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Stratovarius

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Re: Stratovarius's Collection
« Reply #40 on: September 04, 2008, 06:55:02 PM »
Skald

"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Skald


Text

Making a Skald
Text

Abilities: Charisma is the ability that the Skald uses to give him extra spells. Equally at home in combat as in spellcasting, the Skald does well to have strong physical statistics, while those with a more skilful and philosophical edge would do well to remember their mental skills.

Races: Skald appear amongst all races, for their talents are widespread and those who can entertain the masses always welcome

Alignment: Skald can be of any alignment, and there is no bias in any one direction.

Table 1: The Skald
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                      0   1st   2nd  3rd  4th  5th  6th
---------------------------------------------------------------------------------------------------------------
1      +1    +0    +2    +2    Rage 1/day, Bardic Music, Bardic Knowledge     2    —    —    —    —    —    —
2      +2    +1    +3    +3    Fast Movement                                  3    0    —    —    —    —    —
3      +3    +1    +3    +3    Uncanny Dodge                                  3    1    —    —    —    —    —
4      +4    +2    +4    +4    Rage 2/day                                     3    2    0    —    —    —    —
5      +5    +2    +4    +4                                                   3    3    1    —    —    —    —
6      +6    +3    +5    +5                                                   3    3    2    —    —    —    —
7      +7    +3    +5    +5    Damage Reduction 2/-                           3    3    2    0    —    —    —
8      +8    +2    +6    +6    Rage 3/day                                     3    3    3    1    —    —    —
9      +9    +3    +6    +6                                                   3    3    3    2    —    —    —
10     +10   +3    +7    +7    Damage Reduction 4/-                           3    3    3    2    0    —    —
11     +11   +3    +7    +7    Greater Rage, Tireless Rage                    3    3    3    3    1    —    —
12     +12   +4    +8    +8    Rage 4/day                                     3    3    3    3    2    —    —
13     +13   +4    +8    +8    Damage Reduction 6/-                           3    3    3    3    2    0    —
14     +14   +4    +9    +9                                                   4    3    3    3    3    1    —
15     +15   +5    +9    +9    Mighty Rage                                    4    4    3    3    3    2    —
16     +16   +5    +10   +10   Rage 5/day, Damage Reduction 8/-               4    4    4    3    3    2    0
17     +17   +5    +10   +10                                                  4    4    4    4    3    3    1
18     +18   +6    +11   +11                                                  4    4    4    4    4    3    2
19     +19   +6    +11   +11   Damage Reduction 10/-                          4    4    4    4    4    4    3
20     +20   +6    +12   +12   Rage 6/day, Supreme Rage                       4    4    4    4    4    4    4

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

Game Rule Information
Skald have the following game statistics.

Alignment: Any
Hit Die: d12
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency:
  • Spells:
  • Rage (Ex):
  • Bardic Knowledge: A Skald may make a special Skaldic knowledge check with a bonus equal to his Skald level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Skald has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful Skaldic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Skald may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    • DC   Type of Knowledge
    • 10   Common, known by at least a substantial minority drinking; common legends of the local population.
    • 20   Uncommon but available, known by only a few people legends.
    • 25   Obscure, known by few, hard to come by.
  • Bardic Music: Once per day per Skald level, a Skald can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Skaldic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Skald level and a minimum number of ranks in the Perform skill to qualify; if a Skald does not have the required number of ranks in at least one Perform skill, he does not gain the Skaldic music ability until he acquires the needed ranks. Starting a Skaldic music effect is a standard action. Some Skaldic music abilities require concentration, which means the Skald must take a standard action each round to maintain the ability. Even while using Skaldic music that doesn’t require concentration, a Skald cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Skald has a 20% chance to fail when attempting to use Skaldic music. If he fails, the attempt still counts against his daily limit.
    • Countersong (Su): A Skald with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Skald (including the Skald himself) that is affected by a sonic or language-dependent magical attack may use the Skald’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Skald’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Skald may keep up the countersong for 10 rounds.
    • Fascinate (Sp): A Skald with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Skald, and able to pay attention to him. The Skald must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Skald attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Skald makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Skald cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Skald continues to play and concentrate (up to a maximum of 1 round per Skald level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Skald to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
    • Inspire Courage (Su): A Skald with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Skald sing. The effect lasts for as long as the ally hears the Skald sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Skald levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
    • Inspire Competence (Su): A Skald of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Skald. The Skald must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Skald’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Skald concentrates, up to a maximum of 2 minutes. A Skald can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
    • Suggestion (Sp): A Skald of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Skald’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Skald’s daily limit on Skaldic music performances. A Will saving throw (DC 10 + 1/2 Skald’s level + Skald’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
    • Inspire Greatness (Su): A Skald of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Skald attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Skald must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Skald sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
    • Song of Freedom (Sp): A Skald of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Skald level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Skald can’t use song of freedom on himself.
    • Inspire Heroics (Su): A Skald of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Skald levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Skald must sing and an ally must hear the Skald sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Skald sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
    • Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Skald of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
  • Fast Movement (Ex): A Skald’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Skald’s speed because of any load carried or armor worn.
  • Uncanny Dodge (Ex): At 3rd level, a Skald retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
  • Greater Rage (Ex): At 11th level, a Skald’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
  • Tireless Rage (Ex): At 11th level and higher, a Skald no longer becomes fatigued at the end of his rage.
  • Mighty Rage (Ex): At 15th level, a Skald’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
  • Supreme Rage (Ex): At 20th level, a Skald’s bonuses to Strength and Constitution during his rage each increase to +10, and his morale bonus on Will saves increases to +6. The penalty to AC remains at –2.
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Stratovarius

