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  1. - Top - End - #1
    Barbarian in the Playground
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    Default Elemental classes

    Dragoon (Paladin of Fire).


    Level Bab fort will ref [special] (spells per day)
    1st +1 +2 +0 +0 [Aura of fire,trial by fire,l flame fistl 1/day] (0,0,0,0)
    2nd +2 +3 +0 +0 [Inner flame, Burn, bonus feat] (1 )
    3rd +3 +3 +1 +1 [Aura of heat, fire resistence] (2 )
    4th +4 +4 +1 +1 Control fire (2 - )
    5th +5 +4 +1 +1 [flame fist 2/da] (2 1 )
    6th +6/+1 +5 +2 +2 {bonus feat } (2 1 )
    7th +7/+2 +5 +2 +2 (3 1 )
    8th +8/+3 +6 +2 +2 (3 2 )
    9th +9/+4 +6 +3 +3 [bonus feat] (3 2 )
    10th +10/+5 +7 +3 +3 [flame fist 3/day ] (4 2 )
    11th +11/+6/+1 +7 +3 +3 (4 3 1 )
    12th +12/+7/+2 +8 +4 +4 [bonus feat] (4 3 2 )
    13th +13/+8/+3 +8 +4 +4 (5 3 2 )
    14th +14/+9/+4 +9 +4 +4 (5 3 2 1)
    15th +15/+10/+5 +9 +5 +5 [bonus feat, flame fist 4/day (5 3 2 1)
    16th +16/+11/+6/+1 +10 +5 +5 (5 3 2 1)
    17th +17/+12/+7/+2 +10 +5 +5 (5 4 2 1)
    18th +18/+13/+8/+3 +11 +6 +6 [bonus feat] (5 4 2 1)
    19th +19/+14/+9/+4 +11 +6 +6 (5 4 3 1)
    20th +20/+15/+10/+5 +12 +6 +6 [flame fist 5/day} (5 4 3 2)

    Special:
    aura of fire: when a detect alignment spell is cast the caster sees in addition to alignment an inner aura of elemental fire.

    Trial by fire: Dragoon emits a small cloud of blue fire form his hand, the fire burns those who are of an opposing alignment to them dealing damage equal to their charisma modifier, will save to half. this as detect evil can be fooled by spells and the like),

    innerflame: adds char mod to unnarmed attacks and fort save.

    flame first: Dragoon can encast their unarmed attacks or attacks with weapons they have taken specializatoin feat in with fire, adding 1 fire damage per Dragoon level

    Burn: at will a Dragoon can emit a burst of intense flame. they are limited to the damage they can deal with this fire damage per day. they can release it all in one devistating attack or over several castings. total damage equals cha modifier times Dragoon level, ranged touch attack. the Dragoon must have both hands free to use

    Aura of heat: at will the Dragoon can radiat a wall of heat that deals cha modifier fire damage to all within their threat range. Dragoon can keep this for 1 round per paladin level per day. they can drop it at will, if they drop it before the total # of rounds per day is spent they may raise it agian at any time for the remaining time.

    Dragoon's and their gear are imune to this effect
    control fire: dragoons can manipulate fire, controling its spread and shape as a move action. this requires a concentraion check and use of both hands
    fire resistence: Dragoon gains resistence to fire damage equal to their dragoon level

    bonus feat: gain the follow choice of feats as the fighter class
    weapon specilization
    weapon focus
    immproved unarmed strike
    improved graple
    improved disarm
    combat reflexes


    dragoon spells

    1
    burning hands
    endure fire (as elements only limited to fire)
    burning grasp (as schorching grasp but fire element)
    cinder throw (throws small fire balls dealing 1D4+cha mod. gains an extra fire ball every 2 levels (after spell if first gained) max of five. ranged touch attack
    obscuring smog (acts as obscuring mix, gives -2 morale to all breathing creatures)
    produce flame
    pyrotechnics
    2
    continual flame
    scorching ray
    flaming sphere
    heat metal
    flam blade
    resist fire (as resiste energy but only fire)
    fire trap
    3
    protection from fire (pretty sure you got the patern)
    stinking cloud
    daylight
    fireball
    firebolt (as lightning bolt by manifesting as a jet of fire.)
    rage
    flame arrow
    quench
    4
    firesheild (fire form onlly)
    flame strike
    fire storm
    wall of fire
    caster level is paladin level -1 .

