Brilliant Gameologists Forum

The Thinktank => Homebrew & House Rules => : RobbyPants September 13, 2009, 12:15:34 AM

: Elemental Mages
: RobbyPants September 13, 2009, 12:15:34 AM
Pyromancer

(http://www.henningludvigsen.com/images/uploads/artwork/warlord_fire_wizard.jpg)

Passionate and terrifying, pyromancers wield the raw power of fire.  Pyromancers are not just fire mages: they’re true lords of flame.  A pyromancer’s mastery of fire allows her to pierce the toughest resistances, while leaving her unscathed by the flame’s cruel touch.  While learning to bend fire to her will, the pyromancer also learns to harness similar aspects of the fire, such as smoke, heat, and ash.  She destroys her foes while walking on wisps of smoke, hurling bolts of fire from above, raining burning ash, and creating clouds of toxic smoke.  Few dare stand up to her.

The Pyromancer   Hit Die: d6
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good

1   Armored mage, fire bolt, fire magic, hands afire, resist fire, control flames
2   Wall of smoke
3   Fan of flame, combust
4   Smoke veil
5   Ball of flame
6   Cloud of smoke, wall of smoke (at will)
7   Pierce resistance (5), rain of ash
8   Wall of Fire
9   Create elemental (medium), ball of flame (at will)
10  Fire walk, cloud of smoke (at will), resist fire (immune), pierce resistance (10)
11  Inferno, rain of ash (at will), create elemental (large)
12  Boil blood, wall of fire (at will)
13  Rain of cinders, create elemental (huge) , pierce resistance (15)
14  Quick power
15  Create elemental (greater)
16  Extract fire elemental, pierce resistance (20)
17  Rain of cinders (at will), create elemental (elder)
18  Quick power
19  Create elemental (monolith) , pierce resistance (immune)
20  Elemental form, elemental fury



Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Perform, Profession, Spellcraft, Tumble.

Class Features
Your class features focus on advancing your connection to the element of fire.

Weapon and Armor Proficiency: Pyromancers are proficient with all simple weapons plus the scimitar and falchion.  Pyromancers are proficient with light armor, but not with shields.

Armored Mage (Ex): A pyromancer can use elemental powers (see below) while wearing light armor without risking arcane spell failure.  She may also take the Battle Caster feat (Complete Arcane, pg 75) and apply its bonus to her elemental powers.

Elemental Power (Sp): As a pyromancer gains levels, she learns how to harness the power of her element.  These powers are similar to spells in many ways, but are not treated the same.

All elemental powers are subject to arcane spell failure (see Armored Mage above).  While using an elemental power, if the pyromancer is interrupted, she must roll a Concentration check to keep the spell from failing the same as a caster would.  Unless noted otherwise, elemental powers are subject to spell resistance.  Using an elemental power provokes an attack of opportunity, but the pyromancer may choose to cast defensively with a Concentration check.

A pyromancer’s caster level with her elemental powers is equal to her pyromancer level.  The save DC for an elemental power (if any) is 10 + ½ the pyromancer’s class level + the pyromancer’s Charisma modifier.

Elemental powers do not use up spell slots, but instead are either available once per encounter or at will.  Each individual power will list its availability.  Unless otherwise noted, elemental powers take a standard action to use.

Fire Bolt (Sp) [FIRE]: At first level, the pyromancer learns her first elemental power: the ability to shoot fire.  The pyromancer can shoot a bolt of fire up to a range of 60 feet with a ranged touch attack.  If the attack is successful, it deals 1d6 fire damage per caster level.  She may use this ability at will.

Fire Magic (Ex): A pyromancer can use any spell completion or spell trigger item for any spell with the [FIRE] descriptor as though she had the spell on her spell list.

Hands Afire (Su): A pyromancer can create fire in one or more of his hands as a swift action that does not provoke an attack of opportunity.  The fire remains so long as he desires and can be dismissed as a swift action.  The fires each shed light equal to a torch.  He may use the fires as a touch attack, dealing 1d6 fire damage per two caster levels (minimum of 1d6 damage). This damage is not affected by spell resistance.  The pyromancer may also ignite flammable materials with this ability.

Resist Fire (Su): As a pyromancer gains levels, she learns to resist that which she controls.  She gains fire resistance equal to double her class level.

At 10th level, the pyromancer is immune to fire.

Control Flames (Sp) [FIRE]: At first level, the pyromancer learns the elemental power of controlling fire.  She can use the Control Flames psionic power as an elemental power.  This power works exactly as described in the Expanded Psionics Handbook, except all references of manifester level are replaced with caster level and the duration is concentration.  This power can be used at will.

Wall of Smoke (Sp): At 2nd level, a pyromancer learns a new elemental power: creating a wall of smoke.  The pyromancer can create a straight wall of smoke up to five feet long per caster level, ten feet high, and five feet thick.  The wall must be horizontal and on the ground.  If part of the wall is cast over a pit, the smoke in that section will settle into the pit.  The smoke lasts for one round per caster level.  As strong wind (21+ mph) will blow it away in one round.  If the pyromancer creates a second wall of smoke before the first expires, the first wall disappears.

The wall is hard to see through and grants concealment for all those inside and for those standing on the other side.  Anyone who enters the wall of smoke or begins their turn inside must succeed on a Fortitude save or be sickened while inside, and for another 1d3 rounds after leaving.  The wall can be created at up to medium range (100 ft + 10/caster level). This elemental power bypasses spell resistance and can be used once per encounter.

At 6th level, the pyromancer may use this elemental power at will.

Fan of Flame (Sp) [FIRE]: At 3rd level, the pyromancer learns a new elemental power: shooting flame over an area.  The pyromancer creates a 15-foot cone of fire originating from her square.  All inside the cone take 1d6 points of fire damage per caster level, with a successful Reflex save halving the damage.  She may use this elemental power at will.

Combust (Ex): At 3rd level, anyone affected by one of the pyromancer’s elemental powers with the [FIRE] descriptor risks catching on fire.  If a creature or object takes damage from one of these powers, it must succeed at a Reflex save or catch fire.  If the power normally allows for a Reflex save, use that result to determine if it catches fire.

A creature or object on fire takes 1d6 damage per two caster levels each round it remains on fire at the beginning of its turn (or at the beginning of your turn for unattended objects).  The fire burns a number of rounds equal to half your caster level, or until extinguished.  A creature may extinguish the flames on itself by spending a move action, which provokes an attack of opportunity.

Once a target catches fire, the damage from these flames does not allow spell resistance.

Smoke Veil (Sp): At 4th level, the pyromancer learns a new elemental power: the ability to veil herself with smoke.  The pyromancer creates a thin, wispy veil of smoke around her that grants her concealment without affecting her own vision.  This elemental power lasts one minute per caster level and can be used at will.

Ball of Flame (Sp) [FIRE]: At 5th level, the pyromancer learns a new elemental power: creating a sphere of flame.  The pyromancer creates a sphere of flame with a 20-foot radius at up to long range (400 feet + 40/caster level).  The blast deals 1d6 points of fire damage per caster level, with a successful Reflex save halving the damage.  She may use this elemental power once per encounter.

At 9th level, the pyromancer may use this elemental power at will.

Cloud of Smoke (Sp): At 6th level, the pyromancer learns a new elemental power: creating a cloud of smoke.  The pyromancer creates a cloud of smoke in a 20-foot tall cylinder with a 20-foot radius at up to medium range (100 ft + 10/caster level).  This cloud of smoke behaves exactly as the Stinking Cloud spell, and lasts one round per caster level.  If the pyromancer creates a second cloud of smoke before the first expires, the first cloud disappears.  This elemental power bypasses spell resistance and can be used once per encounter.

At 10th level, the pyromancer may use this elemental power at will.

Pierce Resistance (Ex): At 7th level, a pyromancer is able to pierce elemental resistance and immunity with her fire.  She may ignore up to five points of fire resistance any creature has.  She may even deal damage to creatures immune to fire, although they are treated as having fire resistance 25.  This means a fire immune creature will still resist the first 20 points of fire damage (after the pyromancer ignores five points).  Flames from the Combust (see above) ability do not ignore fire resistance or immunity.

As the pyromancer gains levels, she may ignore more fire resistance.  She ignores ten points at 10th level, 15 points at 13th level, and 20 points at 16th level.  At 19th level, the pyromancer’s elemental powers completely ignore all fire resistance and immunity.

This ability does not allow a pyromancer’s own elemental powers to overcome her own fire resistance or immunity; however, this ability would work normally if used by another pyromancer.  

Rain of Ash (sp): At 7th level, the pyromancer learns a new elemental power: creating ash from the air.  The pyromancer creates an area filled with ash in a 20-foot tall cylinder with a 20-foot radius at up to medium range (100 ft + 10/caster level).  The accumulated ash on the ground slows land-based movement.  Every five feet someone moves in the area takes ten feet of movement for the round.  Creatures in the area cannot take a five-foot step action.  This power lasts one round per caster level.  If the pyromancer creates a second rain of ash before the first expires, the first effect disappears.  This elemental power bypasses spell resistance and can be used once per encounter.

At 11th level, the pyromancer may use this elemental power at will.

Wall of Fire (Sp) [FIRE]: At 8th level, the pyromancer learns a new elemental power: creating a wall of fire.  The pyromancer can create a wall of fire exactly like the spell with the same name.  If she creates another wall while an earlier wall still exists, the earlier wall disappears when the new one is created.

The pyromancer can use this elemental power once per encounter.  At 12th level, she can use it at will.

Create Elemental (Sp) [FIRE]: At 9th level, the pyromancer learns a new elemental power: creating a fire elemental.  The pyromancer can create a medium-sized fire elemental within close range (25 feet + 5/2 caster levels).  The elemental remains for one round per caster level, or until slain.  Using this power takes an entire round and finishes at the beginning of her next round.  The elemental may act immediately at this time on her initiative count.  The pyromancer controls the elemental as if she had summoned it.

A pyromancer may only create one elemental per encounter and she may only have one created elemental at a time.  If she creates a second elemental, the first one vanishes when the new one appears.

As a pyromancer gain levels, she is able to create larger elementals.  She can create a large elemental at 11th level, a huge elemental at 13th level, a greater elemental at 15th level, an elder elemental at 17th level, and an elemental monolith (Complete Arcane) at 19th level.

Fire Walk (Su): At 10th level, the pyromancer gains the ability to walk on and through fire and smoke.  She can walk and stand on fire or smoke as if it were solid ground.  While doing so, she cannot run or jump, and cannot move faster than her base land speed, although she can take a double move action.

Moving up takes fifteen feet of movement for each five feet ascended, although moving down takes no additional movement.  If the fire or smoke disappear, the pyromancer falls.  The pyromancer may use her Smoke Veil ability to walk on smoke, effectively letting her “fly” at a walking speed.

Inferno (Sp) [FIRE]: At 11th level, the pyromancer learns a new elemental power: conjuring a wave of raw fire.  The pyromancer creates a 60-foot cone of fire originating from her square.  All inside the cone take 1d6 points of fire damage per caster level, with a successful Reflex save halving the damage.  This power bypasses spell resistance and can be used once per encounter.

At 15th level, the pyromancer may use this elemental power at will.

Boil Blood (Sp) [FIRE]: At 12th level, the pyromancer learns a terrifying power: the ability to boil an opponent’s blood.  One living creature within medium range (100 ft + 10/caster level) must attempt a Fortitude save.  If successful, the target takes 1d6 points of fire damage per caster level.  If the save fails, the target dies.  Only creatures with blood can be targeted by this ability.

Using this power takes an entire round and finishes at the beginning of her next round.  The pyromancer can use this power once per encounter.

Rain of Cinders (Sp) [FIRE]: At 13th level, the pyromancer learns a new power: creating burning ash from the air.  This power functions exactly like Rain of Ash, except that the ash is burning and deals fire damage.  Each creature that begins its turn in the area suffers 2d6 points of fire damage.  For each five feet moved through the area, the creature suffers 1d6 points of fire damage.

This power lasts one round per caster level.  If the pyromancer creates a second rain of cinders before the first expires, the first effect disappears.  This elemental power bypasses spell resistance and can be used once per encounter.

At 17th level, the pyromancer may use this elemental power at will.

Quick Power (Sp): At 14th level, the pyromancer can use one of the following elemental powers as a swift action: Fire Bolt, Wall of Smoke, Fan of Flame, Ball of Fire, Could of Smoke, Rain of Ash, Wall of Fire, or Inferno.  Other than the quicker activation, the power behaves exactly as normal.  The pyromancer can use this ability once per encounter.

At 18th level, the pyromancer can use this ability two times per encounter.

Extract Fire Elemental (Sp) [COLD][FIRE]: At 16th level, the pyromancer learns one of her most horrible elemental powers: drawing the body heat out of a creature to create a fire elemental.  One living creature within medium range (100 ft + 10/caster level) must attempt a Fortitude save.  If successful, the target takes 1d6 points of cold damage per caster level as they lose body heat.  If the save fails, the target dies and a fire elemental appears in the creature’s space.  The fire elemental is the same size as the target.  The elemental remains for one minute, and the pyromancer may control is as though she summoned it.  If she already created an elemental with her Create Elemental ability, this newly created elemental will not cause the first to disappear.

Using this power takes an entire round and finishes at the beginning of her next round.  The pyromancer can use this power once per encounter.

Elemental Form (Su): At 20th level, the pyromancer may spend a swift action to take on the form of a fire elemental of equal size to herself.  She gains all of the special attacks, movement modes, and immunities of a fire elemental of the same size and her type changes to elemental.  She may revert back to her normal form as a swift action.

Elemental Fury (Sp) [FIRE]: At 20th level, the pyromancer learns her most potent elemental power: the ability to create a persistent, raging inferno.  The pyromancer creates a 40-foot cylinder of flame with a 60-foot radius at up to long range (400 feet + 40/caster level).  The blast deals 10d6 points of fire damage plus an additional 1d6 points per caster level, with a successful Reflex save halving the damage.  This power bypasses  spell resistance and can be used once per encounter.

This power lasts as long as the pyromancer concentrates on it, which requires a move action each round.  She can move the inferno up to 30 feet along the ground each round as a standard action.  The center of the inferno must remain within the pyromancer’s line of sight and within the range of the power.
: Re: Elemental Mages
: RobbyPants September 13, 2009, 12:15:54 AM
Hydromancer

(http://www.infidel101.com/wp-content/uploads/2008/05/water-elemental-continuum.jpg)

Insert fluff here :p

The Hydromancer Hit Die: d6
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good

1   Armored mage, water jet, aquatic, create water, hail stone
2   Water of life
3   Fog, weaponized blast
4   Cloak of fog
5   Tidal wave
6   Water of vitality, enhanced healing
7   Rainstorm, fog (at will), weaponized blast (at will, 30 ft)
8   Wall of water
9   Create elemental (medium), tidal wave (at will)
10  Water of reviving, enhanced healing
11  Liquid form, weaponized blast (60 ft), rainstorm (at will), create elemental (large)
12  Drown, wall of water (at will)
13  Deadly storm, create elemental (huge)
14  Tsunami, enhanced healing
15  Create elemental (greater)
16  Extract water elemental
17  Deadly storm (at will), create elemental (elder)
18  Enhanced healing
19  Create elemental (monolith)
20  Elemental form, elemental fury



Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (the planes), Listen, Profession, Spellcraft, Survival, Swim.

Class Features
Your class features focus on advancing your connection to the element of water.

Weapon and Armor Proficiency: Hydromancers are proficient with all simple weapons plus the trident, hand crossbow, repeating crossbow, and net.  Hydromancers are proficient with light armor, but not with shields.

Armored Mage (Ex): A hydromancer can use elemental powers (see below) while wearing light armor without risking arcane spell failure.  He may also take the Battle Caster feat (Complete Arcane, pg 75) and apply its bonus to his elemental powers.

Elemental Power (Sp): As a hydromancer gains levels, he learns how to harness the power of his element.  These powers are similar to spells in many ways, but are not treated the same.

All elemental powers are subject to arcane spell failure (see Armored Mage above).  While using an elemental power, if the hydromancer is interrupted, he must roll a Concentration check to keep the spell from failing the same as a caster would.  Unless noted otherwise, elemental powers are subject to spell resistance.  Using an elemental power provokes an attack of opportunity, but the hydromancer may choose to cast defensively with a Concentration check.

