalist's natural form becomes a Medium air, earth, fire, or water elemental, depending on his specialization. This does not affect his capability to speak or cast spells, and his ability scores remain unchanged. He is forevermore treated as a native outsider rather than a humanoid (or whatever his original type was) for the purposes of spells and effects. Ascendance also grants a number of additional effects depending on the elementalist's specialization:
Air elementalists gain a fly speed of 80 feet with good maneuverability and gain the Whirlwind (http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html#_whirlwind)supernatural ability at a height of 10-40 feet and with a save DC of 16 + the elementalist's Charisma modifier.
Earth elementalists gain DR 10/Adamantine, which replaces the bonus granted from Stone Body. They also gain the Earth Mastery (http://paizo.com/pathfinderRPG/prd/monsters/elemental.html) extraordinary ability.
Fire elementalists gain the Explode spell-like ability, detailed under Elemental Specialization: Fire, as well as a 10-foot increase in movement speed as long as their Cloak of Flame is active.
Water elementalists gain a swim speed of 80 feet as well as the ability to become actual water. In liquid form, you gain a +30 bonus to Escape Artist checks, a +5 bonus to Acrobatics checks, and a +5 bonus to Stealth checks. You can move through water perfectly without making Swim checks. You take half damage from magical weapons, and no damage from nonmagical weapons. You cannot hold objects, make unarmed attacks, or cast spells in liquid form. Liquid form takes a move action to enter or leave.

AttilaTheGeek
2012-12-30, 10:35 PM
Elementalist Spell List

Note that, though the base class is pretty much complete (feedback still appreciated), this spell list is still very much a work in progress. Spells marked with a (*) at the end are created by me and detailed below the table. Energy costs written "A+B" mean "A on cast, plus an additional B every round".

Air Spells
{table=head]
Spell Name|Energy Cost|Description

{colsp=3}
1st level

Shocking Grasp|
3|As normal (http://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp), but allows a weapon attack as if cast with Spellstrike (http://www.d20pfsrd.com/classes/base-classes/magus)
Wind Tunnel*|
1+1|Moves creatures down a path.


[/table]

Spells I've created: Wind Tunnel
School: Air, Level: elementalist 1, Cost: 1 energy point + 1/round
Casting time: 1 standard action, Components: V,S
Range: Close, Duration: focus + 2 rounds
You create a path of air which swirls and pushes enemies through it. The wind tunnel covers up to five 5-foot squares plus one per caster level, to a maximum of 15 5-foot squares at 10th level. At the beginning of your turn each round, each creature in the wind tunnel is moved two squares down the tunnel. This functions as a Bull Rush attempt, using your Charisma modifier instead of your strength and ignoring your size modifier to CMB, if you have one. (It does not provoke attacks of opportunity). At 10th level, enemies provoke attacks of opportunity as if you had the Greater Bull Rush (http://www.d20pfsrd.com/feats/combat-feats/greater-bull-rush-combat---final) feat.

Earth Spells
{table=head]
Spell Name|Energy Cost|Description

{colsp=3}
1st level

Outcropping*|
3+1|Creates stone or rock.



[/table]

Spells I've created: Outcropping
School: Earth, Level: elementalist 1, Cost: 3 energy points + 1/round
Casting time: 1 standard action, Components: V,S
Range: Close, Duration: focus
You conjure a small amount of earth from the ground. It can measure up to 10 cubic feet. It can provide a +10 circumstance bonus on an Acrobatics check to jump (if you create under your feet), give total cover to one square, make one edge between two squares impassable (except with a DC 20 Strength check), or create a small stone object which cannot be a weapon.

Fire Spells
{table=head]
Spell Name|Energy Cost|Description

{colsp=3}
1st level

Spark|
1|As normal (http://paizo.com/pathfinderRPG/prd/advanced/spells/spark.html), but causes 1 point of burn damage.

Burning Disarm|
1|As normal (http://www.d20pfsrd.com/magic/all-spells/b/burning-disarm)

Burning Hands|
4|As normal (http://www.d20pfsrd.com/magic/all-spells/b/burning-hands)

{colsp=3}
2nd level

Heat Metal|
3|As normal (http://www.d20pfsrd.com/magic/all-spells/h/heat-metal)


[/table]

Spells I've created:None yet.

