Author Topic: [3.5] Elementalist Base Class  (Read 4668 times)

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Stratovarius

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[3.5] Elementalist Base Class
« on: September 18, 2008, 12:45:06 PM »
Elements based spellcaster, written after taking a look at the Fire Mage and Elementalist classes from Frank and K's tomes. I found them somewhat lacking, and created this as a more flavoured (and more powerful) option for those who want to specialize in elemental spellcasting. Currently there are no feats or prestige classes designed to go with it.

Elementalist

"Air, Earth, Fire Water. All life is within my purview"
- Flarrama, Human Elementalist


Text

Making an Elementalist
Text

Abilities: Intelligence controls the spellcasting of the elementalist, and is thus the most important. Charisma affects the saving throws of his class features. Abilities that relate to his physical defense come afterwards.

Races: Elementalists may appear within any race, but it is their contact with the planes and the elements that makes them most prevalent among the planetouched races, those who already have some native ties to the elemental magics.

Alignment: Elementalists, as with the forces they control, are generally neutral, being comprised of an equal balance of all four parts.

Table 1: The Elementalist
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities           
--------------------------------------------------------------------------
1      +0    +0    +0    +2    Elemental Form (Small, 1/Day)
2      +1    +1    +1    +3    Four Lives in One
3      +1    +1    +1    +3    Companion's Strength
4      +2    +2    +2    +4    Intrinsic Magic
5      +2    +2    +2    +4    Elemental Cloak
6      +3    +3    +3    +5    Elemental Form (Medium, 2/Day)
7      +3    +3    +3    +5   
8      +4    +2    +2    +6    Intrinsic Magic
9      +4    +3    +3    +6    Four Lives in One
10     +5    +3    +3    +7    Elemental Aura
11     +5    +3    +3    +7    Elemental Form (Large, 3/Day)
12     +6    +4    +4    +8    Intrinsic Magic
13     +6    +4    +4    +8   
14     +7    +4    +4    +9    Elemental Form (Huge, at will)
15     +7    +5    +5    +9    Elemental Armill
16     +8    +5    +5    +10   Intrinsic Magic
17     +8    +5    +5    +10   Four Lives in One
18     +9    +6    +6    +11   Elemental Form (Greater, at will)
19     +9    +6    +6    +11   
20     +10   +6    +6    +12   Elemental Sceptre

Table 2: Spells Per Day
Code: [Select]
Level  0    1st  2nd  3rd  4th  5th  6th  7th  8th  9th
-------------------------------------------------------
1      5    3    —    —    —    —    —    —    —    —
2      6    4    —    —    —    —    —    —    —    —
3      6    5    —    —    —    —    —    —    —    —
4      6    6    3    —    —    —    —    —    —    —
5      6    6    4    —    —    —    —    —    —    —
6      6    6    5    3    —    —    —    —    —    —
7      6    6    6    4    —    —    —    —    —    —
8      6    6    6    5    3    —    —    —    —    —
9      6    6    6    6    4    —    —    —    —    —
10     6    6    6    6    5    3    —    —    —    —
11     6    6    6    6    6    4    —    —    —    —
12     6    6    6    6    6    5    3    —    —    —
13     6    6    6    6    6    6    4    —    —    —
14     6    6    6    6    6    6    5    3    —    —
15     6    6    6    6    6    6    6    4    —    —
16     6    6    6    6    6    6    6    5    3    —
17     6    6    6    6    6    6    6    6    4    —
18     6    6    6    6    6    6    6    6    5    3
19     6    6    6    6    6    6    6    6    6    4
20     6    6    6    6    6    6    6    6    6    6