    armors: medium
    weapons: unarmed, pole arms

    Hd: D10

    Benefits: the Dragoon is intended as an agressive fighter,they have strong BAB and abilities focusing on damage, their spell sleection focuses on hostile effects

    draw backs: due to the nature of their abilities they are often left unable to use a sheild or weapon. Burn, control fire, and any of their spells requirs both hands. they are best as unnarmed fighters but this limits their non-special ranged attacks. their flame touch attempts to make up this lack of mellee damage.


  2. - Top - End - #2
    Dwarf in the Playground
     
    BardGuy

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    Default Re: Elemental classes

    Would'nt work. its pretty much a good idea though

  3. - Top - End - #3
    Titan in the Playground
     
    tgva8889's Avatar

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    Default Re: Elemental classes

    Sorry, it's really hard to read that.

    I think you could make a Fire Paladin, with changes as such:

    Aura of Fire: As you wrote it
    Flaming Smite: Smite except on anything and with fire damage
    Flaming Hands: As Lay on Hands, except Fire damage and heals Fire creatures
    Spells: Probably as written, except caster level is same as paladin -1 (but cannot equal 0)

    And probably more changes, but those are the ones I see on the surface.

    You can't add even more to your BAB, just because that would be friking cheap. That ability seems too good, since you have max BAB progression.

    I think Aura of Heat is cool, but somehow it seems all too good. Granted, you do have to wade straight into the enemy terretory.

    Fireball is cheap. No fireball as a spell-like ability. Make it a spell on the spell list. Done and done.

    The Fire Resistance equal to level is ok, but have him become Immune to Fire at 20th level, 15 Fire Resist at 15th level, 10 Fire Resist and 10th level, and 5 Fire Resist at 5th level. Makes you work for it.

    Cool idea.
    Thanks to araveugnitsuga for my Pika-tar!
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  4. - Top - End - #4
    Dwarf in the Playground
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    Default Re: Elemental classes

    definitely agree on charisma bonus to BAB, very very stout no. Even if it added Cha to attack roles still probably a no. What would be more appropraite would be adding it to saves against Fire damage (even with the fire resistance it's helpful to make the save).

    Flame fist: Works, but is actually quite weak. you mention they have to have specialization in order to use on a weapon, which a paladin cannot get.

    Burn: not sure, damage is traditionally more powerful than healing so I question whether it's balanced but I don't know. Definitely MUST require a touch attack though.

    Trial by fire: specify how they deal this damage, it sounds like at will he can make someone take damage, no save, no range, no attack roll.

    Aura of heat: I'm assuming that this works with 10' threat weapons?

    As far as spell lists the main problem I have is this is basically giving a class that was orignally divine sorcerer/wizard spells. Divine spells are traditionally significantly weaker, especially when it comes to direct damage. If you want to keep the big arcane spell list boost the level at which he gains a new level of spells a whole lot.
    Howler in Darkness Avatar by Beleriphon&&Clan of Cthulhu&&don\'t make me rip the sanity from your pitiful human brain.&&&&

  5. - Top - End - #5
    Barbarian in the Playground
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    Default Re: Elemental classes

    Windwalker (rogue of Air)
    level bab fort ref will {special}
    1st +0 +0 +2 +0 [aura of air, swift movement, ]
    2nd +1 +0 +3 +0 Evasion, inner wind
    3rd +2 +1 +3 +1 Air dodge 1/day, gust
    4th +3 +1 +4 +1 Uncanny dodge
    5th +3 +1 +4 +1 air dodge 2/day, control wind
    6th +4 +2 +5 +2 wind aura
    7th +5 +2 +5 +2
    8th +6/+1 +2 +6 +2 Improved uncanny dodge
    9th +6/+1 +3 +6 +3 air dodge (3/day)
    10th +7/+2 +3 +7 +3
    11th +8/+3 +3 +7 +3
    12th +9/+4 +4 +8 +4 air dodge (4/day
    13th +9/+4 +4 +8 +4
    14th +10/+5 +4 +9 +4
    15th +11/+6/+1 +5 +9 +5 air dodge 5/dy
    16th +12/+7/+2 +5 +10 +5
    17th +12/+7/+2 +5 +10 +5 control weather
    18th +13/+8/+3 +6 +11 +6
    19th +14/+9/+4 +6 +11 +6
    20th +15/+10/+5 +6 +12 +6 air dodge 6/day


    aura of air: in addition to alignment caster senses their alignment to the elemental air

    swift movement: Wind walker's speed increases by 10 for every 4 levels.