Water Spells
{table=head]
Spell Name|Energy Cost|Description

{colsp=3}
1st level

Create Water|
0|As normal (http://www.d20pfsrd.com/magic/all-spells/c/create-water)

Hydraulic Push|
1|As normal (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-push)

Obscuring Mist|
1|As normal (http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist)

Rejuvenation*|
2+1|Heals a subject over time.
[/table]


Spells I've created:Rejuvenation
School: Water, Level: elementalist 1, Cost: 2 energy points + 1/round
Casting time: 1 standard action, Components: V,S
Range: Close, Target: 1 creature, Duration: focus, SR: Yes (harmless)
The target is surrounded by healing waters, which heal 1d6 points of damage per round.

Universal Spells
{table=head]
Spell Name|Energy Cost|Description

{colsp=3}
1st level

Floating Disk|

1|As normal (http://www.d20pfsrd.com/magic/all-spells/f/floating-disk)

Magic Weapon|
2+1|As normal (http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon)

Magic Missile|
3|As normal (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile)

Resist Energy|
1+3|As normal (http://www.d20pfsrd.com/magic/all-spells/r/resist-energy)

Summon Elemental I*|
6|Summons a small elemental (http://paizo.com/pathfinderRPG/prd/monsters/elemental.html) of your element.



[/table]

Spells I've created:Summon Elemental I
School: Universal, Level: elementalist 1, Cost: 6 energy points
Casting time: 1 standard action, Components: V,S
Range: Close, Effect: 1 summoned creature, Duration: 1 round/level
Summons a small elemental (http://paizo.com/pathfinderRPG/prd/monsters/elemental.html) of your type. Note that summoning an elemental has no continuous energy point cost.

AttilaTheGeek
2012-12-30, 10:37 PM
Reserved for spell list post II

AttilaTheGeek
2012-12-30, 10:39 PM
Reserved for possible archetypes/PrCs, just in case.

Midwoka
2012-12-31, 12:51 AM
I really like this, so far =)

In fact, I was working on something that uses pretty much the same system! My class uses points and gets some back every round, too, though I was keeping the points lower (and having the abilities scale a bunch rather than getting replaced with higher-level ones) and I wasn't basing things around the four elements. I'm thinking I might wait and see how this turns out, and possibly change my class into an archetype for your Elementalist =D


I see a couple problems with the skills, though. You have Air listing Stealth twice, Air gives Intimidate and Water gives Diplomacy which are already universal for the class, and it doesn't make much sense that Water and Earth Elementalists would get Fly. I'd make Fly an Air-only class skill (possibly making Acrobatics universal and Escape Artist an Air-only one in its place), and replace Water's Diplomacy with Heal (since you seem to have Water down as the healing element) or, y'know, Swim =P

AttilaTheGeek
2012-12-31, 10:22 AM
I really like this, so far =)

Thanks so much! Like I said, this is my first real homebrew project, so that means a lot. :smallsmile:


I'm thinking I might wait and see how this turns out, and possibly change my class into an archetype for your Elementalist =D

I'd be honored! Do you want to PM me what you have so far, and we can try to work something out?


I see a couple problems with the skills, though.

Whoops! Thanks for pointing that out.

AmberVael
2012-12-31, 09:49 PM
Random thoughts, suggestions, and criticisms in no particular order.

1) I think it might be wise to abandon the traditional spells entirely for this class. It might be a little bit more demanding, but making effects custom designed for the energy pool system would probably be wise, and assist greatly in balance. You could definitely still draw inspiration and effects from spells, but otherwise... I think you'd be better served with unique "spells."

2) So... what bonus feats can the elementalist choose from? I see bonus feats listed on the table, but not in text. Also, is there a particular reasoning to the levels they're granted at? Seems a bit unusual.