A hydromancer’s caster level with his elemental powers is equal to his hydromancer level.  The save DC for an elemental power (if any) is 10 + ½ the hydromancer’s class level + the hydromancer’s Charisma modifier.

Elemental powers do not use up spell slots, but instead are either available once per encounter or at will.  Each individual power will list its availability.  Unless otherwise noted, elemental powers take a standard action to use.

Water Jet (Sp) [WATER]: The hydromancer learns his first elemental power: the ability to shoot a pressured jet of water.  The hydromancer can target the jet up to a range of 60 feet with a ranged touch attack.  If the attack is successful, it deals 1d6 points of nonlethal damage per caster level.  This damage is not subject to damage reduction or energy resistance.  This ability also puts out all non-magical fires in the target square.

This power may be used at will.

Water Magic (Ex): A hydromancer can use any spell completion or spell trigger item for any spell with the [WATER] descriptor as though she had the spell on her spell list.

Aquatic (Ex): The hydromancer gains the aquatic subtype, but is also amphibious, able to breath both above and below water.  He gains a swim speed equal to his base land speed and may take 10 on swim checks even when distracted.  He may use the run action or charge while swimming so long as it is in a straight line.

Create Water (Sp) [WATER]: The hydromancer learns a new elemental power: creating water out of thin air.  The hydromancer can create one cubic foot of water per caster level within five feet of himself.  This power can be used at will.

Hail Stone (Sp): The hydromancer learns a new elemental power: the ability to create and propel a solid ball of ice.  The hydromancer can shoot the ball as a ranged attack (not a touch attack) at any target within medium range (100 feet + 10/caster level).  The ice deals 1d4 points of bludgeoning damage per caster level, which is affected by damage reduction as normal.  This power bypasses spell resistance and can be used at will.

Water of Life (Sp) [WATER](Healing): At 2nd level, the hydromancer learns a new elemental power: channeling life-giving energy through water.  The hydromancer can heal any living creature he touches, healing 1d6 points of damage per two caster levels, plus his Charisma modifier.  This healing does not come from positive energy, so it has no effect on undead creatures.  This power can be used at will.

Fog (Sp) [WATER]: At 3rd level, the hydromancer learns a new elemental power: creating a cloud of fog.  This power functions exactly like the Fog Cloud spell.  If the hydromancer creates a second cloud of fog while an earlier one is still in place, the first one disappears.  This power can be used once per encounter.

At 7th level, this power can be used at will.

Weaponized Blast (Sp) [WATER][ACID, COLD, or FIRE]: At 3rd level, the hydromancer learns a new offensive elemental power: attacking with a blast weaponized water in the form of ice, acid, or steam.  The blast takes the form of a 15-foot cone originating from the hydromancer’s square.  Everything inside the blast takes 1d6 damage per level, with a successful Reflex save halving the damage.  At the time the power is used, the hydromancer chooses whether to use acid, ice, or steam.  The power gains the [ACID], [COLD], or [FIRE] descriptor respectively.  When using acid, the damage decreases to 1d4 points per level, but the power bypasses spell resistance.

This power can be used once per encounter.

At 7th level, this power can be used at will, and the hydromancer can create a 30-foot cone instead.  At 11th level, he can create a 60-foot cone.

Cloak of Fog (Sp) [WATER]: At 4th level, the hydromancer learns a new elemental power: shrouding himself in fog.  Wisps of fog surround the hydromancer, granting him concealment from attacks.  This fog does not affect his vision or affect his chance to hit opponents.  This power lasts one minute per caster level and can be used at will.

Tidal Wave (Sp) [WATER]: At 5th level, the hydromancer learns a new elemental power: creating a tidal wave, even where there is no water.  The hydromancer conjures a wave of water ten feet tall and 20 feet wide within medium range (100 feet + 10 feet/caster level).  The wave then moves 30 feet perpendicular to its facing.  Anyone in the path of the wave suffers 1d6 points of nonlethal damage per caster level, with a Fortitude save halving the damage.  Large and smaller creatures who fail their saving throw are knocked prone.  The wave crashes to the ground and disappears after its movement.  This power bypasses spell resistance and may be used once per encounter.

At 9th level, this power may be used once per round.

Water of Vitality (Sp) [WATER](Healing): At 6th level, the hydromancer learns a new elemental power: granting improved vitality to living creatures through life-giving water.  The hydromancer can touch a living creature to either heal ability damage or remove one of the following conditions: blind, deaf, exhausted, fatigued, nauseated, or sickened.  This power heals up to 1d4 points of ability damage per three caster levels to any one ability.  This power may be used at will.

At 10th level, this power can be used to heal ability drain as well as ability damage.  It heals all damage and drain to one ability score per use.

Enhanced Healing (Sp) [WATER](Healing): At 6th level, the hydromancer’s healing power improve.  When using the Water of Life power, he may choose one of three options: he may use the ability on any number of adjacent creatures, he may use it on a single creature within close range (25 feet + 5 feet/2 caster levels), or he may use it as a swift action.

At 10th level, he may choose two of these three options at once.  At 14th level, he may choose all three options.

At 10th level, this ability also extends to the hydromancer’s Water of Vitality power, and he may apply one of the tree options to it.  At 14th level, he may apply two of the three options at once.  At 18th level, he may apply all three of the options to Water of Vitality.

Rainstorm (Sp) [WATER]: At 7th level, the hydromancer learns a new elemental power: creating a storm of driving rain.  The hydromancer can create a 40-foot tall cylinder with a 20-foot radius of rain within medium range (100 feet + 10/caster level).  The rain grants concealment to those in the rain storm and to those on the opposite side.  Any range attacks that pass through the storm have a -4 penalty to hit, and anyone walking through the area must move at half speed.  This power lasts one round per level.

If the hydromancer creates a second rainstorm while an earlier one is still in place, the first one disappears.  This power can be used once per encounter.

At 11th level, this power can be used at will.

Wall of Water (Sp) [WATER]: At 8th level, the hydromancer learns a new elemental power: creating a wall of suspended water.  The hydromancer can create a five-foot thick wall of water 20 feet tall and 20 feet long per caster level at up to medium range (100 feet + 10 feet/caster level).  The water in the wall is strong, and will stop all normal ranged attacks.  Large projectiles and melee attacks can pass through the wall, but suffer a -4 penalty to hit.  In addition, the wall grants concealment to any creatures on the opposite side of the wall of the attacker.

The churning waters will allow creatures to pass through, but may harm them in the process.  Anyone moving through the water must roll a Fortitude save.  Any creature who fails their save suffers 1d6 points of nonlethal damage per caster level.  Moving through the wall takes ten feet of movement per five feet crossed.

This power lasts as long as the hydromancer concentrates on it, plus one round per caster level.  It can be used once per encounter.

At 12th level, this power can be used at will.

Create Elemental (Sp) [WATER]: At 9th level, the hydromancer learns a new elemental power: creating a water elemental.  The hydromancer can create a medium-sized earth elemental within close range (25 feet + 5/2 caster levels).  The elemental remains for one round per caster level, or until slain.  Using this power takes an entire round and finishes at the beginning of his next round.  The elemental may act immediately at this time on his initiative count.  The hydromancer controls the elemental as if he had summoned it.

A hydromancer may only create one elemental per encounter and he may only have one created elemental at a time.  If he creates a second elemental, the first one vanishes when the new one appears.

As a hydromancer gain levels, he is able to create larger elementals.  He can create a large elemental at 11th level, a huge elemental at 13th level, a greater elemental at 15th level, an elder elemental at 17th level, and an elemental monolith (Complete Arcane) at 19th level.

Water of Reviving (Sp) [WATER](Healing): At 10th level, the hydromancer learns a new elemental power: bringing recently slain creatures back to life with life-giving water.  The hydromancer can touch a living creature that recently died and bring him back to life.  The creature cannot have been dead for a number of rounds more than the hydromancer’s Charisma modifier (to a minimum of one round).  When healed, the creature is immediately restored to 1 hit point (unless he had more hit points before dying, such as if killed by a death effect), and he is healed an additional 1d6 points per caster level.  This power can be used once per encounter.

At 14th level, this power can be either be used on a target up to close range (25 feet + 5 feet/2 caster levels) or as a swift action.  At 18th level, this power can be used both at close range and as a swift action.

Liquid Form (Sp) [WATER]: At 11th level, the hydromancer learns a new elemental power: turning his own body into water.  When in this form, the hydromancer gains damage reduction 10/magic and becomes immune to acid, poison, grapples, and critical hits.  He may swim at his land speed through water without rolling a Swim check.  If he is standing in a body of water at least one foot deep and three by three feet across, he gains fast healing 1.  The amount of fast healing increases by one point per five caster levels.

When this power is used, all of the hydromancer’s gear melds with his new form, and he is unable to grab or hold any objects.  His armor class 10 plus his size, Dexterity, and deflection modifiers.  He may use all of his elemental powers as normal while in this form.  This power may be used at will and can be dismissed with a standard action.

Drown (Sp) [WATER]: At 12th level, the hydromancer learns a terrifying elemental powers: filling a creature’s lungs with water.  One air-breathing creature (who cannot also breath water) within medium range (100 ft + 10/caster level) must attempt a Fortitude save.  If successful, the target takes 1d6 points of nonlethal damage per caster level as they cough the water out of their lungs.  If the save fails, the target dies.

Using this power takes an entire round and finishes at the beginning of his next round.  The hydromancer can use this power once per encounter.

Deadly Storm (Sp) [WATER][ACID, COLD, or FIRE]: At 13TH level, the hydromancer learns a new elemental power: creating a deadly rainstorm of either ice, acid, or scalding water.  This power functions exactly like Rainstorm except that the rain deals acid, cold, or fire damage.  Each creature that begins its turn in the area suffers 2d6 points of damage.  For each five feet moved through the area, the creature suffers 1d6 points of damage.  At the time the power is used, the hydromancer chooses whether to use acid, ice, or scalding water.  The power gains the [ACID], [COLD], or [FIRE] descriptor respectively.  

This power lasts one round per caster level.  If the hydromancer creates a second storm before the first expires, the first effect disappears.  This elemental power bypasses spell resistance and can be used once per encounter.

At 17th level, this power can be used at will.

Tsunami (Sp) [WATER]: At 14th level, the hydromancer learns a new elemental power: creating a tsunami.  This power functions exactly like Tidal Wave, except that it is 20 feet tall, 100 feet wide, and travels for 60 feet.  It can be created at up to long range (400 feet + 40 feet/caster level).  Gargantuan and smaller creatures that fail their Fortitude saves are knocked prone.  This power can be used at will.

Extract Water Elemental (Sp) [WATER]: At 16th level, the hydromancer learns one of his most horrible elemental powers: drawing the water out of a creature to create a water elemental.  One living creature within medium range (100 ft + 10/caster level) must attempt a Fortitude save.  If successful, the target takes 1d6 points of damage per caster level as they lose water from their body.  If the save fails, the target dies and a water elemental appears in the creature’s space.  The water elemental is the same size as the target.  The elemental remains for one minute, and the hydromancer may control is as though he summoned it.  If he already created an elemental with his Create Elemental ability, this newly created elemental will not cause the first to disappear.

Using this power takes an entire round and finishes at the beginning of his next round.  The hydromancer can use this power once per encounter.

Elemental Form (Su): At 20th level, the hydromancer may spend a swift action to take on the form of a water elemental of equal size to himself.  He gains all of the special attacks, movement modes, and immunities of a water elemental of the same size and his type changes to elemental.  He may revert back to his normal form as a swift action.

Elemental Fury (Sp) [WATER]: At 20th level, the hydromancer learns his most potent elemental power: the ability to create a hurricane.  The hydromancer creates an hurricane in a 100-foot tall cylinder with a 100-foot radius, at up to long range (400 feet + 40/caster level).

The hurricane deals 1d6 bludgeoning damage per two caster levels and 1d6 nonlethal damage per two caster levels to all creatures and objects inside the area each round.  Huge and smaller creatures inside the hurricane need to make a Fortitude save each round or fall prone.  

The rain and debris kicked up by the hurricane create full concealment for anything inside or on the other side of the tornado.  All physical ranged attacks, excluding large projectiles like boulders, are impossible in or through the hurricane.  Large and smaller flying creatures are driven to the ground, and take falling damage as normal.  Huge and larger flying creatures must make a Fortitude save, falling to the ground on a failed save.

This power bypasses spell resistance and can be used once per encounter.

This power lasts as long as the hydromancer on it, which requires a move action each round.  He can move the hurricane up to 30 feet along the ground each round as a standard action.  The center of the hurricane must remain within the hydromancer’s line of sight and within the range of the power.

: Re: Elemental Mages
: RobbyPants September 13, 2009, 12:16:05 AM
Geomancer

(http://th05.deviantart.net/fs46/300W/f/2009/174/a/0/Earth_mage_by_hunqwert.jpg)

*** Insert fluff here :p ***

The Geomancer   Hit Die: d8
BAB: Good
Fort: Poor
Ref: Poor
Will: Good

1   Armored mage, hurl rock, natural armor +1, stonecraft
2   Damage reduction 2/adamantine
3   Shift weight, spikes
4   Lava spray
5   Burrow, natural armor +2
6   Earthen rubble, damage reduction 4/adamantine
7   Field of mud
8   Wall of stone
9   Create elemental (medium), burrow (through stone)
10  Natural armor +3, damage reduction 6/adamantine, earthen rubble (at will), wall
    of stone (iron)
11  Column of stone, create elemental (large), field of mud (at will)
12  Crumble bone, wall of stone (mithril, at will)
13  Molten rock, create elemental (huge), burrow (earth glide)
14  Damage reduction 8/adamantine, wall of stone (adamantine)
15  Create elemental (greater), natural armor +4
16  Extract earth elemental
17  Create elemental (elder), molten rock (at will)
18  Damage reduction 10/adamantine
19  Create elemental (monolith)
20  Elemental form, elemental fury, natural armor +5


Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Listen, Profession, Search, Spellcraft.

Class Features
Your class features focus on advancing your connection to the element of earth.

Weapon and Armor Proficiency: Geomancers are proficient with all simple weapons plus the light and heavy pick, and with all martial bludgeoning weapons.  Geomancers are proficient with light and medium armor, and with shields (except tower shields).

Armored Mage (Ex): A geomancer can use elemental powers (see below) while wearing light or medium armor, or a shield (except tower shields) without risking arcane spell failure.  He may also take the Battle Caster feat (Complete Arcane, pg 75) and apply its bonus to his elemental powers.

Elemental Power (Sp): As a geomancer gains levels, he learns how to harness the power of his element.  These powers are similar to spells in many ways, but are not treated the same.

All elemental powers are subject to arcane spell failure (see Armored Mage above).  While using an elemental power, if the geomancer is interrupted, he must roll a Concentration check to keep the spell from failing the same as a caster would.  Unless noted otherwise, elemental powers are subject to spell resistance.  Using an elemental power provokes an attack of opportunity, but the geomancer may choose to cast defensively with a Concentration check.

A geomancer’s caster level with his elemental powers is equal to his geomancer level.  The save DC for an elemental power (if any) is 10 + ½ the geomancer’s class level + the geomancer’s Charisma modifier.

Elemental powers do not use up spell slots, but instead are either available once per encounter or at will.  Each individual power will list its availability.  Unless otherwise noted, elemental powers take a standard action to use.

Hurl Rock (Sp) [EARTH]: The geomancer learns his first elemental power: the ability to create and shoot rocks.  The geomancer can shoot a rock up to a range of 60 feet with a ranged attack.  If the attack is successful, it deals 1d6 damage per caster level.  This attack deals physical damage and is subject to damage reduction, but not spell resistance.  Each time the geomancer uses this power, he may choose whether to deal bludgeoning damage, or slashing and piercing damage with the rock.

This power may be used at will.  Rocks created with this power turn to dust and disappear within seconds.

At 4th level, the rocks are treated as magical for purposes of overcoming damage reduction.

At 6th level, the rocks can deal damage to incorporeal creatures, although they still have a 50% miss chance.

At 8th level, the rocks can be treated as silver, cold iron, or adamantine for purposes of overcoming damage reduction.  The geomancer makes this decision each time he uses his hurl rock power.