    inner wind: wind walker adds cha to AC and ref

    ccontrol winds: wind walker can control winds like the spell limited to once per day per cha mod.

    gust: wind walker can focus a burst of air that flies foward with teh force of a cannon, damage delt per day is chaX level. this has a knock back effect (knocks them back as if bullrushed if they hit anything falling back it deals an extra falling damage based on how far they moved before they hit (10-1D6, 20, 2D6 ect). damage can be done in one shot or over multiple shots. and is a ranged touch attack. range is cha X level feet.


    air dodge: windwalker is fueled by the wind and dodges so to line themselves up to hit a weak spot on their attacker. if an attack misses they can chose to gain an AoO that has their charisma mod added to BAB and cha mod added to damage. character declares they are going to use this ability before the attack.

    wind aura: winds move around the windwalker to protect them, gains +char level agianst ranged projectile attacks. can be called upon for (level X cha mod) rounds per day. these rounds can be used all in one shot or over multiple times per day. wind aura can be dropped at any time. raising it is a half move action.

    control weather: as the spell. can be used cha mod number of times per WEEK

    spells per day
    1 2 3 4
    1
    2
    3 1
    4 2
    5 2
    6 2 1
    7 3 1
    8 3 2
    9 4 2
    10 4 2 1
    11 4 2 1
    12 4 3 1
    13 4 3 2
    14 5 3 2 1
    15 5 4 3 1
    16 5 4 3 1
    17 6 4 3 1
    18 6 5 3 1
    19 6 5 4 1
    20 6 5 4 2


    spells

    1
    resistence
    daze
    endure elements
    obscuring mist
    magic missile
    Ventriloquism
    ghost sound
    mage hand
    entrophic sheild
    jump
    feather fall
    longstrider
    Shillelagh
    levitate
    2
    wind wall
    cat's grace
    find traps
    fog cloud
    protection from arrows
    gust of wind
    shatter
    blur
    spiderclimb
    whispering wind
    sound bursts
    haste
    chill metal
    3

    sleet storm
    resist energy
    stinking cloud
    arcane sight
    clarvoiyance
    fly
    slow
    water walk
    telekensisis

    4
    call lightning
    air walk
    freedome of movement
    whirlwind
    solid fog
    arcane eye
    shout
    greater invisiability
    wall of ice
    true seeing
    wind walk

    weapon proficiency: quarter staffs
    armor: light

    hit die d6

    benefits: the wind walker is disgined around doge, evasion and counter attacking are its specialities. their spells are based around increasing this ability.

    draw backs: they're limited to only quarter staffs or unnarmed attacks, limiting the amount of damage they can do, their low hp makes it a problem when they are hit. they have limited aggressive spells. like the dragoon, they can only use their spells or special abilities when their hands are either free or with a quarter staff

  6. - Top - End - #6
    Barbarian in the Playground
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    Default Re: Elemental classes

    Quote Originally Posted by obsessive
    Would'nt work. its pretty much a good idea though

    if this is not the ultimite of mixed messages...

  7. - Top - End - #7
    Barbarian in the Playground
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    Feb 2006

    Default Re: Elemental classes

    allow me to clarify a few things, paladin is an intentional misnomer, they are not necessarily the same paladins, its just the base i used for their stats. i will make the corrections and give the armor proficies and wapons thank you

  8. - Top - End - #8
    Barbarian in the Playground
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    Feb 2006

    Default Re: Elemental classes

    ok changes time

    Dragoon
    specified some stuff i forgot
    changed bonus fire ball to bous feats, like fighter but of a limited selection


  9. - Top - End - #9
    Dwarf in the Playground
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    Default Re: Elemental classes

    Paladin of Air:

    Aura of Air, Swift movement, Inner wind, all relatively acceptable.

