View Full Version : "My Fists are on FIRE!" (Base Class)

2007-12-22, 01:15 AM
Elemental Disciple

Any lawful.

Hit Die

Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (Planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.

{table] Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special | Unarmed Damage | Elemental Magic Bonus | Path Damage
1st | +1 | +2 | +2 |+2 | Unarmed Strike, Path |1d6|-|-|
2nd | +2 | +3 |+3 |+3 |Evasion |1d6|-|-|
3rd | +3 | +3 | +3 |+3 |Restricted Life|1d6|+1|-|
4th | +4 | +4 | +4 |+4 |Defensive Path|1d8|+1|-|
5th | +5 | +4 | +4 |+4 |Elemental Traits|1d8|+1|-|
6th | +6/+1 | +5 |+5 |+5 | |1d8|+1|+1d6|
7th | +7/+2 | +5 | +5 |+5 |Path Movement|1d8|+1|+1d6|
8th | +8/+3| +6 |+6 |+6 ||1d10|+1|+1d6|
9th | +9/+4 | +6 | +6 |+6 |Improved Evasion|1d10|+2|+1d6|
10th | +10/+5 | +7 | +7 | +7 |Offensive Path|1d10|+2|+1d6|
11th | +11/+6/+1 | +7 | +7 | +7 | |1d10| +2|+1d6|
12th | +12/+7/+2 | +8 | +8 | +8 |Improved Defensive Path|2d6|+2|+2d6|
13th | +13/+8/+3 | +8 | +8 | +8 | |2d6|+2|+2d6|
14th | +14/+9/+4 | +9 | +9 | +9 |Improved Path Movement|2d6|+2|+2d6|
15th | +15/+10/+5 | +9 | +9 | +9 | |2d6|+3|+2d6|
16th | +16/+11/+6/+1 | +10 |+10 |+10 |Expression of the Path|2d8|+3|+2d6|
17th | +17/+12/+7/+2 | +10 |+10 |+10 | |2d8|+3|+2d6|
18th | +18/+13/+8/+3 | +11 |+11 |+11 |Complete Transformation|2d8|+3|+3d6|
19th | +19/+14/+9/+4 | +11 |+11 |+11 | |2d8|+3|+3d6|
20th | +20/+15/+10/+5 | +12 | +12| +12 |Elemental Form, Omniform|2d10|+3|+3d6|[/table]

The 4 elements, components of the world. There are some that realize the power of the elements, control them. The path of the Elemental Disciple is not an easy one, they must forsake their material possessions in exchange for their great power, for one cannot ascend to a higher plane while stuck in this one.

Class Features

All of the following are class features of the Elemental Disciple:

Weapon and Armor Proficiency

Elemental Disciples gain no proficiencies with any weapons, armor, or shields.

Unarmed Strike: At 1st level, an Elemental Disciple gains Improved Unarmed Strike as a bonus feat. An Elemental Disciple’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Elemental Disciple may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an Elemental Disciple striking unarmed. An Elemental Disciple may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually an Elemental Disciple’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

An Elemental Disciple’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Path: At first level, an Elemental Disciple chooses an elemental path: Chilling Waters, Crackling Flames, Thunderclap, or Steady Earth. At various levels, the Elemental Disciple earns special abilities depending on their path choice. See the table below for the abilities.

{table] Level | Chilling Waters | Crackling Flames | Thunderclap | Steady Earth
1st | +2 to Swim | +2 to Diplomacy | +2 to Jump | +2 to Climb
4th | 15 Cold Resistance | 15 Fire Resistance | SR 5+Character Level | DR 2/+1
7th | 30 ft Swim Speed | +20 ft Land Speed | 20 ft clumsy Fly speed | 20 ft Burrow Speed
10th | Vortex, Water Breathing | Cinder Swarm| Lightening| Earth Glide, Earth Mastery
12th | Flowing Mind | Immunity to Fire and Cold | SR 15+Character level | DR 10/Adamentine
14th | 60 ft Swim speed | +50 ft Land Speed | 40 ft Good Fly speed | 40 ft Burrow Speed [/table]


At 2nd level or higher if an Elemental Disciple makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless Elemental Disciple does not gain the benefit of evasion.