3) I think you could benefit from organizing the elemental specializations a bit. For example, rather than saying "you gain a specialization at 1st level, and abilities from it there on out" and leaving it at that, you could give the abilities a unified name, and thus neatly represent all of them on the table, denoting when the new abilities are gained. You could call them Elemental Studies or Elemental Ranks or something along those lines.
I'm not entirely sure how clear I'm being here, so I'll give an example. Check out how this warlock fix did heritage abilities. (http://www.giantitp.com/forums/showthread.php?t=226021)

4) So... why the melee capabilities? :smallconfused: I don't really object to the idea, but I think what I'm seeing thus far in the spell list, and in their class features, is a set of abilities that doesn't really work together in any way. You can't fight and cast spells at the same time, after all. Now, the ways around that are to have special class features- like a duskblade might have- or to have good buffs to assist- like a cleric might have- but I don't really see either of those things in this class. I'm just a little confused that it seems to be split between two capabilities, and doesn't resolve that split in any way.

5) "The six levels of elementalist spells..." You only show the elementalist getting up to 4th level spells on your spells known chart. Something in there needs editing, though whether text or table I'm not sure.

6) Is there a maximum energy point cost that you can have? Or is it theoretically possible for an elementalist to blow all their energy points on one spell?

7) It seems like metamagic gets prohibitively expensive very quickly due to multiplication. Making metamagic less powerful is probably not a bad idea, but I think you may have overdone it a little.

8) Fire specialization, so far, seems to only be able to do fire damage. While there is fair reason for this, I feel you should be warned that fire damage is the most resisted element of all elements. If this specialziation does not get some variety, or at least some ability to bypass immunity and resistance (like a Searing Spell type feature) it's going to have a very tough time.

AttilaTheGeek
2013-01-01, 01:52 AM
Random thoughts, suggestions, and criticisms in no particular order.

Thank you very much for the feedback.


1) I think it might be wise to abandon the traditional spells entirely for this class. It might be a little bit more demanding, but making effects custom designed for the energy pool system would probably be wise, and assist greatly in balance. You could definitely still draw inspiration and effects from spells, but otherwise... I think you'd be better served with unique "spells."

I spent a while mulling it over. Initially, I had three levels of powers, minor, medium, and major, but I realized they were just turning into collections of 1st-2nd, 3rd-5th, and 6-8th level spells, respectively, so I decided to just name them spells and be done with it.

I do plan on having a large part of the spell list be custom spells, simply because there aren't enough spells (arcane or divine) that fit neatly into the four elements. As of now, I'm just finding the ones that do (fit in neatly) and dropping them in.


2) So... what bonus feats can the elementalist choose from? I see bonus feats listed on the table, but not in text. Also, is there a particular reasoning to the levels they're granted at? Seems a bit unusual.

Those were intended to just be any feats, not a particular set. I wanted to grant three feats because the class didn't seem super feat-intensive, and they're at those levels because...you're right. I think I'll just give a feat every four/five levels and be done with it.


3) I think you could benefit from organizing the elemental specializations a bit.

Good point. I'll do that.


4) So... why the melee capabilities? :smallconfused:

Long answer: I didn't want the elementalist to be a full caster because getting 9th-level spells and remaining true to a single-element focus is difficult to accomplish, and also gives the class way too many options. Taking the sorcerer size of spells known, having 30+ spells to choose from each round and the ability to go all day without running out of gas seems incredibly powerful, regardless of what the spells are. Also, I wanted melee to be a way to regenerate energy points. The goal is that the elementalist is moving in and out of melee for switching between casting spells and regaining energy, and is reasonably competent in both.

Short answer: Because I thought it would make the class more fun to play.



5) "The six levels of elementalist spells..."

That was a typo left over from when the elementalist was a 6-level caster. I still want the elementalist's casting to be at that power level, but arranging spells into 4 levels instead of 6 gives players more options.


6) Is there a maximum energy point cost that you can have? Or is it theoretically possible for an elementalist to blow all their energy points on one spell?

It should be. It's intentional that the class be able to fluctuate between giant bursts of power and sitting back and gaining it back up, although not so much so that they rely on just a few incredibly powerful spells.


7) It seems like metamagic gets prohibitively expensive very quickly due to multiplication. Making metamagic less powerful is probably not a bad idea, but I think you may have overdone it a little.

Another cost system I was thinking about was "spell point cost x (first metamagic + second metamagic + third metamagic)"


8) Fire specialization, so far, seems to only be able to do fire damage.

That's just the base class abilities. I plan on having the universal part of the spell list account for things like admixture and force/sonic damage. Searing spell does sound cool, though; I'll add it in.