    Control Winds-No, no, no. Definitely no. Should not get a 5th level spell usable at will at first level. Should not get a fifth level spell at first level at all! I'm aware it's weak at low levels, but should definitely never get it at will at least.


    Control Weather: again, No, This time it's a 7th level spell usable at will. Very definitely not.

    Gust: give stats for this attack. What is range, is there a save? attack roll? What does 'knockback effect' mean?

    Air dodge, hard to analyze this mechanic but I'd say it must be at least declared before an oppenent makes his attack. Could be wrong.

    Wind aura: That's a really big benefit. I'd instead give the m the continous defense of X level winds (strong, gale, etc.) staggered across several levels.

    Spell list: less arcane blast spells which makes it better than the dragoon, still a lot of arcane spells for an orginally divine caster.


    What's the HD on these guys btw?
    Howler in Darkness Avatar by Beleriphon&&Clan of Cthulhu&&don\'t make me rip the sanity from your pitiful human brain.&&&&

  10. - Top - End - #10
    Barbarian in the Playground
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    Default Re: Elemental classes

    Terraformer (barbiarian Earth)
    level BAB fort ref will
    1st +1 +2 +0 +0 aura of earth, earth strength, immproved unarmed strike
    2nd +2 +3 +0 +0 crushing fist 1/day, Uncanny dodge
    3rd +3 +3 +1 +1 Trap sense +1, earth blessed 1
    4th +4 +4 +1 +1 tremor
    5th +5 +4 +1 +1 Improved uncanny dodge, tremorsense
    6th +6/+1 +5 +2 +2 Trap sense +2, earth blessed 2
    7th +7/+2 +5 +2 +2 Damage reduction 1/
    8th +8/+3 +6 +2 +2 crushing fist2/day, earth blessed 3
    9th +9/+4 +6 +3 +3 Trap sense +3
    10th +10/+5 +7 +3 +3 Damage reduction 2/
    11th +11/+6/+1 +7 +3 +3 crusing fist 3/day, earth blessed 4
    12th +12/+7/+2 +8 +4 +4 trap sense +4
    13th +13/+8/+3 +8 +4 +4 Damage reduction 3/
    14th +14/+9/+4 +9 +4 +4
    15th +15/+10/+5 +9 +5 +5 Trap sense +5, earth blessed 5
    16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/ crushing fist 3/day
    17th +17/+12/+7/+2 +10 +5 +5
    18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6 crushing fist 4/day
    19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/
    20th +20/+15/+10/+5 +12 +6 +6 crushing fist 5/day

    Earth strength: Teraformers add cha mod to strength checks, fort saves and attack damage.

    earth blessed: Teraformers gain a bonus as long as they are touching bare earth to their bare skin and not wearing any arrmor. this grants them fast healing equal to the level of the earth blessed (1 at 3rd, 2 at 6tg, 3 at 8th, 4 at 11th, 5 at 15th.

    crushing fist: a teraformer can smash their fist into the ground causing a shock wave to knock their enemies down. it damages all characters in the threatend range and instigates a trip attack. it incures an AoO and gains no bonuses on attack or damage.

    Tremor: a teraformer can manipulater raw earth to cause a sudden jolt to form dealing damage equal to chaXlevel. they can do multiple attacks by spreading the damage or one devistating attack per day. the attack deals damage only to those on teh ground and cannot damage flying or aerial targets. reflex save equal to 10+char level negates.