Restricted Path: At 3rd level, and above the Elemental Disciple acts as though they have the feat Vow of Poverty (http://realmshelps.dandello.net/cgi-bin/feats.pl?Vow_of_Poverty,all). If the Vow is broken intentionally, all class abilities are lost, and cannot be replaced. If the Vow is broken unintentionally, then an Atonement may be cast to retain class abilities. The Elemental Disciple does not gain the normal bonuses from Vow of Poverty, but instead bonuses as listed below. The bonuses granted by this are Elemental in type, and stack with all other bonuses except other Elemental Bonuses.
{table] Level | AC Bonus | Saving Throw Bonuses
3rd | +3 | +1
6th | +5 | +3
11th | +7 | +5
15th | +9 | +7
19th | +11 | +9 [/table]

Elemental Magic Bonus: Treat the Elemental Disciple's fists as Magic, and as though they had the above listed bonus according to their level. This bonus acts in all ways as an enhancement bonus, but is stackable with said bonus.

Elemental Traits: At 5th level, the Elemental Disciple gains immunity to poison and sleep, and no longer needs to sleep, or in the case of an elf, trance.

Path Damage: An Elemental Disciple's fists deal additional damage as above listed according to their level. The type of energy depends on the Path taken.

Chilling Waters: Cold
Crackling Flames: Fire
Thunderclap: Sonic
Steady Earth: Force

Improved Evasion:At 9th level, an Elemental Disciple’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Elemental Disciple does not gain the benefit of improved evasion.

Offensive Path: At 10th level, am Elemental Disciple gains a special attack or ability depending on their chosen path.

Chilling Waters: Vortex The Elemental Disciple can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the Elemental Disciple can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet tall.

The Elemental Disciple’s movement while in vortex form does not provoke attacks of opportunity, even if the Elemental Disciple enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the Elemental Disciple moves into or through the creature’s space.

Creatures one or more size categories smaller than the Elemental Disciple might take damage when caught in the vortex (1d6 damage per every 5 Elemental Disciple Levels) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Dexterity-based.

Creatures trapped in the vortex cannot move except to go where the Elemental Disciple carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make attacks and does not threaten the area around it.

Water Breathing: An Elemental Disciple with this ability may always breathe in water.

Crackling Flames: Cinder Swarm Once per encounter, the Elemental Disciple may spend a full round action to create a Cinder Swarm that has an area of 30 feet, with the exact dimensions set at the usage. At least 1 square of the Cinder Swarm must touch the Elemental Disciple's square. Creatures caught in the Cinder take 1d6 Fire damage, and may have difficulty Breathing and Concentrating.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

Those caught in this effect fall into fits of sneezing and coughing. Those failing a DC 13 Fortitude save take 1d6 points of Constitution damage immediately. In addition, those failing a second DC 14 Fortitude save 1 minute later are dealt 1 point of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 2d4 rounds.

Thunderclap: Lightening

Once every 5 round, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within 50 ft. Any creature in the target square or in the path of the bolt is affected.

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—the bolt deals 3d10 points of electricity damage instead of 3d6.

This ability functions indoors or underground but not underwater.

Steady Earth: Earth Glide An Elemental Disciple can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Elemental Disciple flings the Elemental Disciple back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery: An Elemental Disciple gains a +5 bonus on attack and damage rolls if both it and its foe are touching the ground.

Liquid Mind: An Elemental Disciple with this ability gains immunity to all Fear, Illusion, and Mind Effecting Effects. They receive a +5 to all Will Saves.

Expression of the Path: At 16th level, an Elemental Disciple becomes able to wreath themselves in Elemental Power once per encounter for 5 rounds. The area created by this ability extends in a circle wit a 5 ft radius. The damage done by this ability depends on the Path taken.

Chilling Waters: 2d6 Cold damage
Crackling Flames: 2d8 Fire Damage
Thunderclap: 2d4 Sonic Damage
Steady Earth: 2d6 Bludgeoning

Complete Transformation: At 18th level, the Elemental Disciple becomes Elemental type, gaining Immunity to Poison, Sleep, Paralysis, Stunning, Flanking, Precision damage, and Critical Hits . However, for the purpose of beneficial effects, the Elemental Disciple is their original type.

Elemental Form: At 20th level, the Elemental Disciple may turn into an Elemental of the Huge size for 10 minutes each day. The time does not have to be spent all at once, but an activation takes at least 1 minute away from the remaining time. It takes a full round action to transform. The type of elemental depends on the Path the Elemental Belongs to.

Chilling Waters: Water Elemental
Crackling Flames: Fire Elemental
Thunderclap: Air Elemental
Steady Earth: Earth Elemental

Omniform: When 4 Elemental Disciples are within 50 ft of each other, they may all used their elemental form to transform into the Omnimental (MM 3). If the Omnimental is killed, it reforms into the 4 component Huge Elemental forms, and half of their remaining time for the Elemental Form is gone.