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Re: Stratovarius's Collection
« Reply #41 on: September 04, 2008, 07:38:33 PM »
In case the question comes up, what I am doing here (in addition to all of the normal classes that I design) is taking the weaker base classes from the SRD (aside from the Psionic ones, those are too separate), and mixing and matching various features to create new, interesting, and more viable classes. I also will alter or create new class features in some instances to better reflect the power of the class.

So far there is the Feral Shifter, a Druid/Barb/Ranger mixture, the Proteus, a Fighter/Mage/Rogue mix, the Skald, Barbarian/Bard, and the Bowman, which is a Fighter/Barb/Rogue mix, with a few extras thrown in.

I think the next will be a Bardadin, a mixture of a bard and paladin, but with more class features on the back end.
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Stratovarius

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Re: Stratovarius's Collection
« Reply #42 on: September 05, 2008, 12:00:07 PM »
Spell Focus (Descriptor)

A new feat, but based on Spell Focus.

Spell Focus (Descriptor)
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Greater Spell Focus (Descriptor)
Prerequisite: Spell Focus (Descriptor) in the chosen descriptor.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select. This bonus stacks with the bonus from Spell Focus (Descriptor).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
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AlisAtAn

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Re: Stratovarius's Collection
« Reply #43 on: September 05, 2008, 03:11:32 PM »
In case the question comes up, what I am doing here (in addition to all of the normal classes that I design) is taking the weaker base classes from the SRD (aside from the Psionic ones, those are too separate), and mixing and matching various features to create new, interesting, and more viable classes. I also will alter or create new class features in some instances to better reflect the power of the class.

So far there is the Feral Shifter, a Druid/Barb/Ranger mixture, the Proteus, a Fighter/Mage/Rogue mix, the Skald, Barbarian/Bard, and the Bowman, which is a Fighter/Barb/Rogue mix, with a few extras thrown in.

I think the next will be a Bardadin, a mixture of a bard and paladin, but with more class features on the back end.

Interesting idea. Defineatly going to play a Sublime Skald sometime in the future.
Odin, Feral Shifter Feral Shifter. "Can I drown the dead rat now?"
Loke, Dread Magnate "Me all good and nice. Ask any questions and I`ll kill you twice."


DnD classes is kind of like art. You make lots of stuff that everyone loves but aint no fun to play. This one is like getting a nude pic of Britney Spears when she was hot above your bed.  Anyone can appreciate it. And it works as it should in practise, not just in theory. -Me to Strato regarding his Elemental

Stratovarius

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Re: Stratovarius's Collection
« Reply #44 on: September 09, 2008, 06:35:27 PM »
Well, it allows for a decent new combination of classes without resorting to a great deal of effort, for players who wish something outside of the norm.
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Stratovarius

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Re: Stratovarius's Collection
« Reply #45 on: September 17, 2008, 03:22:26 PM »
Elements based spellcaster.

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.
« Last Edit: September 18, 2008, 09:39:00 AM by Stratovarius »
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AlisAtAn

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Re: Stratovarius's Collection
« Reply #46 on: September 17, 2008, 03:27:46 PM »
I call dibs on Elementalist whenever Strato starts a new campaign. Or one of my chars dies. Either way.  :D
Odin, Feral Shifter Feral Shifter. "Can I drown the dead rat now?"
Loke, Dread Magnate "Me all good and nice. Ask any questions and I`ll kill you twice."