    Tremor sense: teraformer gain teh ability to become aware of any vibrations of the earth, alerting them to any creature that moves across the floor or walls/ceilings in caves and buildings. they cannot sense flying or floating objects. it can alert them to the presense of an invisible creature but not to its exact location.


    spells per day

    level 1 2 3 4
    1
    2
    3 1
    4 1
    5 2
    6 2 1
    7 3 1
    8 3 1
    9 3 2
    10 3 2
    11 4 2
    12 4 3
    13 4 3 1
    14 4 3 1
    15 5 3 1
    16 5 4 1
    17 5 4 2
    18 5 4 2
    19 5 4 2 1
    20 5 4 3 2


    spell list

    1
    hold portal
    mage armor
    true strike
    pestering pebles (levitates small rocks that fly and strike at targets, ranged touch. gains 1 extra rock per every 2 levels after first learned. deals 1d4+cha damage per rock that hits)
    enlarge self (as enlarge person but self only)
    endure elements
    magic stones
    entangle
    pass without trace
    soften earth and stone
    2
    resist energy
    arcane lock
    glitter dust
    shatter
    bears endurance
    bulls strength
    spider climb
    find traps
    transmute mud to stone
    transmute stone to mud
    bark skin
    rolling stone (rock magicly levitates in a line you control as a move action. deals 2d6 and lasts 1 round per level
    stone shape
    move earth
    wall of thorns

    3
    explosive rune
    protection from energy
    heroism
    rage
    glyph of warding
    meld into stone
    spike stones
    snare
    rusting grasp
    divine power
    solid fog
    wall of stone
    stone skin
    stone tell

    4
    earthquake
    living iron
    animate objects
    wall of iron
    summon earth elemental

    Hd: 12
    armor: none
    weapons: hammers, clubs, unarmed

    benefits: specalizes in brute strength and defense. rather than doging attacks they focus on absorbing them.

    drawbacks: slow, takes -10 ft off basemovement. limited to weapons made out of rock or wood. cannot wear without loosing their fast healing. has less spells and fewer than other classes. almost useless agianst flying enemies/.

  11. - Top - End - #11
    Pixie in the Playground
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    Default Re: Elemental classes

    Isn't metal just a shiny type of rock? That doesn't seem right to me that a warrior of earth powers wouldn't be able to use metal.
    The best laid plans of mice and men often go awry.

  12. - Top - End - #12
    Dwarf in the Playground
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    Default Re: Elemental classes

    Earth Blessed: Definitely needs some way to prevent abuse. I'd reccomend if you use it at all (it is very, very good) then put it at least 5th or 8th level. As is this becomes the ultimate multiclass for monks and sorcerers.

    Earth Strength: Not sure, but I'd guess it's okay.

    What exactly does crushing Fist do? it doesn't list any base damage. is it an unarmed strike against all within range? if so, I'd say it's certainly not overpowered.

    Other than the fast healing (which is quite powerful) this class actually seems underpowered.

    Some of it's spells are a bit overpowerful but they're not gained at a low enough level for that to be meaningful.

    Howler in Darkness Avatar by Beleriphon&&Clan of Cthulhu&&don\'t make me rip the sanity from your pitiful human brain.&&&&

  13. - Top - End - #13
    Barbarian in the Playground
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    Default Re: Elemental classes

    Wave Wisher (Cleric of water)

    level bab fort ref will special
    1st 0 0 2 2 water aura, lay on hands.
    2 1 0 3 3 divine health, inner flow
    3 2 1 3 3 water whip 1/day
    4 3 1 4 4
    5 4 2 4 4 aquatic aura
    6 5 2 5 5 water whip 2/day
    7 6 3 5 5 remove disease 1/week
    8 7 3 6 6
    9 8 4 6 6 water whip 3/day
    10 9 4 7 7 control water
    11 10 5 7 7 remove disease 2/week
    12 11 5 8 8
    13 12 6 8 8 water whip 4/day
    14 13 6 9 9
    15 14 7 9 9 remove disease 3/week
    16 15 7 10 10
    17 16 8 10 10 water whip 5/day
    18 17 8 11 11 remove disease 4/week
    19 18 9 11 11
    20 19 9 12 12 remove disease 5/week

    water aura: detect alignment detects link to weater

    lay on hands: heals chaX level damage per day

    water whip: conjurs a stream of water that can make ranged attacks. adds cha to attack and level to damage *of unarmed attack*, gains an automatic disarm. range is equal to 10X cha mod feet.

    aquatic aura: gains perfect mobility while swiming, gains charisma bonus to defense and attack while underwater.