Game Rule Information
Elementalist have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Elementalists are proficient with all simple weapons and light armour. The elementalist is not affected by arcane spell failure in light armour.
  • Spells: An elementalist casts arcane spells. His spell list is comprised of any spell with the Air, Earth, Fire, Water, Acid, Cold, or Electricity descriptors. This includes spells such as Summon Monster, but only if those spells are used to summon elemental creatures. Any effect that alters the descriptors of a spell will not add that spell to the elementalist's spell list, and he may not cast any spell that did not originally possess an one of the descriptors listed above. He knows all of these spells, once he has reached the appropriate level to be able to cast a spell of that spell level. If a spell would normally have more that one spell level, such as control water
  • Elemental Form (Su):
  • Four Lives in One (Ex): The elements are four, and four is their number, and each is in balance with all others. Always present, it is the duty for the elementalist to expand their worship and their power. The elementalist gets a +1 bonus to DC and spell penetration when casting a spell from the elementalist list. This increases to +2 at level 9, and +3 at level 17.
  • Companion's Strength (Ex): Through his mastery of the basic forces, the elementalist is able to strength any elemental creature he summons. Each creature the elementalist conjures with any spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. That creature is also advanced one hit dice.
  • Intrinsic Magic (Sp): The four elements are tied deep into the soul of the elementalist, and he has learned how to control and wield that to his benefit. At 4th level, the elementalist can choose a single spell that he knows and can cast, and can use that spell once per day per two class levels, as a spell like ability. At 8th, 12th, and 16th level, he may choose an additional spell to use as a spell like ability.
  • Elemental Cloak (Su): Wrapping himself in one aspect of the four elements, the elementalist has a flowing cloak of pure energy cascade around his body. He may activate this as a standard action, at will. It lasts until he cancels the effects. He may only have one active at a time.
    • Dustcloak: The elementalist gains a +10 ft. bonus to his movement speed. He may also take a 10 ft. step in place of a 5 ft. step.  At level 9, this increases to a +20 ft. bonus.
    • Stonecloak: The elementalist gains DR 5/adamantium.  At level 9, this increases to 10/adamantium.
    • Flamecloak: The elementalist deals 1 fire damage per character level to any creature who strikes him in melee, and does not use a reach weapon.  At level 9, this increases to 2 fire damage per level.
    • Mistcloak: Any attack targeting the elementalist has a 20% miss chance. At level 9, this increases to a 50% miss chance.
  • Elemental Aura (Su): A field of elemental energy projects from the elementalist, spreading out around him and touching all who come near. This affects all creatures within 5 ft. per class level. He may activate this as a standard action, at will. It lasts until he cancels the effects. He may only have one active at a time.
    • Air's Breath: Any enemy who attempts to approach the elementalist must make a reflex save or be blow to the edge of the square. The DC for this save is 10 + 1/2 elementalist level + the elementalist's charisma modifier.
    • Earth's Strength: Any ally in contact within the ground within the aura gains a +6 bonus to their constitution. All enemies moving through the area treat it as if affected by Spike Stones.
    • Flame's Caress: All enemies within the area of effect takes 1d4 damage per two class levels. A reflex save vs 10 + 1/2 elementalist level + the elementalist's charisma modifier cuts this damage in half.
    • Water's Fall: All enemies within the area of effect must make a Balance check against a DC of 10 + elementalist level as the ground turns to ice. All allies within the aura and in contact with the ice gain a +6 bonus to dexterity.
  • Elemental Armill (Su): Forms of the elements wrap himself around the arms of the elementalist, forming bracers of energy. He may activate this as a standard action, at will. It lasts until he cancels the effects. He may only have one active at a time.
    • Aerial Bracers: The elementalist gains a fly speed of 50 ft. with perfect maneuverability. At level 19, this increases to a 100 ft. fly speed.
    • Iron Bracers: The elementalist gains a burrow speed of 50 ft. At level 19, this increases to a 100 ft. burrow speed.
    • Burning Bracers: The elementalist makes a ranged touch attack that deals 1d8 fire damage per class level to a single target. At level 19, this increases to 1d10 damage per class level. The range on this attack is 100 ft.
    • Frozen Bracers: The elementalist makes a ranged touch attack that deals 1d8 cold damage per class level to a single target. At level 19, this increases to 1d10 damage per class level. The range on this attack is 100 ft.
  • Elemental Sceptre (Su): The elementalist has reached the utmost pinnacle of the craft, and is rewarded with the royal sceptre, a symbol of his mastery of the elements. He may activate this as a standard action, at will. It lasts until he cancels the effects. He may only have one active at a time. Creatures are affected whenever they enter the area
    • Diamond Sceptre: As he travels, the elementalist transforms himself into a tornado, as per the wilderness weather rules. He affects an area of 200 ft. across, and may move at a rate of 250 ft. a round. Creatures sucked up into the funnel take an additional 6d6 electricity damage a round.
    • Topaz Sceptre: The steps of the elementalist cause earthquakes, shattering the land upon which he walks. He affects an area of 200 ft. across, and may burrow at a rate  of 200 ft. a round. Everything in the area is affected as if by the earthquake spell, except as follows: the save DC to avoid the effects is raised from 15 (or 20) to 20 (or 25) + charisma modifier, while all creatures affected by it take an additional 8d6 acid damage.
    • Ruby Sceptre: Infernoes rage as fire rains from the sky as the elementalist strides forth. He affects an area of 200 ft. across, and may move at a rate  of 200 ft. a round. Everything in the area is affected as if by the meteor shower spell, except as follows: the save DC to avoid the effects is 20 + charisma modifier.
    • Sapphire Sceptre: Waters flood the earth as the elementalist steps across the waves. He affects an area of 200 ft. across, and may swim at a rate  of 200 ft. a round. Everything is in the area is swept away by the flooding waters, and the save DC to avoid the effects is 20 + charisma modifier. Each round a creature spends in the water, it takes 8d6 cold damage.
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Risada