Deepbluediver
2013-01-02, 01:21 AM
It's late, and I'm tired, and I normally have an ironclad rule against posting in this state because I inevitably end up regretting it later. But I'm going to try and give some constructive criticism anyway, and I apolgize in advance for anything obvious I miss or any accidental insults.

First, I like Energy Syphon; it seems like a good way to keep your character going, particularly at high levels when they may burn through their energy pool quicker with metamagic. Perhaps you should let the elementalist recoup extra power from certain enemies (elementals, for instance :smallbiggrin:)

In fact, if the class got some special features for dealing with elemtenal enemies or creatures with the various subtypes I think it would fit the flavor just fine. Maybe something like the ranger's favored enemy feature or boosts to social skill checks.

For the "Bonus Feats", I would recomend you pick some selection (like metamagic) and just limit it to that. Most classes that get bonus feats do so in a thematically appropriate manner. If you want all classes to just have more feats in general, then add a note stating this before you get into the class itself.
Some homebrewers like to brew class-specific feats, but these can often be tricky to balance so that they are neither underpowered, nor essential.

Next: I think you melee bonuses could use a little support. Maybe something like fighter bonus feats every few levels. As it is, the class seems to have one choice at level one, and then everything is laid out for them.

For Air, Bolt is good, but the sneak attack damage is probably a little weak. You can off find people arguing that the full sneak attack damage the Rogue gets is a little weak, for that matter.

Some sort of rage-style effect might fit well into the Fire category (IMO at least). Also, when a target explodes, does the elementalist also take fire damage from that? It makes it seem like sort of a suicide-style attack.

The defensive shield from earth is certainly nice, but defensive combat overall is kind of weak in D&D. Maybe consider something else for the earth-specialist to do, such as turning the ground to mud or sand for battlefield control.

Water seems to have gotten the "control" aspects, but it really only works on grounded enemies. If you want control to be in this field, adding something like a sleet-storm to ground flyers or the ability to flood-out burrowed creatures could help.


Overall, the class seems like a nice base, but I don't think it rates much above a tier 4, maybe a 3 with some builds (I'm not very good at judging power. I would look at ways to add versatility, especially out of combat.

For combat, maybe try options for two fighting styles for each element:
Air- Ranged and Two-weapon fighting
Earth- Sword 'n Board and Two-handed
Fire- Two-handed and Two-weapon fighting
Water- Reach weapons (spears, chains, etc) and something else, maybe combat manuevers (trip, grapple, etc)

With a little work, you can fluff just about an style for an element.

Next, look at other thematic spells you can add to each school that do more than just throw fire/wind/lightning around:
Air- Haste, Earth- Slow, Water- Cure Poison, Air- create poison (to tired to look up an actual spell that does that)
Or let some types of spells be in two different schools with different fluff: flying as an air elementalist makes you light and gives you control of the wind; flying as a fire elementalist is basically have a jet-engine shooting out of your feet/hands.
Maybe even consider bringing some of the standard arcane schools into play (air=travel=gate & teleporting, water=trickery/mimicery=illusions). That's getting a little bit away from the physical and more into the metaphyscial "what does this element represent?" so I would understand if you don't want to try that.

I know that water is the cliche "healing" school, but having other schools with some options would be nice. Fire might purify infections and earth could heal broken bones, for instance.

Also, the splatbook "Heroes of Horror" has a class called the dread necromancer, who slowly turns into a lich over the course of the class. And plenty of dragon-based classed pick up dragonish chracteristics.
I would expand the sort of features each element gets, perhaps giving them some sort of aura, a subtype, or other elemental characteristics such as crit-immunity.
Maybe they first become immune to their respective type of energy, theneventually it even heals them (so that a fire-elementalist could take a pleasant bath in a pool of magma :smallbiggrin:).

Lastly, the "Universal" school seems kind of generic. When people want to expand on the 4 basic elements, two frequent additions are either "Spirit" or "Void". Maybe come up with a way to add something like positive/negative energy, shadow magic, divine stuff, creation vs. destruction, etc, to spells, then let players pick one or the other to add a light or dark flavor.
(alternatively, the eastern elements often include wood and metal, but I don't think D&D is really set up to support that. maybe add these sorts of spells to one of the existing sets.)