    control water: as spell, one round per charisma mod

    inner flow: adds charisma bonus to reflex and will saves


    spells per day

    level 1 2 3 4 5

    1 2
    2 2 1
    3 3 1
    4 3 2
    5 4 2 1
    6 4 3 1
    7 5 3 1
    8 5 4 2
    9 6 4 2 1
    10 6 5 3 1
    11 7 5 3 2
    12 7 6 3 2 1
    13 7 6 4 2 1
    14 7 6 4 3 2
    15 7 6 5 3 2
    16 7 6 5 3 3
    17 7 6 5 4 3
    18 7 6 6 4 4
    19 7 6 6 4 4
    20 8 7 6 5 4
    spell list
    1
    ray of frost
    resistence
    endure elements
    protection from....
    obscuring mist
    chill touch
    create water
    cure minor wounds
    sleet storm
    2
    fog cloud
    cure light wounds
    bless
    bless water
    poison water
    sheild of faith
    fox's cunning
    eagles splender
    chill metal
    aid
    delay poison
    status
    ice storm

    3
    cure moderate wounds
    water breathing
    dispell magic
    gentle repose
    protection from elements
    water walk
    black tenticles
    magic circle agianst...
    rainbow patern
    remove curse
    neutralize poiso
    cone of coldn
    4
    cure serious wounds
    wall of ice
    ice storm
    true seeing
    cloud kill
    resilient sphere
    5
    acid fog
    cure critical wounds
    raise dead


    HD. d4

    armor: medium
    weapons: none

    benefits: high number of casting spells, strong will and reflex

    draw backs: low hd, low # of agressive spells, unable to use weapons of almost any kind, save for light dagers and the like.

  14. - Top - End - #14
    Barbarian in the Playground
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    Default Re: Elemental classes

    Quote Originally Posted by Orion-the-G
    Earth Blessed: Definitely needs some way to prevent abuse. I'd reccomend if you use it at all (it is very, very good) then put it at least 5th or 8th level. As is this becomes the ultimate multiclass for monks and sorcerers.

    Earth Strength: Not sure, but I'd guess it's okay.

    What exactly does crushing Fist do? it doesn't list any base damage. is it an unarmed strike against all within range? if so, I'd say it's certainly not overpowered.

    Other than the fast healing (which is quite powerful) this class actually seems underpowered.

    Some of it's spells are a bit overpowerful but they're not gained at a low enough level for that to be meaningful.
    Earth blessed has been edited to give fast healing benefits based on level. starts as a weak 1.

    crushing fist gives unnarmed damage to all in range and gives a free attempt to trip all of them. it's low on damage but very useful to knock down a few apponents when you're surronded.

    to give them more power, it's been edited that they automaticly gain unarmed strike at first level.

  15. - Top - End - #15
    Dwarf in the Playground
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    Default Re: Elemental classes

    okay, that does change a lot. One major reccomendation would be to make a druid-style restriction on weapon and armor (i.e. use a prohibited type and lose your abilities for 24 hours). That would prevent a lot of abuse from characters dipping the class when they start at high levels.

    Otherwise if say a group starts at level 10 a fighter might take 3 levels of the terraformer and lose no BAB, gain good hit die for those levels, and get fast healing whenever he decides to sleep outdoors or can sit on the ground/in a cave (basically meaning they no longer need healing spells or items to recover except in combat). Then once they've got their three levels begin advancing as fighter and ignore the amor/weapon restrictions.
    Howler in Darkness Avatar by Beleriphon&&Clan of Cthulhu&&don\'t make me rip the sanity from your pitiful human brain.&&&&

  16. - Top - End - #16
    Barbarian in the Playground
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    Default Re: Elemental classes

    yes, I should point that out, the armor and weapon restrictions take priority when in cases of cross classing. when on cross classes to fighter than gain that benefits but cannot weild say a sword or wear heavy armor, or they won't get those benefits.

    these classes are intended for campaigns that want to focus on elemental themes. and hopefully make for some fun possabilities.
    hope that helps. feedback please.

  17. - Top - End - #17
    Barbarian in the Playground
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    Default Re: Elemental classes

    ok took into efect some of the sugested changes, what does everyone think now? i'm still tempted to keep fireballs per week as a skill for the dragoon...meh.

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