DnD classes is kind of like art. You make lots of stuff that everyone loves but aint no fun to play. This one is like getting a nude pic of Britney Spears when she was hot above your bed.  Anyone can appreciate it. And it works as it should in practise, not just in theory. -Me to Strato regarding his Elemental

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Re: Stratovarius's Collection
« Reply #47 on: September 17, 2008, 03:47:29 PM »
I call dibs on Elementalist whenever Strato starts a new campaign. Or one of my chars dies. Either way.  :D

I know, I actually gave it 9th level spells. A rarity. :P
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Re: Stratovarius's Collection
« Reply #48 on: September 20, 2008, 11:53:23 PM »
Strenuous Magic

A minor alteration in the way magic works in order to show the stress that it causes to the caster.

Strenuous Casting
Whenever a spell is cast, that spell's caster takes a penalty to his constitution score equal to one half the level of the spell, rounded up. This penalty decreases at the rate of one point per round. At level 4, the caster does not take a penalty for casting level 1 spells. This increases to level 2 spells at 8th character level, 3rd at 12th, 4th at 16th, and 5th at 20th. If a spell is affected by metamagic, for the purposes of this penalty, treat that spell as a spell of the slot level that it occupied.

This does not apply to spells cast from items.
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Ieniemienie

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Re: Stratovarius's Collection
« Reply #49 on: September 22, 2008, 07:49:17 AM »
I call dibs on Elementalist whenever Strato starts a new campaign. Or one of my chars dies. Either way.  :D
You know he created that class especially for me?  :fu
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Stratovarius

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Re: Stratovarius's Collection
« Reply #50 on: September 22, 2008, 11:43:28 AM »
This is true, it was one of Mini's PCs that caused the building.
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AlisAtAn

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Re: Stratovarius's Collection
« Reply #51 on: September 22, 2008, 12:13:25 PM »
I call dibs on Elementalist whenever Strato starts a new campaign. Or one of my chars dies. Either way.  :D
You know he created that class especially for me?  :fu

Liar.

This is true, it was one of Mini's PCs that caused the building.

Liar.

...I`m not sharing Britney. Go away.
Odin, Feral Shifter Feral Shifter. "Can I drown the dead rat now?"
Loke, Dread Magnate "Me all good and nice. Ask any questions and I`ll kill you twice."


DnD classes is kind of like art. You make lots of stuff that everyone loves but aint no fun to play. This one is like getting a nude pic of Britney Spears when she was hot above your bed.  Anyone can appreciate it. And it works as it should in practise, not just in theory. -Me to Strato regarding his Elemental

Stratovarius

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Re: Stratovarius's Collection
« Reply #52 on: October 01, 2008, 12:17:15 PM »
Capped Spellcasting

This is a reworking of the balance of spellcasting.

Capped Spellcasting
All casters can not learn spells above 6th level, except for Wizards, who may learn 7th level spells. All classes continue to gain their spell slots as normal, but these slots may only be filled through the use of metamagic.

Logical Explanation
Every Tier 1 and Tier 2 class is a spellcaster, putting them a full step above any other class in the game, especially in the later levels. This change greatly reduces their late-level power, without damaging their early level power structure. It will, hopefully, reduce all of those upper level classes much more towards their appropriate places in Tier 3. Wizards are given one extra spell level as the pinnacle of spellcasting knowledge, but that is subject to change should the need arise.
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Re: Stratovarius's Collection
« Reply #53 on: October 22, 2008, 06:01:14 PM »
Completed the Dread Magnate class.
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Re: Stratovarius's Collection
« Reply #54 on: December 23, 2008, 05:46:46 PM »
Shaman's Rites

A new feat, for nature based spellcasters.

Shaman's Rites
Prerequisite: 3rd level spellcasting, able to cast Summon Nature's Ally V
Benefit: The shaman gains three rites, which he may perform to help and to benefit his allies. Each of these takes 10 minutes to perform, and affects one ally per caster level. All allies must be within 50 ft.
  • Cloaking Mists: By expending a 4th level spell slot, the shaman may protect his allies in deep clouds and dark mists. Each affected ally is surrounded by a fog cloud spell that moves with the target as the target moves, and is not dispelled by wind. Treat the fog cloud spells as if the shaman just cast them.
  • Winds of Fortune: By expending a 5th level spell slot, the shaman may wrap his friends in a swirling, warm, gust, that protects and envelopes them. Any ranged attack against an affected ally is treated as if that attack had passed through a wind wall spell. All allies affected by the winds of fortune gain a +2 luck bonus to attacks, damage, saves and skills. These bonuses, including the wind wall lasts for one round per caster level of the shaman.
  • Friends and Guardians: By expending a 6th level spell slot, the shaman may give to each of his allies a guardian creature, taken from the Summon Nature's Ally V list. Treat those creatures as if the shaman had just summoned them.
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