Frathe
2013-01-02, 09:27 PM
Hey, Attila, thanks for the PEACH! Now time to return the favor. :smallbiggrin:

For the alignment restrictions, if you're going to make fire and air be nonlawful, maybe earth should be non-chaotic.

I'm not sure if Acrobatics is really an appropriate class skill for Earth elementalists, or that Fly is appropriate for Earth or Water. I'm also not sure why any of them have Ride. Maybe you could shift some of these to the individual "bonus skills" sections.

I feel like Energy Siphon could be more clearly themed as an attack that drains energy; maybe it could deal minor Con damage.

In the specializations:
For Bolt, 2d6 seems like pretty low fixed damage for a lightning bolt-type spell. I realize that the damage needs to be low, though, because you can use it as a move action. That almost seems too freely available; maybe you should raise the damage to a more impressive quantity but put more restrictions on its use.

For Stone Body, DR 1 seems really low, even to start off with. Maybe the ability could start better at a higher level.

Burn: Maybe creatures, instead of being required to go prone to put themselves out, should have an option to pat themselves out, removing less damage than rolling put not exposing themselves to AoO.

I don't understand the logic behind Frozen; I would expect it to be more like a paralysis effect, where creatures couldn't move or
attack. Why would frozen water render them able to attack but not move, unless it's only freezing their feet?


I think the elemental theming of water could be stronger if it was less focused on healing. Water has plenty of other properties: it makes up the raging oceans, but also the placid lakes; nourishes life, but also allows mold and decay; and can pose a danger as both chilling frost and superheated steam.

Referencing what Deepbluediver said, you could potentially add a Spirit/Aether specialization that focused on healing; it's both the most obvious and the most legitimate extension to the four elements (just look up fifth element; I don't mean the movie). Beyond that, Pathfinder has Metal and Wood schools you could use.

Tarsten Corvus
2013-01-02, 11:27 PM
I like it. A suggestion i have is have an ability of say :
Elemental Control: Through the connection of being in-tune with the elements, you gain some control over the element of the path you have chosen. 3/Day or something like that and have it grow every five lvls after fifth. Or
Elemental Adaptation: The element you have chosen starts manifesting on your body the deeper you delve into it. Example - If Fire is your chosen path You no longer need to wear warm clothing in the snow. Your internal body heat is high enough that it keeps you warm. However it does not make you too hot in the desert, your comfortable with the heat.

Thats my 2 coppers great class otherwise :smallsmile:

AttilaTheGeek
2013-01-03, 06:11 PM
In fact, if the class got some special features for dealing with elemtenal enemies or creatures with the various subtypes I think it would fit the flavor just fine. Maybe something like the ranger's favored enemy feature or boosts to social skill checks.

I've gotten that a lot, so it's definitely something I'm going to add in. That being said, I'm going to be busy for the next couple weeks with IRL work, so it's low on the list, behind redoing the specializations. I do worry about heaping on too many class features and having it become too powerful.


For the "Bonus Feats", I would recomend you pick some selection (like metamagic) and just limit it to that.
<snip>
Next: I think you melee bonuses could use a little support. Maybe something like fighter bonus feats every few levels. As it is, the class seems to have one choice at level one, and then everything is laid out for them.

I addressed both issues by granting a feat, either metamagic or combat, every four levels. Do you think the class needs more?


For Air, Bolt is good, but the sneak attack damage is probably a little weak. You can off find people arguing that the full sneak attack damage the Rogue gets is a little weak, for that matter.


For Bolt, 2d6 seems like pretty low fixed damage for a lightning bolt-type spell. I realize that the damage needs to be low, though, because you can use it as a move action. That almost seems too freely available; maybe you should raise the damage to a more impressive quantity but put more restrictions on its use.

I want the main reason people use Bolt to be that it gets them around the battlefield quickly without provoking attacks of opportunity, so the damage is icing on the cake. I increased sneak attack to 1d6 per three levels, because didn't want the elementalist to one-up the rogue at its own specialty. That way lies madness. And also tier 1.


Also, when a target explodes, does the elementalist also take fire damage from that? It makes it seem like sort of a suicide-style attack.