Earth Magic (Ex): A geomancer can use any spell completion or spell trigger item for any spell with the [EARTH] descriptor as though she had the spell on his spell list.

Natural Armor (Ex): The geomancer’s skin begins to toughen, granting him a +1 natural armor bonus to his armor class.  This bonus stacks with other natural armor other natural armor bonuses.  The natural armor bonus increases by +1 every five levels, to a maximum of +5 at 20th level.

Stone Craft (Ex): The geomancer gains a +4 competence bonus on all Appraise and Craft checks involving stone (including precious stones) and metal.  In addition, he is treated as having the Trapfinding ability or a rogue for purposes of finding traps made of stone, or set inside of stone (including stone doors, chests, floors, and other such objects).  He may use Knowledge(dungeoneering) in place of Disable Device to remove such traps.

Damage Reduction (Ex): Starting at 2nd level, the geomancer gains damage reduction overcome by adamantine weapons.  At first level, he gains DR 2/adamantine.  This damage reduction improves by two points each four levels thereafter, to a maximum of DR 10/adamantine at 18th level.

Shift Weight (Ex): At 3rd level, the geomancer learns how to take best advantage with hefty stone weapons.  When using a bludgeoning weapon made of stone, the geomancer may have it deal extra damage.  The weapon deals an additional 1d6 damage per three caster levels on each successful attack.  Activating and deactivating this ability is a free action.  This damage is considered the same type of damage that the weapon itself deals.  It also bypasses damage reduction based normally overcome by adamantine, silver, and cold iron.

Weapons with non-stone handles and stone damage-dealing portions are considered stone weapons for purposes of this ability.  This ability has no affect on your hurl rock ability or any of your other elemental powers; just on weapons you wield normally.

Spikes (Su) [EARTH]: At 3rd level, the geomancer learns a new elemental power: the ability to create tiny stone spikes.  The geomancer can affect up to one contiguous five foot square per three caster levels.  Each square must be within close range (25 ft + 5 ft/2 caster levels).  Any creature that passes through the area or begins their turn in the area must succeed at a Reflex save or have their land speed halved for one round per caster level.  This ability cannot affect a creature more than once at a time, although a later effect can reduce the creature's speed after an earlier effect has ended.  The ground in the square must either be earth or stone (natural or worked).  These spikes last one round per caster level.  This power may be used at will.

Lava Spray (Su) [FIRE]: At 4th level, the geomancer learns a new elemental power: creating a gout of molten rock.  The geomancer creates either a 15-foot cone or a 30-foot line originating from his square.  This heated rock deals 1d4 points of fire damage per caster level with a successful Reflex save for half damage.  Each target that fails its save takes another 1d4 points of fire damage per two caster levels on the following round unless it rinses it off.  Cooling and rinsing the lava requires a full waterskin worth of water and takes a standard action that provokes an attack of opportunity.  This additional damage only lasts for one round.

This power may be used at will and bypasses spell resistance.


Burrow (Ex): At 5th level, the geomancer gains a burrow speed of ten feet.  He may only burrow through earth, and not through stone.

At 9th level, the burrow speed increases to his base land speed and he may burrow through stone.

At 13th level, the geomancer gains the earth glide ability of an earth elemental.  He may move through earth as easily as a fish swims through water, and he leaves no hole or tunnel behind, nor does he create a ripple or any disturbance on the surface.  A move earth spell cast on an area containing a burrowing geomancer flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.

Earthen Rubble (Sp) [EARTH]: At 6th level, the geomancer learns a new elemental power: the ability to turn the earth into rubble.  The geomancer can turn squares where the ground is earth or stone (worked or natural) into rubble, treating them as difficult terrain.  He may affect a number of squares equal to his caster level.  Each affected must be adjacent to another affected square, and each square needs to be within medium range (100 ft + 10 ft/caster level).  The ground returns to normal after a number of rounds equal to the geomancer’s caster level.  If the geomancer uses this ability a second time before the first squares have returned to normal, they immediately return to normal when the second squares are affected.  This power may be used once per encounter.

At 10th level, this power may be used at will.

Field of Mud (Sp) [EARTH]: At 7th level, the geomancer learns a new elemental power: the ability to turn the ground into mud.  The geomancer turns an area with a 20-foot radius at up to medium range (100 ft + 10/caster level) into mud.  This only affects squares where the ground is earth or stone (worked or natural).  The mud slows land-based movement to half usual speed.  Creatures in the area cannot take a five-foot step action.  This power lasts one round per caster level.  If the geomancer creates a second field of mud before the first expires, the first effect disappears.  This elemental power bypasses spell resistance and can be used once per encounter.

At 11th level, the geomancer may use this elemental power at will.

Wall of Stone (Su) [EARTH]: At 8th level, the geomancer learns a new elemental power: creating a wall of stone.  The geomancer can create a wall of stone exactly as the spell of the same name.  This wall of stone lasts a number of minutes equal to his caster level, after which time, it crumbles to dust and disappears.  If the geomancer creates a second wall while before the duration of the first expires, the first wall crumbles and disappears immediately.  This power can be used once per encounter.

At 10th level, the wall can be made of iron.  This increases its hit points to 30 per inch of thickness and its hardness to 10.  The break DC is 25 + 2 per inch of thickness.

At 12th level, this ability can be used at will.

At 12th level, the wall can be made of mithril.  This increases its hit points to 30 per inch of thickness and its hardness to 15.  The break DC is 27 + 2 per inch of thickness.

At 14th level, the wall can be made of adamantine.  This increases its hit points to 40 per inch of thickness and its hardness to 20.  The break DC is 30 + 2 per inch of thickness.

Create Elemental (Sp) [EARTH]: At 9th level, the geomancer learns a new elemental power: creating an earth elemental.  The geomancer can create a medium-sized earth elemental within close range (25 feet + 5/2 caster levels).  The elemental remains for one round per caster level, or until slain.  Using this power takes an entire round and finishes at the beginning of his next round.  The elemental may act immediately at this time on his initiative count.  The geomancer controls the elemental as if he had summoned it.

A geomancer may only create one elemental per encounter and he may only have one created elemental at a time.  If he creates a second elemental, the first one vanishes when the new one appears.

As a geomancer gain levels, he is able to create larger elementals.  He can create a large elemental at 11th level, a huge elemental at 13th level, a greater elemental at 15th level, an elder elemental at 17th level, and an elemental monolith (Complete Arcane) at 19th level.

Column of Stone (Sp) [EARTH]: At 11th level, the geomancer learns a new elemental power: the ability to create a moveable column of stone.  The geomancer can create a column of stone in all of the squares directly beneath him.  This column can be anywhere from three to fifteen feet tall, and each adjacent square is disturbed and treated as difficult terrain.  When the column rises, each adjacent creature needs to make a Reflex save or fall prone.  Creatures with the stability trait gain a +4 bonus on this saving throw.  The column can only be created in squares where the ground is earth or stone (natural or worked).

The geomancer can move the column up to 30 feet per round along the ground as a move action.  As the column moves, the adjacent squares of it become difficult terrain, and previously occupied and adjacent squares return to normal as the column leaves.  If a creature is in a square that becomes difficult terrain, it must make a Reflex save or fall prone, just as if the column were created.  If the column moves into a square occupied by a creature, it must roll a Reflex save or fall prone in the nearest unoccupied square.  If it succeeds its save, it moves to the nearest unoccupied square.  This movement does not provoke attacks of opportunity.

The geomancer can dismiss the column as a swift action.  This power can be used at will.

Crumble Bone (Sp) [EARTH]: At 12th level, the geomancer learns a terrifying new power: the ability to crumble the bones of a creature.  One creature with bones or an exoskeleton within medium range (100 ft + 10/caster level) must attempt a Fortitude save.  If the save fails, the target dies.  If the save is successful, the target takes 1d6 points of damage per caster level, and any critical hits against the target are automatically confirmed.  This penalty lasts until all of the damage dealt by this power is healed, either magically or naturally.  

Using this power takes an entire round and finishes at the beginning of his next round.  The geomancer can use this power once per encounter.

Molten Rock (Sp) [FIRE][EARTH]: At 13th level, the geomancer learns a new elemental power: the ability to turn the earth into thick, molten rock.  This power functions exactly like field of mud, except it also deals fire damage to those inside.  Each creature that begins its turn in the area suffers 2d6 points of fire damage.  For each five feet moved through the area, the creature suffers 1d6 points of fire damage.

This power lasts one round per caster level.  If the geomancer creates a second area of molten rock before the first expires, the first effect disappears.  This elemental power bypasses spell resistance and can be used once per encounter.

At 17th level, the geomancer may use this elemental power at will.


Extract Earth Elemental (Sp) [EARTH]: At 16th level, the geomancer learns one of his most horrible elemental powers: drawing the minerals out of a creature’s bones to create an earth elemental.  One living creature with a skeleton (or exoskeleton) within medium range (100 ft + 10/caster level) must attempt a Fortitude save.  If successful, the target takes 1d6 points of damage per caster level as they lose substance from their bones.  If the save fails, the target dies and an earth elemental appears in the creature’s space.  The earth elemental is the same size as the target.  The elemental remains for one minute, and the geomancer may control is as though he summoned it.  If he already created an elemental with his Create Elemental ability, this newly created elemental will not cause the first to disappear.

Using this power takes an entire round and finishes at the beginning of his next round.  The geomancer can use this power once per encounter.

Elemental Form (Su): At 20th level, the geomancer may spend a swift action to take on the form of an earth elemental of equal size to himself.  He gains all of the special attacks, movement modes, and immunities of an earth elemental of the same size and his type changes to elemental.  He may revert back to his normal form as a swift action.

Elemental Fury (Sp) [EARTH]: At 20th level, the geomancer learns his most potent elemental power: the ability to create a localized earthquake.  The geomancer creates an earthquake in an 80-foot radius area at up to long range (400 feet + 40/caster level).  All creatures on the ground must succeed at a Reflex save or fall prone each round.

As a standard action, the geomancer can create a fissure up to five feet wide, twenty feet long, and twenty feet deep, or he can close such a fissure created by this power.  If a fissure is created under a creature, it must succeed at a Reflex save or fall into the pit, taking falling damage as usual.  If the geomancer attempts to close a fissure with a creatures inside, each creature takes 1d6 bludgeoning damage per caster level.  This damage overcomes damage reduction.  If this damage kills all creatures inside, the fissure closes, otherwise, it remains open after dealing the damage.

The quake deals 10d6 points of damage to all structures in the area.  This damage is not reduced by hardness, nor does it deal half damage to objects.  Each round a structure takes damage,  it drops rubble in each square inside and in all adjacent squares, dealing 10d6 bludgeoning damage, with a successful Reflex save halving the damage.  On a failed save, creatures are pinned beneath the rubble and are stuck until they free themselves or are freed, which requires a Strength check with a DC equal to this power’s save DC.  Attempting this Strength check takes a full round action which provokes an attack of opportunity.

This power bypasses spell resistance and can be used once per encounter.

This power lasts as long as the geomancer concentrates on it, which requires a move action each round.  He can move the earthquake up to 30 feet along the ground each round as a standard action.  The center of the earthquake must remain within the geomancer’s line of sight and within the range of the power.

: Re: Elemental Mages
: RobbyPants September 13, 2009, 12:16:16 AM
Aeromancer

(http://www.wizards.com/magic/images/cardart/FUT/Linessa_Zephyr_Mage_640.jpg)

*** Insert fluff here :p ***

The Aeromancer   Hit Die: d6
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good

1   Armored mage, wind strike, Feather Fall, breathless, wind propelled shot
2   Wind push, fast movement +10 ft
3   Lightning (60 ft)
4   Tempest
5   Flight, lightning (120 ft)
6   Stale air, wind strike (half sonic)
7   Whirlwind, wind trip, lightning (120 ft, at will)
8   Wall of air, tempest (+2)
9   Create elemental (medium), flight (at will)
10  Gaseous form, fast movement +20 ft, stale air (at will)
11  Wind strike (sonic), create elemental (large), whirlwind (at will)
12  Suffocate, wall of air (at will), tempest (+3)
13  Violent storm, create elemental (huge)
14  Wind Torrent, gaseous form (improved)
15  Create elemental (greater)
16  Extract air elemental, tempest (+4)
17  Violent storm (at will), create elemental (elder)
18  Fast movement +30 ft, gaseous form (greater),
19  Create elemental (monolith)
20  Elemental form, elemental fury, tempest (+5)


Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Profession, Spellcraft, Spot, Tumble.

Class Features
Your class features focus on advancing your connection to the element of air.

Weapon and Armor Proficiency: Aeromancers are proficient with all simple weapons plus the rapier and bows.  Aeromancers are proficient with light armor, but not with shields.

Armored Mage (Ex): A aeromancer can use elemental powers (see below) while wearing light armor without risking arcane spell failure.  She may also take the Battle Caster feat (Complete Arcane, pg 75) and apply its bonus to her elemental powers.

Elemental Power (Sp): As a aeromancer gains levels, she learns how to harness the power of her element.  These powers are similar to spells in many ways, but are not treated the same.

All elemental powers are subject to arcane spell failure (see Armored Mage above).  While using an elemental power, if the aeromancer is interrupted, she must roll a Concentration check to keep the spell from failing the same as a caster would.  Unless noted otherwise, elemental powers are subject to spell resistance.  Using an elemental power provokes an attack of opportunity, but the aeromancer may choose to cast defensively with a Concentration check.

A aeromancer’s caster level with her elemental powers is equal to her aeromancer level.  The save DC for an elemental power (if any) is 10 + ½ the aeromancer’s class level + the aeromancer’s Charisma modifier.

Elemental powers do not use up spell slots, but instead are either available once per encounter or at will.  Each individual power will list its availability.  Unless otherwise noted, elemental powers take a standard action to use.

Wind Strike (Sp) [AIR]: The aeromancer learns her first elemental power: the ability to strike with a swift gust of wind.  The aeromancer can target the wind up to a range of 60 feet with a ranged touch attack.  If the attack is successful, it deals 1d6 points of nonlethal damage per caster level.  This damage is not subject to damage reduction or energy resistance.

This power may be used at will.

At 6th level, the aeromancer can choose to have half of the damage is be sonic damage.  At 11th level the aeromancer can choose to have all of the damage converted to sonic damage.  If using sonic damage, this power also gains the [SONIC] descriptor.  Any sonic damage is subject to energy resistance as normal.

Air Magic (Ex): A aeromancer can use any spell completion or spell trigger item for any spell with the [AIR] descriptor as though he had the spell on her spell list.

Feather Fall (Sp) [AIR]: As an immediate action, the aeromancer may duplicate the effects of the Feather Fall spell as an elemental power.

This power may be used at will.

Breathless (Ex) [AIR]: The aeromancer does not need to breath and suffers no risk of suffocation.  This also renders the aeromancer immune to inhaled poisons.

Wind Propelled Shot (Sp) [AIR]: The aeromancer learns another elemental power: guiding and propelling ranged weapons with wind.  As a swift action, the aeromancer can improve any ranged attack she makes with a physical weapon until the beginning of her next turn.  Each ranged attack she makes during this time gains a +1 enhancement bonus on attack rolls per four caster levels (minimum +1), and deals an extra 1d6 damage per three caster levels.  This extra damage the same type(s) that the weapon normally deals and is not multiplied on a critical hit.  This power can be used at will.

Wind Push (Sp) [AIR]: At 2nd level, the aeromancer’s Wind Strike power improves.  She may initiate a bull rush against any target successfully hit with his Wind Strike power.  The aeromancer uses her Charisma modifier in place of her Strength modifier for the opposed roll, and the target moves directly away form the aeromancer.  Size for both the aeromancer and the defender do not factor into this opposed roll.  This power may push the target back more than five feet if the Charisma check is high enough, although the aeromancer does not move during this bull rush.  The target’s movement from this power does not provoke attacks of opportunity.

This power may be used at will.

Fast Movement (Ex): The aeromancer gains a +10 foot enhancement bonus to her base land speed at 2nd level.

The bonus increases to +20 feet at 10th level and +30 feet at 18th level.

Lightning (Sp) [ELECTRICITY]: At 3rd level, the aeromancer learns a new elemental power: the ability to shoot small bolts of lightning.  The aeromancer can shoot a five foot wide, sixty foot long line of electricity.  This line deals 1d6 points of electric damage per caster level to all within, and a successful Reflex save halves the damage.