Alright, what does everyone think? I have a few expectations about responses, but I'm going to wait a while to see comments. If anything, please look at the premise of the class, and consider how it can be improved.

2007-12-22, 01:42 AM
This is very cool. I love the elemental spin on the monk, and it really seems to work, especially the way that you're using preexisting mechanics (in the Vow of Poverty) to do the heavy lifting for most of the common monk problems. I love classes that have different paths, and this one is no exception. The omnimental option at the end is just icing. :smalltongue:

Only nitpicks:

• The last ability for the Thunderclap path should presumably be a 40ft. fly speed.

• Honestly, the paths look a little unbalanced compared to each other. Thunderclap has spell resistance and flight, Steady Earth has burrow, okay. But the other two are pretty lackluster, especially Crackling Flames. I guess Chilling Waters would be reasonable in an aquatic-heavy campaign, but I can't see why anyone would pick Crackling Flames over Thunderclap especially. I mean, there's no way that SR 35 at 20th level is equal in any way to fire immunity. As an addendum, the fist materials don't make much sense either. What does fire have to do with silver?

• In Elemental Magic Bonus: a normal weapon has an "enhancement" bonus, not an "enchantment" bonus.

• For Complete Transformation, elemental is a type, not a subtype. You'd probably be better off saying exactly what they get and don't get, instead of vaguely telling them to reference another source.

But it looks really good. If I ever had any inclination to play an elemental monk, this would be it! Nice work! :smallwink:

EDIT: In addition:

• Flight: what maneuverability?
• Does Chilling Waters ever get to breathe underwater?

2007-12-22, 09:59 AM
Alright, I moved everything around a little, hopefully this'll make everything more balanced.

Changes Include:

-Fixed Errors mentioned above
-Better Offensive Path abilities
-Upping the Power of the Crackling Flames
-Some other stuff

Lady Tialait
2007-12-22, 10:20 AM
Hehe, I'd love to see one of thease teamed up with my Shocking Monk (http://www.giantitp.com/forums/showthread.php?t=63283)

2007-12-22, 10:34 AM
Looks nifty. But one thing, some of us use only core or don't have BoED, so you should say what vow of poverty does.

2007-12-22, 10:54 AM
Ya, I didn't like how Vow of Poverty was, considering some of the bonuses granted by this class were already partially compensating for the Vow of Poverty. So, I now have added AC and Saving Bonuses to further compensate and hopefully cover for the Vow. The Vow no longer gives the bonuses as usual, but the ones above and no others.

Admiral Squish
2007-12-22, 09:36 PM
Isn't a swim or burrow speed redundant once you have earth glide or water breathing? They'd just move at their base speed, by walking on the bottom of the water or walking through the earth.

I do like it, though.

2007-12-22, 10:30 PM
Isn't a swim or burrow speed redundant once you have earth glide or water breathing? They'd just move at their base speed, by walking on the bottom of the water or walking through the earth.

I do like it, though.

Burrow may be redundant, depending on whether or not you leave a usable tunnel when using it (you would use Earth Glide to run the heck away or sneak in somewhere, and Burrow when you wanted to create a new entryway for your party, for example). Water Breathing and a Swim speed are complementary, not redundant; the ability to breath in water does not give you the ability to move well in water. Being underwater is a three-dimensional situation, like fighting flying monsters, and having a Swim speed lets the character 'fly'.

2007-12-23, 12:31 AM
Uuuuh....fire seems kind of overpowered.

Especially cinder swarm. 200 foot area with 2 (albeit easy) fortitude saves or heavy con damage, and regardless of saves a 3-12 round stun and 2d6 damage? You could wipe out a small town with just the damage from that...

The idea is very cool. I'm not the best at spotting these things, but this seems like it needs a few refits.

2007-12-23, 03:48 AM
Yeah, I think you upped the 'Firepower' (hee hee) a lil too much. Even though it can only be used once per encounter instead of every 5 rounds, it kicks the hell out of Lightning. Only 1d6 less damage, for a area-effect, con-damage, battlefield-altering ability. Not that many fights last to 6+ rounds, anyhow.

Cool idea, though.

2007-12-23, 11:43 AM
Alright, now the Fire one has a smaller area, but deals Con damage, and stun the enemy, whereas the Lightening does straight damage in a larger area.

Thanks a ton you guys for helping with this class, I really appreciate it.

2007-12-23, 08:48 PM
Looks more fair now, yeah. Still, a 2d4 stun no save is pretty nasty, but I'm not the one to ask on these things.