By that level, they're not immune to fire, so no. Good catch, though.


For combat, maybe try options for two fighting styles for each element:
<snip>
Next, look at other thematic spells you can add to each school that do more than just throw fire/wind/lightning around:


I think the elemental theming of water could be stronger if it was less focused on healing. Water has plenty of other properties: it makes up the raging oceans, but also the placid lakes; nourishes life, but also allows mold and decay; and can pose a danger as both chilling frost and superheated steam.

Referencing what Deepbluediver said, you could potentially add a Spirit/Aether specialization that focused on healing; it's both the most obvious and the most legitimate extension to the four elements

These are both good points. I have a couple options I'm considering for adding versatility:
Adding more specializations. Pros: gives more options at character creation. Cons: lots of work, and doesn't really affect the main four.
Giving sub-specializations, like Deepbluediver suggested. Pros: allows for specialization and player choice. Cons: gives players choices in what they want to specialize in without actually letting them do more things than they would otherwise.
Allow characters to take different paths without rigidly defining sub-specs. For example, in the same way that a Fighter can use a two-handed weapon or a sword and shield, as opposed to the way a Ranger chooses either dual-wielding or ranged combat. Pros: gives characters much more choice in how they play. Cons: requires creating either a whole bunch of feats (which may or may not be imbalanced) or creating talent trees, which are way too "video-gamey". Also, has little to no effect at first level.
Give a set of "class points" which they can spend on various class features at character creation and/or level up. Pros: gives the maximum amount of character choice. Cons: the most complicated.
What do you think?


I feel like Energy Siphon could be more clearly themed as an attack that drains energy; maybe it could deal minor Con damage.

That mechanic came first from how I wanted the class to play, and then the fluff came after. I want the fluff to not be draining energy so much as the elementalist being able to recuperate by attacking instead of casting spells. I just couldn't think of a good name that didn't imply resting.


I like it. A suggestion i have is have an ability of say :
Elemental Control: Through the connection of being in-tune with the elements, you gain some control over the element of the path you have chosen. 3/Day or something like that and have it grow every five lvls after fifth. Or
Elemental Adaptation: The element you have chosen starts manifesting on your body the deeper you delve into it. Example - If Fire is your chosen path You no longer need to wear warm clothing in the snow. Your internal body heat is high enough that it keeps you warm. However it does not make you too hot in the desert, your comfortable with the heat.

Thats my 2 coppers great class otherwise :smallsmile:

Thanks! Those are both classic abilities that it would seem dumb for an elementalist not to have. I'll try to work them into the class table.

Frathe
2013-01-04, 10:37 PM
You could re-theme Bolt as Zephyr: the wielder turns into a speedy gust of wind. That way it's very movement-focused, keeps the air theme, and the smaller damage as icing-on-the-cake makes sense.

Maybe Energy Siphon could be called Absorb Energy?


I kind of like the idea of "class points".

AttilaTheGeek
2013-01-05, 12:50 AM
You could re-theme Bolt as Zephyr: the wielder turns into a speedy gust of wind. That way it's very movement-focused, keeps the air theme, and the smaller damage as icing-on-the-cake makes sense.

Of all the stuff I've written for this class, the Bolt ability is hands-down my favorite. When I read this, I was resistant to changing the ability because I liked it so much. However, when I continued to think about it, I realized I couldn't come up with a single actually meaningful reason not to re-theme it as Zephyr. I'll do that.


Maybe Energy Siphon could be called Absorb Energy?

I like that. I'll do that too. I'm getting a lot of great feedback :smallbiggrin:


I kind of like the idea of "class points".

I think one thing I'm going to do is allow characters to learn spells from other specs at double the cost. For example, if you are spec A and would know two first-level spells, you can know a single first-level spell from spec B instead. It doesn't solve all the issues, not by a long shot, but I think it's a step in the right direction.

I don't think I'll go with class points, since "buying" class features with points gained at level-up feels too complicated and videogamey. Also, it's a lot of work with not a lot of reward at the end.

AttilaTheGeek
2013-01-06, 12:50 AM
I want to add that I've been extremely busy with finals and building a robot this month, and the multitude of things I've said I'll do with the class will get done. Just not for a little while. This class is by no means forgotten or finished.