This power can be used once per encounter.  At 5th level, the line becomes 120 feet long.  At 7th level, the aeromancer can use this power at will.

Tempest (Sp) [AIR]: At 4th level, the aeromancer learns this defensive elemental power.  When activated, the aeromancer surrounds herself with swirling winds.  This grants the aeromancer a +1 deflection bonus to armor class and causes all ranged and thrown weapons to miss 20% of the time.  This does not apply to rays, or large projectiles like boulders.  The aeromancer gains a bonus on her grapple checks when trying to avoid being grappled or to break a grapple equal to her caster level.  This elemental power lasts one minute per caster level and can be used at will.

The deflection bonus increases by +1 for every six class levels, to a maximum of +4 at 18th level.

Flight (Sp): At 5th level, the Aeromancer learns a new elemental power: the ability to fly.  The aeromancer gains a fly speed equal to her base land speed with perfect maneuverability for one round per level.  This power can be used once per encounter.

At 9th level, the duration increases to 24 hours and it can be use at will.

Stale air (Sp) [AIR]: At 6th level, the aeromancer learns a new elemental power: making the air stale and difficult to breath.  The aeromancer can create a cylinder of stale air 20 feet tall, with a radius of 20 feet, centered within medium range (100 feet + 10/caster level).

This area of air behaves exactly as the Stinking Cloud spell, except that it is transparent and does not grant concealment.  Creatures that do not need to breath are unaffected by this power.  This power lasts one round per level, and can be used once per encounter.

At 10th level, this power can be used at will.  If a second area of stale air is created while another is still active, the first one disappears.

Whirlwind (Sp) [AIR]: At 7th level, the aeromancer learns a new elemental power: creating a whirlwind.  The aeromancer can create a cylinder of rapidly shifting air currents 40 feet tall, with a radius of 20 feet, centered within medium range (100 feet + 10/caster level).  

The whirlwind grants concealment to all inside or on the other side relative to those outside.  Ranged and thrown weapon attacks in or through the whirlwind is impossible, but this does not affect rays or large projectiles like boulders.  All creatures move at half speed through the whirlwind.  Large or smaller creatures must succeed at a Reflex save each round on the aeromancer’s turn or fall prone.  Large and smaller flying creatures are pushed out of the area of the cylinder directly away from the center.  If the flying creature is in the whirlwind’s center, it may choose the direction at which it leaves.

This power lasts one round per level, and can be used once per encounter.

At 11th level, this power can be used at will.  If a second whirlwind is created while another is still active, the first whirlwind disappears.

Wind Trip (Sp) [AIR]: At 7th level the aeromancer’s Wind Strike power improves again.  She may make a trip attack against anyone struck by her Wind Strike ability.  The aeromancer uses her Charisma modifier in place of her Strength modifier for this trip attack, and neither participant uses a size modifier.  If the attempt fails, she does not risk being tripped in return.  This power may be used with Wind Push.

This power may be used at will.

Wall of Air (Sp) [AIR]: At 8th level, the aeromancer learns a new elemental power: creating a wall of air.  He can create the wall within medium range (100 ft + 10/caster level).  The wall is 20 feet high, and 10 feet long per caster level.  Creatures have concealment relative to creatures on the opposite side of the wall.  Normal ranged and thrown weapons cannot pass through the wall, but rays and large ranged weapons like boulders pass through normally.  Powerful winds blow away from the wall up to ten feet away from the wall in one direction at the aeromancer’s choice.  Anyone moving through the wind must roll a Fortitude save.  Any creature who fails their save suffers 1d6 points of nonlethal damage per caster level.  Large and smaller creatures that fail their save fall prone and are blown in the direction of the wind to the first square out of the wind.  Huge and larger creatures moving against the wind that fail their save are checked and stop moving.  Huge and larger creatures moving with the wind that fail there are able to continue moving, but still take damage as normal.

The wall lasts as long as the aeromancer concentrates on it, and then one round per caster level afterward.  If she creates another wall while an earlier wall still exists, the earlier wall disappears when the new one is created.

The aeromancer can use this elemental power once per encounter.  At 12th level, he can use it at will.

Create Elemental (Sp) [AIR]: At 9th level, the aeromancer learns a new elemental power: creating an air elemental.  The aeromancer can create a medium-sized air elemental within close range (25 feet + 5/2 caster levels).  The elemental remains for one round per caster level, or until slain.  Using this power takes an entire round and finishes at the beginning of her next round.  The elemental may act immediately at this time on her initiative count.  The aeromancer controls the elemental as if she had summoned it.

A aeromancer may only create one elemental per encounter and she may only have one created elemental at a time.  If she creates a second elemental, the first one vanishes when the new one appears.

As a aeromancer gain levels, she is able to create larger elementals.  She can create a large elemental at 11th level, a huge elemental at 13th level, a greater elemental at 15th level, an elder elemental at 17th level, and an elemental monolith (Complete Arcane) at 19th level.

Gaseous Form (Sp) [AIR]: At 10th level, the aeromancer learns a new elemental power: turning herself into air.  This power functions like the spell Gaseous Form.  The aeromancer cannot use her other elemental powers while in this form except for wind strike, wind push, wind trip, and tempest.  Her flight speed is reduced to 10 feet.  This power may be used at will and can be dismissed with a standard action.

At 14th level, the aeromancer’s flight speed increases to her racial base land speed before any modifiers (such as her fast movement ability), and she can also use the following elemental powers: lightning, stale air, whirlwind, and wall of air.

At 18th level, the aeromancer’s flight speed increases to include other bonuses, including her fast movement bonus, and she can use all of her elemental powers.

Suffocate (Sp) [AIR]: At 12th level, the aeromancer learns a terrible elemental powers: removing the air from a breathing creature.  One living, breathing creature within medium range (100 ft + 10/caster level) must attempt a Fortitude save.  If successful, the target takes 1d6 points of nonlethal damage per caster level as they gasp for breath.  If the save fails, the target dies instantly.
 
Using this power takes an entire round and finishes at the beginning of her next round.  The aeromancer can use this power once per encounter.

Violent Storm (Sp) [AIR][ELECTRICITY]: At 13th level, the aeromancer learns a new elemental power: the ability to create a powerful, localized storm.  This power functions exactly like whirlwind, except it also deals electric damage to those inside.  Each creature that begins its turn in the area suffers 2d6 points of electric damage.  For each five feet moved through the area, the creature suffers 1d6 points of electric damage.

This power lasts one round per caster level.  If the aeromancer creates a second violent storm before the first expires, the first effect disappears.  This elemental power can be used once per encounter.

At 17th level, the aeromancer may use this elemental power at will.

Wind Torrent (Sp) [AIR]: At 14th level the aeromancer’s Wind Strike power improves again, surrounding the target in a whirlwind.  Anyone hit by her Wind Strike must succeed at a grapple check or be grappled for one round per caster level or until they break free with a successful grapple check.  Her grapple check modifier when using this ability is equal to her caster level plus her Charisma modifier.  Neither participant uses their size modifier for this roll.  The grapple check does not inflict any more damage on the opponent other than the initial Wind Strike damage.  Also note that the aeromancer can use this ability to grapple creatures two or more sizes larger than herself.  This power may be used with Wind Push and Wind Trip.

This power may be used at will.

Extract Air Elemental (Sp) [AIR]: At 16th level, the aeromancer learns one of her most horrible elemental powers: drawing the breath out of a creature to create an air elemental.  One living, breathing creature within medium range (100 ft + 10/caster level) must attempt a Fortitude save.  If successful, the target takes 1d6 points of nonlethal damage per caster level as they lose air from their body.  If the save fails, the target dies and an air elemental appears in the creature’s space.  The air elemental is the same size as the target.  The elemental remains for one minute, and the aeromancer may control is as though she summoned it.  If she already created an elemental with her Create Elemental ability, this newly created elemental will not cause the first to disappear.

Using this power takes an entire round and finishes at the beginning of her next round.  The aeromancer can use this power once per encounter.

Elemental Form (Su): At 20th level, the aeromancer may spend a swift action to take on the form of an air elemental of equal size to herself.  She gains all of the special attacks, movement modes, and immunities of an air elemental of the same size and her type changes to elemental.  She may revert back to her normal form as a swift action.

Elemental Fury (Sp) [AIR]: At 20th level, the aeromancer learns her most potent elemental power: the ability to create and control a tornado.  The aeromancer creates an tornado in a 200-foot tall cylinder with a 40-foot radius, at up to long range (400 feet + 40/caster level).

The tornado deals 1d6 bludgeoning damage per two caster levels and 1d6 sonic damage per two caster levels to all creatures and objects inside the area each round.  Creatures inside the tornado need to make a Fortitude save each round or fall prone.  Huge and smaller creatures are also flung away in a straight line from the tornado’s center.  Creatures moved this way move ten feet per size category smaller than gargantuan (ten feet for huge, 20 feet for large, 30 feet for medium, and so forth).

The debris kicked up by the tornado create full concealment for anything inside or on the other side of the tornado.  All physical ranged attacks, including boulders, are impossible in or through the tornado.  Flying creatures, regardless of their size, are thrown to the nearest square outside of the tornado.

This power bypasses spell resistance and can be used once per encounter.

This power lasts as long as the aeromancer on it, which requires a move action each round.  She can move the tornado up to 30 feet along the ground each round as a standard action.  The center of the tornado must remain within the aeromancer’s line of sight and within the range of the power.
: Re: Elemental Mages
: RobbyPants September 15, 2009, 04:10:56 PM
Nothing, huh?
: Re: Elemental Mages
: dougch September 15, 2009, 10:03:31 PM
FIRE FIRE FIRE

fire is cool

im a simpleton i think its cool
: Re: Elemental Mages
: Dilvish September 16, 2009, 12:47:22 PM
The pyromancer looks like a good class. I could see it with a fire/ash divination ability, and maybe the ability to share fire resistance with other people.
: Re: Elemental Mages
: Risada September 16, 2009, 01:28:44 PM
The pyromancer looks like a good class. I could see it with a fire/ash divination ability, and maybe the ability to share fire resistance with other people.

Something like see through someone else's torch? That would be (flavorfully) awesome  :smirk
: Re: Elemental Mages
: Dilvish September 16, 2009, 06:30:05 PM
Or something like touching ashes to learn what it was before it burned, or determining the origin of a fire. Nothing major, and only occasionally useful, but I think it would fit the pyromancer's flavor.
: Re: Elemental Mages
: RobbyPants September 17, 2009, 09:39:59 AM
Hmmm... Fire-based divinations... interesting.

I do find the idea intriguing, and if done right, they could be flavorful and handy.  The class is fairly full of abilities right now, but you don't think it would be too much to add it in?

Of course, I haven't posted (or fully created) the other three classes yet.  If I create fire-based divinations, I should probably do the same for air, earth, and water.  Those three elements seem to be more abundant, so I'd have to figure out a way to limit it so it's not too overpowering.
: Re: Elemental Mages
: RobbyPants September 22, 2009, 10:51:24 PM
Added the geomancer!
: Re: Elemental Mages
: RobbyPants September 24, 2009, 11:54:06 PM
No thoughts on the Geomancer?
: Re: Elemental Mages
: Risada September 25, 2009, 12:16:36 AM
No thoughts on the Geomancer?

It looks cool...

Dumb question: does shift weight affects Hurl rock?
: Re: Elemental Mages
: RobbyPants September 25, 2009, 12:19:40 AM
It's funny that you mention that, because I thought about that yesterday (after I'd already posted this).  It doesn't affect it, and I should probably make a note of that. ;)
: Re: Elemental Mages
: RobbyPants September 25, 2009, 10:07:40 AM
I added the following to the geomancer's Hurl Rock ability:

At 4th level, the rocks are treated as magical for purposes of overcoming damage reduction.

At 6th level, the rocks can deal damage to incorporeal creatures, although they still have a 50% miss chance.

At 8th level, the rocks can be treated as silver, cold iron, or adamantine for purposes of overcoming damage reduction.  The geomancer makes this decision each time he uses his hurl rock power.

Do you think it would be too much to allow him to ignore difficult terrain when standing on earth or stone?  It would allow him to create areas of difficult terrain near or around him to hinder his opponents and he'd be able to walk freely among them, making AoOs as they move around.
: Re: Elemental Mages
: Risada September 25, 2009, 11:32:04 AM
I added the following to the geomancer's Hurl Rock ability:

At 4th level, the rocks are treated as magical for purposes of overcoming damage reduction.

At 6th level, the rocks can deal damage to incorporeal creatures, although they still have a 50% miss chance.

At 8th level, the rocks can be treated as silver, cold iron, or adamantine for purposes of overcoming damage reduction.  The geomancer makes this decision each time he uses his hurl rock power.

Do you think it would be too much to allow him to ignore difficult terrain when standing on earth or stone?  It would allow him to create areas of difficult terrain near or around him to hinder his opponents and he'd be able to walk freely among them, making AoOs as they move around.


No problem with me.... these additions don't seem too broken...
: Re: Elemental Mages
: GawainBS September 25, 2009, 07:37:42 PM
I like the Geomancer. Different ways to deal damage, relatively tough and battlefield control. Overal, a good class, and the elemental niches were never properly filled in D&D.
: Re: Elemental Mages
: Ashtagon September 26, 2009, 07:51:09 AM
Flavour-wise, I never really felt happy about the way 3e tacked acid onto earth elementalism. I'd doesn't have any background in real-world mythology on the topic, and just screams "what can we tack on to this element to make it appear balanced?". Water cand cold energy damage have the same issue to me.
: Re: Elemental Mages
: RobbyPants September 26, 2009, 12:55:08 PM
Flavour-wise, I never really felt happy about the way 3e tacked acid onto earth elementalism. I'd doesn't have any background in real-world mythology on the topic, and just screams "what can we tack on to this element to make it appear balanced?". Water cand cold energy damage have the same issue to me.

I know how you feel.  Still, I wanted them to have an energy type associated with them so they wouldn't be stuck just dealing physical damage.  It sort of makes sense if you picture altering the pH of the material...  sort of. :p
: Re: Elemental Mages
: veekie September 27, 2009, 01:16:41 AM
Naw, I'd have put Acid with Water myself, earth element is the most physical of the lot, so it should hit for physical damage, and scale at the rate of physical damage.
: Re: Elemental Mages
: RobbyPants September 27, 2009, 09:42:02 PM
Acid with water makes about as much sense.

Good arguments could be made for both cold and sonic for air.  I would avoid using sonic, however, because it is by far the least resisted of the five energy types (which is probably why about every 3.5 feat excludes it).  The only thing I can think of off the top of my head that is immune to sonic (or resists it) are slaad.

Still, all in all, I'm fine with the standard WotC break down of energy types and elements, so I'll probably stick with it.  Otherwise, I feel like I'll end up leaving earth without an energy type, and that makes geomancers cry. :(
: Re: Elemental Mages
: ZanKhellendros September 27, 2009, 09:58:25 PM
Naw, I'd have put Acid with Water myself, earth element is the most physical of the lot, so it should hit for physical damage, and scale at the rate of physical damage.
I kinda agree with veekie on this, never really like the idea of acid with earth either, but spent some time thinking about it and don't have any really good alternatives.
I mentioned the other day on the phone with you Robbypants about maybe adding a dust cloud of sorts for blinding or suffocating the enemy.
: Re: Elemental Mages
: ZanKhellendros September 27, 2009, 10:02:06 PM
Acid with water makes about as much sense.

Still, all in all, I'm fine with the standard WotC break down of energy types and elements, so I'll probably stick with it.  Otherwise, I feel like I'll end up leaving earth without an energy type, and that makes geomancers cry. :(
Yeah, once again I don't have any alternative so sticking with it makes sense for the time being. I personally would say Acid is a combo of earth and water but that's not the case here
: Re: Elemental Mages
: veekie September 27, 2009, 10:33:55 PM
Just give it, for a change, physical impact trauma effects. I think.
: Re: Elemental Mages
: RobbyPants September 27, 2009, 10:40:26 PM
Just give it, for a change, physical impact trauma effects. I think.
I have some of those.  I just wanted some variety.