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Re: [3.5] Elementalist Base Class
« Reply #1 on: September 18, 2008, 08:02:52 PM »
Since this guy seems to be a blaster mainly (due to his spell list), I feel a lack of Metamagic bonus feats and/or Metamagic reducers, so he can get more mileage from his spells.

Otherwise, seems nice. Good work there  :clap 

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Re: [3.5] Elementalist Base Class
« Reply #2 on: September 18, 2008, 09:35:36 PM »
Since this guy seems to be a blaster mainly (due to his spell list), I feel a lack of Metamagic bonus feats and/or Metamagic reducers, so he can get more mileage from his spells.

Otherwise, seems nice. Good work there  :clap 

Actual spell slots would only be his source for blasting at lower levels, and at those levels you don't really need the metamagic for them. At later levels he's not blasting with spell slots anymore, but saving them for utility.

Chemus

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Re: [3.5] Elementalist Base Class
« Reply #3 on: September 18, 2008, 10:21:29 PM »
Neat class; Lotsa fun toys!!!

The Air Elemental Armill is redundant with the Air elemental shape.

It's usable all the time, but so is the large air elemental form...
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Stratovarius

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Re: [3.5] Elementalist Base Class
« Reply #4 on: September 20, 2008, 10:39:20 AM »
Unless you want to mix and match. Earth/Fire/Water Armill with Air Elemental form. Or Air Armill with Earth/Fire/Water Elemental form. There's no restriction that says they all have to be from the same element. Commands all four, after all.
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Kuroimaken

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Re: [3.5] Elementalist Base Class
« Reply #5 on: September 23, 2008, 03:43:01 AM »
For a second there I thought you were posting a Shugenja fix. I'll have to get started on that one...
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Stratovarius

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Re: [3.5] Elementalist Base Class
« Reply #6 on: September 25, 2008, 02:27:11 PM »
For a second there I thought you were posting a Shugenja fix. I'll have to get started on that one...

Well, it is something of a replacement to that class, in that it overlaps heavily for the elemental themes. But its based on the western elements, not the eastern, and is arcane, not divine. The spell lists also don't match up all that well.

I'll probably take a stab at another divine caster soon, but I tend to favour arcane heavily.
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Kuroimaken

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Re: [3.5] Elementalist Base Class
« Reply #7 on: September 25, 2008, 06:06:19 PM »
I suppose lots of us do. The thing is, Shugenja aren't supposed to be primarily blasters...
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AstralFire

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Re: [3.5] Elementalist Base Class
« Reply #8 on: September 25, 2008, 07:14:28 PM »
The Shugenja end up being based on Indo-European (not Western; India has the same set) elements for all practical purposes.


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Kuroimaken

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Re: [3.5] Elementalist Base Class
« Reply #9 on: September 25, 2008, 09:20:56 PM »
'Cept with the addition of Void, to match the Book of Five Rings. Which works fine, since Shugenja aren't supposed to be Chinese anyway (anyone who claims otherwise will be smacked into the next fucking millenium).
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