As they level, they can make their stones magic and adamantine, silver, or cold iron for purposes of damage reduction.  They can also choose bludgeoning or slashing and piercing damage.  This helps for some versatility, but I wanted a little more.
: Re: Elemental Mages
: veekie September 28, 2009, 04:30:09 AM
Petrification and slowing?
: Re: Elemental Mages
: GawainBS September 28, 2009, 06:34:37 AM
Petrification and slowing?

Aren't those a lot more powerful than the Pyromancer's pure damage, for example?
: Re: Elemental Mages
: RobbyPants September 28, 2009, 09:55:51 AM
Yeah, I was aiming for variety in damage types at that point.  Both of them already have two save-or-dies, although the thought of petrification completely escaped me.  Maybe I should go that route instead of the Crumble Bone power.  Perhaps I could swap the Extract Earth Elemental out for a petrification that turns the creature into an earth elemental.  Nice.
: Re: Elemental Mages
: GawainBS September 28, 2009, 10:22:49 AM
An Earth Elemental under your control?
: Re: Elemental Mages
: RobbyPants September 28, 2009, 10:46:52 AM
Yep.  That's how the current version of Extract Earth Elemental works.  If the guy fails his save, he dies and an earth elemental of his size appears in his square(s), under your control.
: Re: Elemental Mages
: ZanKhellendros September 28, 2009, 11:55:57 PM
Petrification and slowing?
I like this idea, you could give the petrification a small duration or make slow a little different but I get what you are looking for too.

Maybe instead of all elementals you could throw like a short lived golem creation ability or something like that (clay then stone, iron ... I think I've seen a mud golem somewhere too) ..
: Re: Elemental Mages
: RobbyPants September 29, 2009, 10:11:34 AM
Petrification and slowing?
I like this idea, you could give the petrification a small duration or make slow a little different but I get what you are looking for too.
I'd probably consider Slow to be the short-duration, pseudo-petrification at lower levels.  By mid/high levels, I'd want access to permantent petrification. 

Level 12 was the arbitrary point I'd decided for all four classes.  At level 12, they all get a save-or-die, and at level 16, their save-or-die will also create an elemental.


Maybe instead of all elementals you could throw like a short lived golem creation ability or something like that (clay then stone, iron ... I think I've seen a mud golem somewhere too) ..
At level 9, all four classes can create a medium elemental.  The size increases every two levels thereafter.  Just for simplicity, I'd leave them all as Earth Elementals, just because I don't want to mess with multiple stats of different creature types.

Out of curiosity, where did you see the mud golem?
: Re: Elemental Mages
: GawainBS September 29, 2009, 11:29:21 AM
At lvl 16, you could make it so that even if they save vs Petrification, they're still slowed?
: Re: Elemental Mages
: RobbyPants September 29, 2009, 11:39:23 AM
Probably.  All of them still have some negative effect on a successful save.  The fire ability still deals damage.  In its current version, the earth one also deals damage, but I may change it to petrification/slowing.
: Re: Elemental Mages
: ZanKhellendros September 29, 2009, 03:23:14 PM
Maybe instead of all elementals you could throw like a short lived golem creation ability or something like that (clay then stone, iron ... I think I've seen a mud golem somewhere too) ..
At level 9, all four classes can create a medium elemental.  The size increases every two levels thereafter.  Just for simplicity, I'd leave them all as Earth Elementals, just because I don't want to mess with multiple stats of different creature types.

Out of curiosity, where did you see the mud golem?
The golem wasn't really a replacement just something to fill in somewhere else if needed, It could even be a defensive thing like gaining the golem as a shell and giving the DR or immunity to magic for a duration with some slam attack in there. Just throwing out some ideas.

Well I can't really remember where I saw it, been racking my brain over it still  :banghead, but think of all the resources I've seen and that can be a long list.  :D

Still thinking about the water and air ones too.  :thumb
: Re: Elemental Mages
: ZanKhellendros October 27, 2009, 09:14:39 PM
So Whats up with the other 2 (Air and Water), I would think you could nerf some stuff from the other to to make it work
: Re: Elemental Mages
: RobbyPants October 28, 2009, 09:58:12 AM
The first two I pretty much made in one shot on a Saturday while my daughter was sleeping, and spruced the rest up later.

Lately, I've been too busy doing stuff like finishing my basement, and I've had a lot less time to just sit down and write something up.  When I do run into free time, I tend not to want to think too hard.  You know how that goes.  I'd still like to put these two up, but I'm not putting myself on any kind of deadline. ;)
: Re: Elemental Mages
: RobbyPants November 22, 2009, 12:36:14 PM
Okay, after about a month off, I've posted the Aeromancer!

Now, I need to see if I can write up a Hydromancer before 2010! :p
: Re: Elemental Mages
: VennDygrem November 24, 2009, 05:19:49 PM
I like what I see, overall. I'd love a chance to playtest one of them, too. :D

As for the Hydromancer, I see it as having aspects of all the other versions, and would overall be the most balanced, role-wise, or potentially leaning more toward battlefield control. I think after fire, cold is one of the most commonly-resisted element types, so obviously that would need to be addressed. As for save-or-die/suck effects, drowning by filling a breathing creature's lungs with water seems to be relatively equivalent to the aeromancer's suffocation, though if you go with the obvious ice/cold effects there's a good argument for slowing/freezing/shattering. Acids and poisons are also associated with water, so there are good cases for those as well.

Honestly, a hydromancer could be fairly diverse in powers, and relegating it only to water and ice attacks seems limiting. There's enough material available to simple separate out cold attacks altogether and make a cryomancer, leaving the hydromancer to thrive on its own merits.
: Re: Elemental Mages
: RobbyPants November 24, 2009, 10:57:26 PM
You pretty much hit the nail on the head with what I was thinking with the hydromancer.  I hadn't yet thought of poisons, and the only reason I was thinking of leaving acid out was for the geomancer (of course, the only reason the geomancer has acid is because it's the closest I could get to making sense of the five energy types).

I figured cold would be a shoe in.  I don't know if I'll give them the ability to pierce cold resistance.  I figure they'd get a water geyser very similar to the wind strike of the aeromancer (nonlethal damage that can push/trip) and probably extinguish flames.  I'd already planned on a drowning SoD as well.

I do like the idea of freezing/slowing.  That was something I also had not yet thought of.  Thanks for the suggestions.
: Re: Elemental Mages
: Flay Crimsonwind November 25, 2009, 09:43:50 PM
I know my immediate response to classes I like is the same, but hey, anyone want a 4 person playtest PBP campaign? Soon as the new mancer comes out?
: Re: Elemental Mages
: VennDygrem November 25, 2009, 09:48:36 PM
Definitely.  :P
: Re: Elemental Mages
: bogsnes November 26, 2009, 10:43:04 AM
I am in!
: Re: Elemental Mages
: RobbyPants November 29, 2009, 09:49:03 PM
I'm glad you guys are interested.  It might be a week or so before I post the hydromancer.  I started working on it, and it began turning more and more into an ice mage.  It's not necessarily a bad thing.  It just might only have two or three true water-based powers.
: Re: Elemental Mages
: VennDygrem November 29, 2009, 10:47:13 PM
That is one of the perils of using water as an element in D&D. However, water can also be a good medium for delivering other status effects and attacks, such as poison, disease (bog water... ugh), slow effects, nausea (bog water, again), suffocation, etc. It comes in several forms, from liquid water to solid ice to nearly-gaseous steam/mist. It can be versatile, but then again it certainly works well enough as a companion or foil to the pyromancer.
: Re: Elemental Mages
: Flay Crimsonwind November 29, 2009, 11:31:50 PM
That is one of the perils of using water as an element in D&D. However, water can also be a good medium for delivering other status effects and attacks, such as poison, disease (bog water... ugh), slow effects, nausea (bog water, again), suffocation, etc. It comes in several forms, from liquid water to solid ice to nearly-gaseous steam/mist. It can be versatile, but then again it certainly works well enough as a companion or foil to the pyromancer.
NONONONONO, Steam Mage PrC! If you can't take two of these classes simultaneously, then it could confer some benefits of each and combine them, or if you can take two of these could combine them straight away.

Wall of smoke + water ability = Wall of Steam! Providing the same benefits as smoke, but scalding the foe/causing a status issue, perhaps goes through armor since it's gaseous.

Steam elementals!

Just takes a bit of combination. Pyromancer controls the heat, Hydromancer controls the liquid needed to create steam. Awesome combination. I feel as if I've seen a steam mage before though...
: Re: Elemental Mages
: VennDygrem November 30, 2009, 03:07:41 AM
There are some spells and creatures (particularly, some varieties of dragon) with Steam attacks. They're treated as fire damage (for lack of a simple 'heat' damage type).
: Re: Elemental Mages
: veekie December 01, 2009, 08:15:20 AM
That is one of the perils of using water as an element in D&D. However, water can also be a good medium for delivering other status effects and attacks, such as poison, disease (bog water... ugh), slow effects, nausea (bog water, again), suffocation, etc. It comes in several forms, from liquid water to solid ice to nearly-gaseous steam/mist. It can be versatile, but then again it certainly works well enough as a companion or foil to the pyromancer.
Yeah, an Ice based one says Cryomancer to me, really, water should emphasize on it's fluid aspect, rather than it's Not-Fire aspect.
: Re: Elemental Mages
: RobbyPants December 01, 2009, 09:44:13 AM
Alternately, if I did focus more on ice, then it would seem only fair to also focus on steam.  I'm already using several fog powers for them, so steam isn't much of a stretch.  If nothing else, I could turn the otherwise unassuming offensive power of water into something more versatile by offering the ability to choose between nonlethal, cold, or fire damage.  I did something similar with the aeromancer with nonlethal, sonic, and electricity. 

Although, cold and fire are more commonly resisted, so I have to be careful not to make this class useless.  The pyromancer can at least bypass resistances and immunities because of its single-minded approach.  I have to think about this...
: Re: Elemental Mages
: veekie December 01, 2009, 03:28:35 PM
Well, steam is fire(if damp), water can be acid, poison or bludgeoning force, ice can be cold, piercing, bludgeoning or even slashing.
: Re: Elemental Mages
: VennDygrem December 01, 2009, 04:56:07 PM
Don't forget that bodies are typically made up mostly of water; a hydromancer could control that, gaining a limited version of dominate monster, but only affecting living, corporeal creatures. Blood-bending ftw. :D
: Re: Elemental Mages
: RobbyPants December 06, 2009, 11:39:57 AM
I decided to remove acid from the geomancer.  I was debating on what energy type might work, and I decided [FIRE] could do just fine in the form of molten rock.  So the two acid powers have been modified slightly to match.

This allows me to move acid to the hydromancer.  I'm actually thinking about giving them [ACID], [COLD], and [FIRE] to boost versatility.  I'm still working on the hydromancer, and I don't really have a deadline on it at this point (sorry if I'm holding up the pbp game ;)).  A combination of starting to DM again and drywalling my basement has been chewing up my free time!
: Re: Elemental Mages
: VennDygrem December 07, 2009, 03:56:14 AM
I think it's a good idea. Giving the non-pyromancer classes versatility in energy types helps make up for not having the pyro's bypass resistance ability, and keeps them interesting. Luckily a Geomancer vs. a Pyromancer can still work since the geo can simply smash the pyro with his earth powers, so giving fire/magma attacks is still a mechanically-sound move, aside from being flavorful and awesome. :D
: Re: Elemental Mages
: veekie December 08, 2009, 04:02:33 PM
I think it's a good idea. Giving the non-pyromancer classes versatility in energy types helps make up for not having the pyro's bypass resistance ability, and keeps them interesting. Luckily a Geomancer vs. a Pyromancer can still work since the geo can simply smash the pyro with his earth powers, so giving fire/magma attacks is still a mechanically-sound move, aside from being flavorful and awesome. :D
Nothing like showing how much better rock is!
: Re: Elemental Mages
: bogsnes December 09, 2009, 03:43:42 AM
Dibs on being Aeromancer  :D
: Re: Elemental Mages
: Flay Crimsonwind December 09, 2009, 03:50:30 AM
Dibs on being Aeromancer  :D
Pyro shotgun! In case my name didn't say it all...
: Re: Elemental Mages
: veekie December 09, 2009, 04:15:33 AM
Water sounds to be particularly interesting once the new version is up.
: Re: Elemental Mages
: VennDygrem December 09, 2009, 09:52:05 PM
I'll form the Head! I mean, I'll gladly take Geomancer. :P
: Re: Elemental Mages
: bogsnes December 10, 2009, 04:05:44 AM
Just one thing I want to say:

I think that they should be based upon different attributes... To me it makes more sense having fire based on charisma, air prolly around intelligence, earth based on wisdom or intelligence, and water on wisdom.
: Re: Elemental Mages
: RobbyPants December 10, 2009, 09:02:30 AM
I picked Cha just for the whole force of will thing, and that these are all pretty much spell-like abilities.  SLAs are traditionally keyed off of Cha.
: Re: Elemental Mages
: RobbyPants December 10, 2009, 12:17:33 PM
The good news is I should have time to work on the Hydromancer later today.  I took the day off of work and my wife has a snow day, so that frees up my day.

Now, I'm figuring on giving them the most versatile selection of energy of all the four mages.  I'm strongly debating on giving out some healing abilities, and I'm curious what you think about that (sort of water -> blood).  It would certainly be nice in a four mage group PbP, but I want to make sure that the idea makes sense for the class.  I think I can justify it.

Now, if I give them healing as well, they will probably take a pretty big hit in the crowd control department.  If figure a few fog, rain, and snow/sleet related abilities will be about it.

Any thoughts?
: Re: Elemental Mages
: veekie December 10, 2009, 02:49:58 PM
Hmm, I can see them as the more broad based one of the lot, so some healing seems fitting.
But raw elemental powers don't seem so appropriate for healing...

I'd say no.
: Re: Elemental Mages
: RobbyPants December 10, 2009, 04:54:37 PM
I'll have to see what you think.  It's mostly done, and I've included some healing.  If it looks terrible, I could always take it out.
: Re: Elemental Mages
: RobbyPants December 10, 2009, 05:26:06 PM
I added the hydromancer.  Sorry about taking so long on this last one.

I did end up adding in healing in this version.  If it seems too unpalatable, I can see if I can replace it with other things.  I can see why healing is only semi-appropriate, but I wanted something to make this one stand out, rather than to have it just be "a little of each of the other three".

The healing might actually be pretty decent in that it's at will, so that pretty much means full HP each fight.  The amount healed is comparable to a cleric's equivalent Cure spell.  As they gain levels, they can heal at a range, heal multiple targets, and/or heal as a swift action.  Anyway, tell me what you think.



I still wonder if I should have added more to the higher levels of these four classes.  As it stands, most of the levels past 13 or 14 contain improvements of earlier abilities, and nothing really new.  The capstones are also kind of weird.  The Elemental Form power seems fitting, but I think it's pretty weak.  As for the Elemental Fury abilities, I guess I'll have to see how they work in play.  I don't see them as laying waste to CR 20 threats, but rather destroying groups of weaker opponents and buildings.
: Re: Elemental Mages
: bogsnes December 10, 2009, 05:54:22 PM
I still think that they should be based on different attributes, as it will do more to differentiate them. I agree, that if all should be based on the same attribute, it should be charisma. But I disagree that they should. It seems like a waste to me to have four perfectly fine classes based on the same attributes, which makes them feel so alike. Especially as you gave the water healing abilities, which really should be enough to base it on wisdom.

BTW, haven't got the chance to read really hard through the classes yet (are printing them out right now to read them) but what is the main focus on each of them?

To me, fire should be AoE and nuker, Earth should be tanky and about self defence, Water should be support and healing with some CC, and Wind should be Gishy, mobile and have a lot of CC.
: Re: Elemental Mages
: VennDygrem December 10, 2009, 07:08:57 PM
Personally I think the fact that they're so similar means they should be keyed off the same ability. They're all essentially different versions of the same class, focusing on different elements and roles in the party.

As for the Hydromancer, it seems to suffer some of the (admittedly few) weaknesses of the aeromancer, as many of its damaging abilities either deal nonlethal damage or otherwise require the target to be living and breathing. They have few abilities useful for handling themselves against undead or constructs and similar creatures. Luckily they still have some useful abilities in such a situation, but I felt it should at least be addressed.

Otherwise, the Hydromancer seems like a healing-focused Cleric. Not bad, especially given the ability to use many of their powers at-will.

However, I feel Liquid Form is a little too close to its Elemental Form. Elemental Form just gives them a couple extra goodies, but the lack of wording allowing them to use their Hydromancer abilities in Elemental form makes me wonder why anyone would choose it over Liquid Form. It seems as though it's meant to help take the place of the other classes' more interesting movement modes at similar level, in which case I wonder if there's some possible alternative.
: Re: Elemental Mages
: RobbyPants December 11, 2009, 09:18:31 AM
BTW, haven't got the chance to read really hard through the classes yet (are printing them out right now to read them) but what is the main focus on each of them?
In a nutshell:

Aeromancer:
Most mobile.  Gains Feather Fall at will and later flight.  Does not need to breath.  Main air attack starts by dealing non-lethal damage, but soon can be used for bull rushes or trips.  Main air attack can later be upgraded to Sonic damage.  Also has a lightning attack.  Has some crowd control with minor tempests and whilwinds, as well as making the air stagnant.  Can summon air elementals.  Capstone creates a tornado.

Geomancer:
Fairly tanky.  Better BAB, HD, and armor than the other three.  Gains natural armor and DR X/Adamantine.  Shoots rocks at people (deals physical damage, but you can eventually change the type to things like adamantine or silver).  Has minor lava powers to deal fire damage.  Minor crowd control by creating rough terrain, mud, or walls.  Can burrow, and later gets earth glide.  Can summon earth elementals.  Capstone creates an earthquake.

Hydromancer:
Sort of the most blended of the four.  The water blast only deals non-lethal damage, but he can use acid, frost, or steam to deal acid, cold, or fire damage respectively.  He can heal fairly well.  Can swim and breath under water.  Has minor crowd control powers.  Can summon water elementals.  Capstone creates a hurricane.

Pyromancer:
Very straight forward.  Blasts with fire in many AoE shapes, can bypass fire resistance and eventually immunity.  Gains fire resistnace himself, and also immunity later on.  A bit of crowd control through smoke and ash powers.  Has psuedo flight later in that he can walk on fire or smoke (which he can provide), but only at walking speed.  Can summon fire elementals.  Capstone creates an inferno.


As for the Hydromancer, it seems to suffer some of the (admittedly few) weaknesses of the aeromancer, as many of its damaging abilities either deal nonlethal damage or otherwise require the target to be living and breathing. They have few abilities useful for handling themselves against undead or constructs and similar creatures. Luckily they still have some useful abilities in such a situation, but I felt it should at least be addressed.
At 3rd level, both the Aeromancer and Hydromancer gain an energy attack, allowing them to deal lethal damage.  Before that point, you have to rely on weapons to actually kill targets, but I assume most of these characters will be in a party, so non-lethal damage is just as good (assuming your target isn't immune).

Also, the Aeromancer picks up the crown jewel of energy damage: sonic.  The Hydromancer can freely pick between acid, cold, and fire, and can use acid to bypass Spell Resistance.

So, I'll admit that these guys aren't the blasters that the Pyromancer is, but I think that's the point, and I think they'll be competent enough to contribute in most circumstances.  Of course, I haven't play tested these, so it wouldn't surprise me if one class was much better or worse than the others.


However, I feel Liquid Form is a little too close to its Elemental Form. Elemental Form just gives them a couple extra goodies, but the lack of wording allowing them to use their Hydromancer abilities in Elemental form makes me wonder why anyone would choose it over Liquid Form. It seems as though it's meant to help take the place of the other classes' more interesting movement modes at similar level, in which case I wonder if there's some possible alternative.
I do agree with this, and maybe Elemental Form needs to be removed.  It's not really a 20th level ability.  Maybe I should replace it with something like "you become an elemental and pick up all the appropriate immunities".  It'd be thematic, immunities are nice, but it still might overlap with Liquid Form/Gaseous Form too much.  Any ideas here?
: Re: Elemental Mages
: bogsnes December 11, 2009, 11:04:26 AM
I actually think the Hydromancer is way too good after printing and reading them yesterday.

Possibly the best CC, the best defensive effect (the 4th level ability lasts for minutes per level instead of rounds for the aero and pyromancer), very good AoE, AND healing. I think you really should tone it down a bit.

Also, I think the Geomancer should get a d10 HD and a taunt effect, making it better to take damage.

To me, the classes could actually fill the roles WoTC believes are perfect decently, with Geomancer being the fighter, hydromancer being the cleric, pyromancer being the wizard and aeromancer being the rogue (of course, they are not perfect for the role, but they are decent for it. If I was going to say what would be the most thematically correct, it would probably be something like: Aeromancer - Beguiler/Swiftblade, Pyromancer - Warmage, Hydromancer - Some kind of mystic theurge, and idk for Geomancer).

I also think that the attributes should be changed still, but whatever... It won't kill them anyways :P

I would also mention that the Aeromancer should get medium BAB, so he can fill some kind of gishy role in the party, possibly with some damage self buffs, kinda like the ones swiftblade gets, and maybe even illusions (they are thematically correct, I think. Like the pictures you make inside your head when you are in the desert. Kinda like that)

Pyromancer looks fine though, if you just maybe give them the ability to shape their AoE or something, maybe let them use metamagic feats for some of their powers. But still, I think the hydromancer should be toned down, so it doesn't do the pyromancers thing as well as him, while still doing lots of other stuff. Then we will only get another case of Sorc vs. Wiz except this time the sorc doesn't even have the extra spell slots.
: Re: Elemental Mages
: RobbyPants December 11, 2009, 11:17:47 AM
I was worried about the hydromancer being too good.  I don't think the blasting is too much for them, but I'll look more into the crowd control aspect.  I had planned to tone them down a bit in that department to make up for the healing.

I flip flopped about d8 and d10 HD for the geomancer.  I can increase it if no one else has a problem with it.

As for medium BAB for the areomancer, I guess I never really considered them to be a gish.  It might work out that way in play, but I'd hoped to make them more of a mobile harrier of sorts; flying around, pushing guys, knocking them over, and otherwise impeding their efforts.  I figure a bit of energy damage can let them pack a punch when needed, but it's not their forte.
: Re: Elemental Mages
: veekie December 11, 2009, 01:33:55 PM
Hmm, I'd certainly play the Hydromancer, it seems to fit nicely in it's niche, though of course, some flexibility in character options would have been nice.
: Re: Elemental Mages
: RobbyPants December 11, 2009, 02:35:47 PM
What do you mean?  Do you feel it's missing something?
: Re: Elemental Mages
: veekie December 12, 2009, 03:25:16 AM
Well, I always preferred a variety of specialisations within a class, so something like choosing from one of a set of abilities in place of say, Fog/healing. Something like the ranger combat styles, only for elemental themed special abilities.
: Re: Elemental Mages
: bogsnes December 12, 2009, 08:05:08 PM
As for medium BAB for the areomancer, I guess I never really considered them to be a gish.  It might work out that way in play, but I'd hoped to make them more of a mobile harrier of sorts; flying around, pushing guys, knocking them over, and otherwise impeding their efforts.  I figure a bit of energy damage can let them pack a punch when needed, but it's not their forte.

Yeah, I think something like that too... But I don't think that would be enough for the whole character. What I see fitting is mobile harrier, with some melee ability, and probably the best CC among them (though not necesarily THAT much better than for the other ones)
: Re: Elemental Mages
: RobbyPants December 14, 2009, 09:44:37 AM
I guess, personally speaking, I didn't see making the aeromancer much of a melee combatant.  I pictured light and agile, and thus not tough and durable, so he'd want to stay out of melee.  I pictured most of his tactics involving taking to the air, staying out of reach, pushing threats on the ground around with blasts of wind and little tornadoes, summoning an air elemental to help fight, and use lightning and sonic attacks to blast anyone given the chance.

How does everyone else feel about bumping the geomancer's HD up to d10?  Should I tone down the hydromancer a bit?
: Re: Elemental Mages
: bogsnes December 14, 2009, 12:11:19 PM
I picture light and agile too. But still.... I also picture them as diving into combat with a few quick strikes before diving out again
: Re: Elemental Mages
: RobbyPants December 14, 2009, 12:34:33 PM
I guess here was the reasoning for why I set them up the way I did:

I decided to make the geomancer the most durable of the four, which made sense to me.  Because of that, I thought increased armor use could be thematic as well.  This seemed to lend it to melee a bit.  Again, I haven't playtested these, but I don't see the geomancer as being a strong melee combatant (surely nowhere near as good as a dedicated full BAB class), but I wanted him to be able to take some hits.  Before he gets burrowing, he'll be the least mobile of the four.  I did give him the Shift Weight ability to make stone weapons in his hand do more damage (the idea of running around with a stone maul just seems damned cool), but there will be a very small window when the geomancer can excpect more damage with his stone hand-held weapons than from his Hurl Rock ability.  By the time he can afford a +1 weapon, he's probably better off just shooting rocks at people unless he gets mobbed in melee and doesn't want to risk the AoO.  This guy is a mage, first and foremost; he's just more durable than the other three.

The other three I just saw pretty much as pure mages.  They can summon a pet to fight for them, but they only get one at a time, it takes an entire round to summon, and I actually don't think they're that level-appropriate even (I've been debating increasing the size of the elemental).  Really, the pyromancer just blasts, with some minor CC sprinkled in to keep him from being too one-dimensional.  The aeromancer flys around knocking guys over and keeping them stuck in place while shooting lightning and sonic wind attacks here and there.  The hydromancer knocks guys over, slows them down, dabbles at blasting with a wide array of energy types, and heals.  I don't see any of them in melee.



Of course, these classes will play differently depending on the make-up of the rest of the group.  Playing a game with one of each of these (such as the PbP game you're talking about) will sort of force the geomancer into the tank role, and combats fought in tight quarters could be very dangerous to the group.  Throwing one of these in with a more "standard" group could drastically change the play-style.  For example, I could see:

Aeromancer
Would make a decent scout.  Mobile, pretty much silent when flying, drops fog when needed.  Some pretty good crowd control as well to flesh out the character.  Hell, he can even spring traps with his elemental (of course, all four of these guys can), making him rogue-like in many ways.

Geomancer
Secondary tank with decent crowd control.  The rough terrain aspect can protect the party's front line for charges.  Walls can funnel enemies, creating halls out of open battle fields.  I wouldn't use him to "replace" a melee character or a wizard, but he'd be a good fifth wheel in that regard.  If the party didn't care about stealth, he'd pretty well replace the rogue.

Hydromancer
The healing makes him an obvious candidate for replacing the cleric.  Of course, he is decidedly weak against undead whereas the cleric is quite strong.  In a strict 3.5 game, he'll heal better than the cleric due to the unlimited out-of-combat healing.  Other than that, he should preform roughly on par with the cleric until the Heal spell becomes available.  He doesn't have the buffs of a cleric, so he can't bolster the party in the same way and he can't buff himself and wade into melee.  This is traded for some blasting and CC.

Pyromancer
This guy replaces blasting arcane casters quite nicely, such as the warmage and warlock, but a party that scraps a wizard or sorcerer for him will feel a bit ripped off.  The addition of some CC makes for options other than BURNINATE!!1! and does help alleviate not having a primary arcane caster.
: Re: Elemental Mages
: VennDygrem December 14, 2009, 03:52:34 PM
Maybe give bonuses to the elemental minion summoned depending on class level? Give the ability earlier? I dunno. :/
: Re: Elemental Mages
: Flay Crimsonwind December 14, 2009, 04:04:27 PM
Maybe give bonuses to the elemental minion summoned depending on class level? Give the ability earlier? I dunno. :/
Something akin to the bonuses of Astral Constructs? Just so they know that YOUR elementals are better than just some lame wizard's who likes to play with fire.
: Re: Elemental Mages
: veekie December 15, 2009, 02:48:24 AM
Maybe give bonuses to the elemental minion summoned depending on class level? Give the ability earlier? I dunno. :/
Something akin to the bonuses of Astral Constructs? Just so they know that YOUR elementals are better than just some lame wizard's who likes to play with fire.
I'm liking this idea.
Particularly when you can boast how much better your elementals are compared to the outsiders others keep using.
: Re: Elemental Mages
: RobbyPants December 15, 2009, 09:18:30 AM
What are we thinking?  Scaling Str, Con, and Natural Armor bonuses?  Bonuses to the DCs of the special attacks?

It seems pretty reasonable.  I just don't want it to turn into this clusterfuck where it's a pain in the ass grabbing the MM and adding a bunch of bonuses.  I'd like it to be pretty quick plug-and-play.
: Re: Elemental Mages
: veekie December 15, 2009, 09:37:00 AM
I'd wager raw stat wise the elementals are pretty ok, something more like throwing in a couple of special attacks on the elementals(maybe Control Winds/Gust of Air on the Air Elemental for Air? switching phases for Water, hurling fireballs/better Burn(radius?) for Fire, some kind of slow petrification/Stone Shape for Earth) or sharing some of your Elementalist abilities onto your elemental. Stuff like that?
: Re: Elemental Mages
: GawainBS December 15, 2009, 10:32:16 AM
What are we thinking?  Scaling Str, Con, and Natural Armor bonuses?  Bonuses to the DCs of the special attacks?

It seems pretty reasonable.  I just don't want it to turn into this clusterfuck where it's a pain in the ass grabbing the MM and adding a bunch of bonuses.  I'd like it to be pretty quick plug-and-play.

Or scaling bonus to attack, damage, HP, AC, maybe saves. Takes *some* work, but it is quicker dan bonuses to STR & CON. (Not by much, though.)
: Re: Elemental Mages
: VennDygrem December 15, 2009, 03:31:07 PM
Why not just allow them to summon more than just one eventually? It's easy and adds to the relative power of the ability.
: Re: Elemental Mages
: RobbyPants December 18, 2009, 09:45:59 AM
I sort of like Veekie's suggestion.  I'm not quite sure how to handle it though.  Again, I'd like it to plug in relatively easily as to not slow down games.  A new attack as opposed to improved stats covers that criteria.  Perhaps some sort of HD-dependent attacks, which would make them scale with the elementals as their size increases.

My only problem with the HD solution is that the HD start out low at first, but they scale faster than the caster's HD, which may or may not be a problem.  Just to show the progression:

Caster   Elemental
Level    HD
__________________
9        4
11       8
13       16
15       21
17       24
19       ? (I don't remember the monolith's stats)



Still, here are some potential rough draft abilities using a burst:

Fire
A fire burst within a radius equal to the elemental's reach centered on the elemental.  Deals Xd6 fire damage (Reflex save for half, save DC is Con-based), where X is the elementals HD.  On a failed save, the target catche's fire and burns for 1/2 Xd6 the next round on the elemental's turn.  The fire can be extinguished as a move-action that provokes an AoO.

Water
A water burst within a radius equal to the elemental's reach centered on the elemental.  Deals Xd6 nonlethal damage (Reflex save for half, save DC is Con-based), where X is the elementals HD.  On a failed save, each creature falls prone.

Air
A sudden gust of wind in a burst within a radius equal to the elemental's reach centered on the elemental.  Deals Xd6 nonlethal damage (Reflex save for half, save DC is Con-based), where X is the elementals HD.  On a failed save, each creature is pushed straight back away from the elemental to the nearest unoccupied square outside of the burst.  If something is blocking that line, the creature falls prone instead.

Earth
A burst of rock shards and dust within a radius equal to the elemental's reach centered on the elemental.  Deals Xd6 physical damage (Fort save for half, save DC is Con-based), where X is the elementals HD.  On a failed save, the target is blinded for one round.
: Re: Elemental Mages
: veekie December 18, 2009, 12:08:08 PM
Well, for Water, the phase change ability(off hand), could be worked as this:
Ice state granting added damage reduction(or maybe Hardness proper?) scaling with level, bonus cold damage, Cold subtype and an Entangling/Immobilising special attack, losing vortex while in Ice form.
Water state adds Reach, Improved Grab and a Drown special attack(maybe not use the drowning rules though, since they're kinda messed up).
Steam state gains a fly speed, an engulf attack, vulnerability to cold and bonus fire damage, but loses vortex, swim speed and DR.
: Re: Elemental Mages
: RobbyPants December 18, 2009, 12:31:23 PM
It's interesting.  I'll have to give it some thought.
: Re: Elemental Mages
: veekie December 18, 2009, 03:41:14 PM
Probably have the phase change as a move action equivalent to avoid people switching freely, simple though the differences may be, it'd be a pain to work out what speed applies if someone goes from water to steam midmove on a lake or something.
: Re: Elemental Mages
: RobbyPants February 12, 2010, 03:59:09 PM
I still haven't thought up much to do with modifying the elementals at all.  I like the first ten or so levels of these classes.  I'm just afraid they get a little bland after that point, with the exception of levels 12, 16, and 20.

I take it the interest in the PbP game has died down?  I could still see it being cool for the first ten levels or so.
: Re: Elemental Mages
: VennDygrem February 20, 2010, 09:58:55 PM
I'm still very much interested in this. I know bogsnes was even interested in using the Aeromancer in another PbP, but I believe he's going with something else now.
: Re: Elemental Mages
: archangel.arcanis February 22, 2010, 08:15:01 PM
I like the idea so i would probably play in a PbP using these classes. I'll look back over them and see if I can offer any suggestions as to things to put in at the higher levels.

edit: could you try and clean those up some. It isn't clear to me how things fall on a lot of it. There are also some editing problems, reffering to the wrong class for some of them.
: Re: Elemental Mages
: Flay Crimsonwind February 23, 2010, 03:34:52 AM
I'm still good for a pbp; one hasn't been started yet, has it? The newest game I'm building for is a 4e game (hey there, Venn!), and the other game I was building for doesn't allow houseruled classes. Maybe build up to it til june when the movie comes out? (http://www.youtube.com/watch?v=-egQ79OrYCs)  :P

No, not this Avatar... (http://www.youtube.com/watch?v=JAPyipuT-Jg)
: Re: Elemental Mages
: RobbyPants February 23, 2010, 10:25:12 AM
edit: could you try and clean those up some. It isn't clear to me how things fall on a lot of it. There are also some editing problems, reffering to the wrong class for some of them.
I'll have to take a look.  It was a lot of copy-pasta making them.  Aside from referencing the wrong class, what else do you mean?

Part of the problem might be with me being overly verbose.  I've seen how being vague can cause problems, so I might have gone too far in the other direction.


Edit:
I think I caught all the wrong-class references.  I only found one.
: Re: Elemental Mages
: archangel.arcanis February 23, 2010, 11:26:02 AM
the verbosity is part of it. I like the table as an easy way to see when you get abilities and the text to tell you what they do. With it being a forum the table is hard to make clear and the verbose nature of the text makes it daunting to try and read it all to make sure i understand it all. The brain just turns off at  a certain point. I'll try it again after i get caught up at work, i'll probably start making tables of my own in google spread sheets just to lay it out in a way i can more readily understand.
: Re: Elemental Mages
: RobbyPants February 23, 2010, 03:08:33 PM
That, and I could possibly host the Word Doc I used to create this thing as well.  It may be easier to read.
: Re: Elemental Mages
: archangel.arcanis February 24, 2010, 11:46:38 AM
Just finished reviewing Pyromancer.

I don't think you need to worry too much about lvl 10+ because most of your abilities keep gaining stuff through those levels. It leaves it open enough to take a PrC, if you would qualify for one, if you want but still provides you enough abilities to not be required to take one.
I feel you did a good job in providing different abilities as well; direct damage, save or die, battle field control, & summons. Overall i think very balanced. The biggest challenge i see is that the pyro will have an advantage over the others when it comes to using spell completion items, though many of those will be redundant with their abilities already, just because there are many many more fire spells than any of the others.

Hydromancer (taking notes here as i read this time)
*Heal skill not Healing.
*Water Jet, Subject to DR??
*Create Water, quick reference for people 1ft^3 is 7.5 gallons and weighs 62 pounds (both are rounded off) Doesn't scale like the spell but i think this is ok.
*Until 9th lvl hydromancers only get 1 power that doesn't deal subdual damage and the 9th level one is a summon. This could put them at a disadvantage in situations against creatures immune to subdual, DM runs a low level undead quest so the cleric can actually use turning attempts comes to mind. Returning to this they have a total of 3 powers that don't deal explicitly subdual damage and 1 of those is a capstone that deals half subdual. I think they need some kind of ability to deal more lethal damage or they will do almost nothing but heal in combat, and we all know that is relatively ineffective and makes the player unhappy most of the time.
*Liquid form, clarify the fast healing. Is it 1 pt +1 per additional 5 levels or 1 + 1/5lvl thus being 3 when the power is gained.
*Drown, explicitly state it works or doesn't work on creatures who don't breath or can breath water. I see there being a fight on this one otherwise.

Over all I like the class the only big issue is inability to deal with constructs and undead aside from 3 powers over 20 levels. I think 1 or 2 of the powers dealing some lethal damage or adding the ability to make the water jet deal something other than subdual would work. The versatility of choosing 1 of 3 energy types is nice for the 2 you get early on is nice as is the knockdown effects. Again good balance of effects aside from the direct damage, but the healing helps compensate for the damage.


Geomancer (again notes as i read)
*Off the bat these guys are more martial and look to be setting up a tank, and i haven't gotten to powers yet.
*Should the DCs be Con based?
*Lava Spray, should the second mode be a 5 or 10' burst instead of a line? It fits a bit better with the tanking theme but might not make as much sense logically.
*Field of Mud, how does this effect the Geomancer himself? Can he travel through it normally or is it difficult terrain for them as well, would the burrow ability help with this?
*No spell completion??

Again a well made class. I think stone skin or something along those lines would be fitting as well. Perhaps make one of the save or sucks flesh to stone in there. I see this as a good tank but it doesn't have a lot of power to make the enemies focus on him, though there may be some good builds with this class that i'm just not seeing.


Aeromancer (notes)
*Wind Strike, I like that it changes to sonic damage but this could be troublesome in that only a few creatures have any level of resistance to it.
*Wind Torrent, 3 save or loose powers and this one is at will. I know that fort is always the best save for a monster but this one is asking to be combined with coup de gras if they can't move. Gets worse with a tank using the feat to make cdg as a standard action and using a x4 weapon.

I'm a little disappointed this one didn't have some sort of transportation power. I can see not giving them teleport but maybe something along the lines of how Astral Caravan works in psionics would work. The save or lose at will has me concerned about that being spammed as soon as they get it, forsaking all else at that point.


Over all view of them:
I like that all 4 classes have some similarities, as they should, but that they each keep a unique flavor. They all get a total of 2 save or lose and 2 summon abilities, plus some BF control. This gives them a bit of diversity. Honestly i see why you said that after level 10 you had some concern about it getting dull, but you are still improving what you already have and gaining some interesting new abilities. I  personally feel like it would be hard to find a PrC to replace those levels but wouldn't rule it out entirely, thus i feel it is balanced there. I think there needs to be a general rule that +1 CL classes advance your abilities or something in case someone does PrC or multiclass. I think some stipulation like what the Warlock has for qualifying and advancing casting should work.

Hope this has helped to give you ideas and find weak points in the classes Robby. I really look forward to seeing these classes in action.

: Re: Elemental Mages
: RobbyPants February 24, 2010, 03:39:31 PM
First of all, thanks for all the input. ;)

*Water Jet, Subject to DR??
I suppose it could be, if it's dealing physical damage.


*Until 9th lvl hydromancers only get 1 power that doesn't deal subdual damage and the 9th level one is a summon. This could put them at a disadvantage in situations against creatures immune to subdual, DM runs a low level undead quest so the cleric can actually use turning attempts comes to mind. Returning to this they have a total of 3 powers that don't deal explicitly subdual damage and 1 of those is a capstone that deals half subdual. I think they need some kind of ability to deal more lethal damage or they will do almost nothing but heal in combat, and we all know that is relatively ineffective and makes the player unhappy most of the time.

...

Over all I like the class the only big issue is inability to deal with constructs and undead aside from 3 powers over 20 levels. I think 1 or 2 of the powers dealing some lethal damage or adding the ability to make the water jet deal something other than subdual would work. The versatility of choosing 1 of 3 energy types is nice for the 2 you get early on is nice as is the knockdown effects. Again good balance of effects aside from the direct damage, but the healing helps compensate for the damage.
My initial thought was that you would use the water jet one of your weapons for the first few levels as the situation warrented.  Once you got the three energy modes, it would make you more of a blaster.  This, of course, will add an entirely different feel for the character for the first few levels.  Do you feel it makes them unplayable?


*Off the bat these guys are more martial and look to be setting up a tank, and i haven't gotten to powers yet.
That's the basic idea.


*Should the DCs be Con based?
I had pictured making them all Cha-based.  I could see Con based, and I guess it might reduce MAD a bit, allowing a higher priority on Str.  The reason I picked Cha was just to represent a mental command of the elements.  I don't see the geomancer somehow being more physically in tune with his chosen element than the other three classes.


*Lava Spray, should the second mode be a 5 or 10' burst instead of a line? It fits a bit better with the tanking theme but might not make as much sense logically.
A burst could work, and it might be nice for a tank.  I think the line might be left in because the power was originally acid, not lava.


*Field of Mud, how does this effect the Geomancer himself? Can he travel through it normally or is it difficult terrain for them as well, would the burrow ability help with this?
I guess I hadn't actually considered it difficult terrain.  I suppose it would be handy to just wade through it.  Either way, I think burrow should work just fine, but I should be more explicit.


*No spell completion??
Do you think I should add that to the other three?  Just [Water], [Air], and [Earth] spells?  I guess it seems completely reasonable.


Again a well made class. I think stone skin or something along those lines would be fitting as well. Perhaps make one of the save or sucks flesh to stone in there. I see this as a good tank but it doesn't have a lot of power to make the enemies focus on him, though there may be some good builds with this class that i'm just not seeing.
How do you think I should make enemies focus on him?  Once he gets wall powers, he can funnel guys to him.  I suppose in a party with at least one more mage, they could combine their efforts to make walls galour.  Right now, I can't think of much else to encourage/force them to attack the geomancer.


*Wind Strike, I like that it changes to sonic damage but this could be troublesome in that only a few creatures have any level of resistance to it.
Do you think it's a huge problem?  The areomancer is otherwise the most focused of the four in terms of energy types (other than the geomancer), so I thought it would help him out there.  The pyromancer can just ignore resistance, and the hydromancer can swap energy types.


*Wind Torrent, 3 save or loose powers and this one is at will. I know that fort is always the best save for a monster but this one is asking to be combined with coup de gras if they can't move. Gets worse with a tank using the feat to make cdg as a standard action and using a x4 weapon.
I guess I see your point about this being spammed at will, but really, it's just the same as Hold Person, and this is at 14th level.  If it's so good compared to the other avaiable options, I agree that something needs to be fixed.  I just don't see this as overpowering at 14th level.


I'm a little disappointed this one didn't have some sort of transportation power. I can see not giving them teleport but maybe something along the lines of how Astral Caravan works in psionics would work. The save or lose at will has me concerned about that being spammed as soon as they get it, forsaking all else at that point.
I was just figuring on flight and gaseous form.  On a related note, should these guys have the ability to confer their form to any (willing) allies as well?  It seems cool having the hydromancer turn the whole party into water before diving into the ocean (or whatever).
: Re: Elemental Mages
: archangel.arcanis February 24, 2010, 04:22:52 PM
For water jet i just figured make it explicitly subject or not, like you did with the Geomancer. Also since you kinda set a precedent with it later I would say let it deal 1 energy type how you did with Aeromancer, probably acid since there is already a lot of fire and cold wouldn't have an effect on most of the creatures that already give problems. I don't think unplayable but if you don't have the option to hurt your enemies then i think it makes it less fun.

Con based Geo isn't a big deal just a thought since he does have other things to worry about besides blasting with his abilities. I know that a con based caster can ruin your day, ran a shujenja in rokugan that was con based and she had more HP than the samurai that was a higher level than her. Also about him drawing attacks i think he just needs to be a threat. I recall a discussion about the Dwarven defender sucking as a defender because the enemy just walked around him or ignored him because his damage was pitiful compared to what the wizard was about to do to the bad guy.

Spell completion i think would be good for all of them. I don't think it adds too much power and gives a fair bit of options. It also just makes sense as one of the things they should all have. Besides if your going to allow fire, which probably has as many as all of the others combined, you might as well allow the others.

For me the problem with the Aero having save or suck at will is the fight comes down to a bad roll, every fight. The party tactic becomes: run around to avoid being hit until the bad guy fails the run in and CdG his ass. I do understand it is hold person but it also lacks the normal descriptors such and mind affecting and paralysis that make hold person not work. For the transportation i was talking about party transportation. If you took a page from the DragonShaman that could work and allow some of the at wills to be used on willing subjects as a touch. This would allow the whole party to fly, breath water, etc... I don't know if we wanted them to always be flying and breathing water but allowing it to happen for shorter durations or out of combat would work for me. Maybe make it concentration duration, that would allow the party to fly from the city to the dungeon or swim down to the Mer city but not really be suitable for combat (without extra effort and feats) allowing them to ignore the ground creatures or attack while hiding in a lake.
: Re: Elemental Mages
: RobbyPants February 24, 2010, 04:42:56 PM
I don't think unplayable but if you don't have the option to hurt your enemies then i think it makes it less fun.
Well, you still have your weapon selection, and you only have to fall back on those for two levels.  You're looking at 1d8 damage vs 2d6 nonlethal.  I didn't think it was a big deal.


Also about him drawing attacks i think he just needs to be a threat. I recall a discussion about the Dwarven defender sucking as a defender because the enemy just walked around him or ignored him because his damage was pitiful compared to what the wizard was about to do to the bad guy.
Yeah, and right now, I don't see the geomancer as more threatening than the other guys.  He's hopefully a decent tank in terms of taking hits, but he's not super-powerful in melee.  Shift Weight is nifty, but it's not awesome.  Perhaps it should scale with level, having the weapon eventually count as two, and later three size categories larger?  Basically, a stone warhammer would go from 1d8 -> 2d6 -> 3d6 -> 4d6.  This certainly isn't over powering.  Maybe I should change shift weight to actually add dice to damage; something like 1d6 per two caster levels?  So a 10th level geomancer adds +5d6 damage to all damage with stone weapons (not counting his powers).

I actually kind of like that.


For me the problem with the Aero having save or suck at will is the fight comes down to a bad roll, every fight. The party tactic becomes: run around to avoid being hit until the bad guy fails the run in and CdG his ass. I do understand it is hold person but it also lacks the normal descriptors such and mind affecting and paralysis that make hold person not work. For the transportation i was talking about party transportation. If you took a page from the DragonShaman that could work and allow some of the at wills to be used on willing subjects as a touch. This would allow the whole party to fly, breath water, etc... I don't know if we wanted them to always be flying and breathing water but allowing it to happen for shorter durations or out of combat would work for me. Maybe make it concentration duration, that would allow the party to fly from the city to the dungeon or swim down to the Mer city but not really be suitable for combat (without extra effort and feats) allowing them to ignore the ground creatures or attack while hiding in a lake.
Really, all lacking [Mind Affecting] and Paralysis does is let it bypass immunities.  So, it's basically a heightened 2nd level spell that bypasses two types of immunities that the geomancer gets when other casters are getting 7th level spells.  Even with the CdG strategy (and that only works if the guy's not immune to crits), I don't see it as overpowered compared to other level-appropriate options.  

My only concern with it is that it's vastly superior to anything else he could be doing.  I'd feel this class would be too shallow if at 14th level, all the aeromancer did was spam this ability over and over.  Do you think it's that much better than his other options?  At 7th level, he can already blast, and bull rush, and trip someone on a standard action.  I'm hoping he's incentivised enough to vary his tactics.


Thanks again for the input.  I'll have to give this all some thought.  I do like the spell completion idea especially.
: Re: Elemental Mages
: RobbyPants February 24, 2010, 04:44:32 PM
Double Post.
: Re: Elemental Mages
: archangel.arcanis February 24, 2010, 05:02:26 PM
I don't think unplayable but if you don't have the option to hurt your enemies then i think it makes it less fun.
Well, you still have your weapon selection, and you only have to fall back on those for two levels.  You're looking at 1d8 damage vs 2d6 nonlethal.  I didn't think it was a big deal.
I could be wrong on this and think it should be kept in mind once it gets play tested. It doesn't matter what we think, it only matters how it plays out.

Also about him drawing attacks i think he just needs to be a threat. I recall a discussion about the Dwarven defender sucking as a defender because the enemy just walked around him or ignored him because his damage was pitiful compared to what the wizard was about to do to the bad guy.
Yeah, and right now, I don't see the geomancer as more threatening than the other guys.  He's hopefully a decent tank in terms of taking hits, but he's not super-powerful in melee.  Shift Weight is nifty, but it's not awesome.  Perhaps it should scale with level, having the weapon eventually count as two, and later three size categories larger?  Basically, a stone warhammer would go from 1d8 -> 2d6 -> 3d6 -> 4d6.  This certainly isn't over powering.  Maybe I should change shift weight to actually add dice to damage; something like 1d6 per two caster levels?  So a 10th level geomancer adds +5d6 damage to all damage with stone weapons (not counting his powers).

I actually kind of like that.
I think the +xd6 works but 1/2 level might be too much. Maybe 1/3? Remember this wouldn't have the same qualifiers and restrictions as sneak attack but would put the damage on par with it. Unless you plan on making part of a standard action to use it, like the warlock power that works similarly. Then the extra dice should be high.

For me the problem with the Aero having save or suck at will is the fight comes down to a bad roll, every fight. The party tactic becomes: run around to avoid being hit until the bad guy fails the run in and CdG his ass. I do understand it is hold person but it also lacks the normal descriptors such and mind affecting and paralysis that make hold person not work. For the transportation i was talking about party transportation. If you took a page from the DragonShaman that could work and allow some of the at wills to be used on willing subjects as a touch. This would allow the whole party to fly, breath water, etc... I don't know if we wanted them to always be flying and breathing water but allowing it to happen for shorter durations or out of combat would work for me. Maybe make it concentration duration, that would allow the party to fly from the city to the dungeon or swim down to the Mer city but not really be suitable for combat (without extra effort and feats) allowing them to ignore the ground creatures or attack while hiding in a lake.
Really, all lacking [Mind Affecting] and Paralysis does is let it bypass immunities.  So, it's basically a heightened 2nd level spell that bypasses two types of immunities that the geomancer gets when other casters are getting 7th level spells.  Even with the CdG strategy (and that only works if the guy's not immune to crits), I don't see it as overpowered compared to other level-appropriate options.  

My only concern with it is that it's vastly superior to anything else he could be doing.  I'd feel this class would be too shallow if at 14th level, all the aeromancer did was spam this ability over and over.  Do you think it's that much better than his other options?  At 7th level, he can already blast, and bull rush, and trip someone on a standard action.  I'm hoping he's incentivised enough to vary his tactics.
I don't see using much else besides summoning consistently after getting this. Perhaps take a note from some other abilities and allow the creature to still attack and cast spells but not be allowed to move from that location. Probably have some level related penalty to attacks and concentration checks to cast. Just a thought so it doesn't turn into playing with a pinata.

Thanks again for the input.  I'll have to give this all some thought.  I do like the spell completion idea especially.
Your very welcome. I love the ideas behind this and have been wanting to do similar things for a long time. Definitely interested in you running a PbP to play test these. To really put this into perspective i would be interested in playing any of them but particularly have concepts for a Hydro or Aero. So despite my campaigning for things to be changed in them they are still wonderfully done and make me want to play one.
: Re: Elemental Mages
: RobbyPants February 25, 2010, 09:46:57 AM
Maybe the 1d6/2 levels is a but much for Shift Weight.  I'm trying to strike a balance between it being good enough that a geomancer will consider going into melee, but not so good that no one plays a rogue.  Maybe 1d6/3 levels is okay if it applies to all attacks (TWF geomancers? :P).  If I make it a standard action, I'd want it to be 1d6/level, but at that point, it seems you could just use Hurl Rock and do so safely from range.

Making the aeromancer's 14th level ability just stop movement seems like quite a nerf, but maybe that could be offset by allowing it to affect multiple targets?  I'm not thinking AoE, but rather X targets within Y feet of each other sort of thing.  Does that sound better?  If it's at will, you could still spam it potentially if people keep making their saves, but this makes it less awesome.

As for the PbP game, does this mean I'm running it?  I've never ran/played in one, but I'd be willing to give it a try.
: Re: Elemental Mages
: archangel.arcanis February 25, 2010, 10:41:29 AM
Maybe the 1d6/2 levels is a but much for Shift Weight.  I'm trying to strike a balance between it being good enough that a geomancer will consider going into melee, but not so good that no one plays a rogue.  Maybe 1d6/3 levels is okay if it applies to all attacks (TWF geomancers? :P).  If I make it a standard action, I'd want it to be 1d6/level, but at that point, it seems you could just use Hurl Rock and do so safely from range.
My comments were assuming it would apply to all attacks. If you wanted it to apply to the first attack a round and not the follow up i could easily see it being 1/2 lvl as a bonus. And your right making it a standard action sucks because he could have just sat back and thrown it at them. I was just trying going with how the ToB does similar effects.

Making the aeromancer's 14th level ability just stop movement seems like quite a nerf, but maybe that could be offset by allowing it to affect multiple targets?  I'm not thinking AoE, but rather X targets within Y feet of each other sort of thing.  Does that sound better?  If it's at will, you could still spam it potentially if people keep making their saves, but this makes it less awesome.
I agree it is a huge nerf, but had suggested to apply penalties to attack roles and the like to represent the winds interfering with them. The penalties could be severe but don't make the creature helpless just really ineffective. Multiple targets within a certain range of each other would work as well.

As for the PbP game, does this mean I'm running it?  I've never ran/played in one, but I'd be willing to give it a try.
I figured you would so that you can put the classes through each type of encounter you think could be trouble or too easy. I wouldn't worry too much about it being that much more difficult to run. It just moves at a much slower pace. I'm currently playing under Jacemachine in The artifact campaign and KSBsnowowl in SG-10. Perhaps look at those campaign forums and how they handle stuff and ask them for tips. If you don't want to run one though i can understand, so don't feel pressured to hurry and get a campaign ready.
: Re: Elemental Mages
: RobbyPants February 25, 2010, 11:34:25 AM
I agree it is a huge nerf, but had suggested to apply penalties to attack roles and the like to represent the winds interfering with them. The penalties could be severe but don't make the creature helpless just really ineffective. Multiple targets within a certain range of each other would work as well.
Penalties to actions, huh?  Perhaps a percent-based miss chance on attacks (20 or 50) and a forced Conenctration check to cast spells?  I'm not sure what to set the DC at.  Simply using the power's DC (it would be 17 + Cha at that point) is petty for someone who invested in Concentration.  They'd have 17 ranks at that point + Con (which is a tie), but they can easily boost it further, as you can boost skills a lot easier than you can boost your DCs.


I figured you would so that you can put the classes through each type of encounter you think could be trouble or too easy. I wouldn't worry too much about it being that much more difficult to run. It just moves at a much slower pace. I'm currently playing under Jacemachine in The artifact campaign and KSBsnowowl in SG-10. Perhaps look at those campaign forums and how they handle stuff and ask them for tips. If you don't want to run one though i can understand, so don't feel pressured to hurry and get a campaign ready.
I think I could be fine running it, especially if it's RP-lite and we're just running in to test numbers.
: Re: Elemental Mages
: archangel.arcanis February 25, 2010, 12:13:10 PM
lets say the penalties are the Aero's caster level and that it applies to the concentration check. so it would be dc 17+cha with a -14 penalty to the roll. Assuming the target is the same level and has something beyond just ranks, item feat etc, to boost concentration it should be a challenge but not impossible. This scales out of control quickly and would require investment from casters to stop, but magical investment in a skill make it easily out paced at the same time. So i'm not sure how we should go with that.

Maybe half CL as the penalty. That should weaken melee monsters but not guarantee a miss and make the concentration checks a challenge but not impossible. Though we still hit the same dynamic of magic powering through the penalty. Maybe not allow defensive casting during that time?

I know that in the F2F games i'm in they never boost concentration with feats or magic and would never make the DC. But they play differently than how i see most people on these boards do.
: Re: Elemental Mages
: RobbyPants February 25, 2010, 01:29:08 PM
lets say the penalties are the Aero's caster level and that it applies to the concentration check. so it would be dc 17+cha with a -14 penalty to the roll. Assuming the target is the same level and has something beyond just ranks, item feat etc, to boost concentration it should be a challenge but not impossible. This scales out of control quickly and would require investment from casters to stop, but magical investment in a skill make it easily out paced at the same time. So i'm not sure how we should go with that.
I guess I'd like the mechanic as simple as possible, just to cut down on how complex these classes already are.  Actually, when you think about it, they're still far more simple than a caster, it's just I threw their "spells" into the class features description, which bloated the text quite a bit.


I know that in the F2F games i'm in they never boost concentration with feats or magic and would never make the DC. But they play differently than how i see most people on these boards do.
I know what you mean.  I have a hard time writing these thing trying to keep both parts of the game in mind.

I too tend not to utilize too much CO material when I play in/run games.  Luckily, most of my players in the past don't optimize much, and they stay on the same power level.  It makes running games easier for me as we don't really run into the common caster/non-caster pitfalls.  Of course, they tend to think classes like these are super-broken as hell.

"d6 damage per caster level at will!!! ZOMG!!!"
: Re: Elemental Mages
: archangel.arcanis February 25, 2010, 01:36:39 PM
i still have to "remind" some players in one of the games that at will doesn't mean free action that is purely mental. The see it as willing it to happen and take advantage of the DM not knowing or paying attention.

back on topic. As i think about it i'm leaning toward half level as a penalty to attack roles and concentration checks, maybe some other skills as well. Not sure about preventing them from casting defensively, as that seems to make the ability focus too much on casters.
: Re: Elemental Mages
: RobbyPants February 25, 2010, 02:23:20 PM
They could be considered grappled or entangled, which has it's own set of rules that affect caster and non-caster alike.
: Re: Elemental Mages
: archangel.arcanis February 25, 2010, 03:30:14 PM
that would probably work better than what i had in mind and use the preexisting rules so we don't have to make anything new.
: Re: Elemental Mages
: RobbyPants February 25, 2010, 10:26:39 PM
I made some changes.  

-Now, all the classes have spell completion abilities.  
-Shift Weight adds damage dice and overcomes adamantine, cold iron, and silver damage reduction.
-Wind Torrent starts a grapple.
-The Hydromancer's and Aeromancer's elemental attacks are subject to damage reduction.


If anyone is still interested in a PbP, let me know and I'll see what we can do.  I'm thinking four players (one for each class), starting at 1st level with pretty much all combat and no plot/RP.  This would just be to test some stuff.
: Re: Elemental Mages
: VennDygrem February 26, 2010, 01:52:02 AM
As stated earlier, I'm interested in trying the Geomancer. :)
: Re: Elemental Mages
: RobbyPants February 26, 2010, 09:31:56 AM
Cool!  Anyone else, let me know.

I'm debating on how to word a section for each class regarding PrCs.  I was thinking of having the Elemental Powers count as arcane spells, but they don't yet have levels.  I supposed I could put a level in each power.  Alterantely, I could use the simple formula of highest level spell = caster level / 2, round up (to a maximum of 9).

As for casting PrCs and advancing casting, I figure your caster level would increase (increasing the saving throw DC and damage dice of most powers), and any powers that improve with level would also increase.  So, if you got a power at level 5 usable once per encounter, once you hit CL 9 through a PrC, it would still be usable at will (most per encounter powers explicitly state they are usable at will four levels later).  You wouldn't gain new powers from the class however.

This could have weird side effects.  For instance, if you took a PrC for four or more levels, and went back into one of these elemental classes, when you start picking up new abilities, your CL will be higher than "expected", so the powers will likely be at will instead of per encounter.  Now, I don't see this as bad or necessarily even unbalanced.  If you're a higher level character, you should be getting level appropriate abilities.

Thoughts?
: Re: Elemental Mages
: archangel.arcanis February 26, 2010, 10:43:21 AM
That sounds fine. It is a little different than other classes but i think it works and isn't so complicated that people wont get it.

I am also interested. I'll play any of them but would probably prefer Hydro or Aero they just fit the themes i have in my mind better right now.

edit: I just had some interesting thoughts pop into my head.
1)How would feats that alter spellcasting have an effect on these classes, and would the qualify?
2)Would letting them turn and/or rebuke appropriate elementals be a good idea?
3)How about giving them the language of their elemental type for free as well, much like druids get druidic.

1) to clarify this point metamagic on spell likes is already addressed in the MM. I was more thinking about things like augment healing, or spontaneous x, or other things that alter how a spell works slightly but isn't necessarily a metamagic.

2) I don't know about adding it as a class feature but maybe as an optional feat. The follow up is would this open up to abuse? Obviously DMM persist wouldn't be very viable but what about other divine feats that could be fueled by this? I just feel these classes should have some ability to "work" with elementals. Maybe a bonus to diplomacy checks and allow them to actually work on the elementals of the appropriate type.

edit again:
I just noticed that for all but the fire one their 1st level blast is a ranged not ranged touch attack. This could all but guarantee a miss by higher levels as the only way to increase the attack roll would be really high dex and weapon focus.
: Re: Elemental Mages
: RobbyPants February 26, 2010, 04:42:33 PM
I was thinking about that ranged attack vs touch attack thing last night, too. I may make the water & air ones touch and drop the damage reduction.  I still think that Hurl Rock should be a straight up attack roll, but he also gets a better BAB as well.  Should the geomancer get full BAB?  It seems a bit much at first, but will it really hurt anything?  He is a full caster, but a very specialized one at that...
: Re: Elemental Mages
: archangel.arcanis February 26, 2010, 04:51:24 PM
i agree with making air and water ranged touch while leaving earth as ranged. I'm kinda on the fence with you for making earth full BAB. I would say it would put him more on par with a Warblade at that point. Full bab, 1 good save, nice specialized abilities, med armor, etc... On the other hand it does encourage them to be a bit of a glass cannon. He can likely hit them for a fair bit of damage but wouldn't be able to take it long without some serious healing headed his way.
: Re: Elemental Mages
: Aliment February 28, 2010, 08:45:26 PM
Okay 2 points I noticed with some of the early (read: dippable) abilities.

The Hydromancer gets Infinite healing at lvl 2.  I would cap it at 1/2 hp like all other abilities (save for the Dread Necro who is nerfed by the fact that its negative energy).

The Aeromancer gets breathless at lvl 1.  Seems a little early to be getting such an ability.  Yeah its mostly fluff but it should take a while to stop BREATHING.
: Re: Elemental Mages
: RobbyPants February 28, 2010, 09:57:41 PM
I made the hydro/aero attack abilities ranged touch attacks.  They are not subject to DR or energy resistance.


The Hydromancer gets Infinite healing at lvl 2.  I would cap it at 1/2 hp like all other abilities (save for the Dread Necro who is nerfed by the fact that its negative energy).
Well, I agree with you in games where unlimited healing is hard to come by or non-existent.  In such games, I'd probably say something like you can used it X times per day where X is your caster level or so.


The Aeromancer gets breathless at lvl 1.  Seems a little early to be getting such an ability.  Yeah its mostly fluff but it should take a while to stop BREATHING.
Actually, the reason I was cool with giving this out at level 1 is because Air races (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#racesOfAir) (from Unearthed Arcana) get this right off the bat.  It's situationally awesome, but nothing super powered.
: Re: Elemental Mages
: archangel.arcanis March 03, 2010, 04:39:31 PM
Any more updates to these? How about word on the PbP?
: Re: Elemental Mages
: RobbyPants March 03, 2010, 11:16:10 PM
I made the air/water abilities touch attacks.  I still haven't increased the geomancer to full BAB.  I guess practice will show how he works.

As for the PbP game, you said you're in, VennDygrem said he'd like to play a geomancer, and he said bogsnes wants in, but I haven't heard from him specifically.  If we find one more person who wants in, I suppose we can move on to the next step.
: Re: Elemental Mages
: VennDygrem March 04, 2010, 05:19:02 AM
bogsnes doesn't update/post very often these days. I wouldn't count him in automatically, either. He showed interest, but again, haven't heard anything in quite some time.
: Re: Elemental Mages
: RobbyPants March 04, 2010, 09:15:33 AM
So we still need two more.  Failing that, if it goes long enough with no interest, we could run with the both of you playing two PCs.  It's not like it will really hurt anything if it's just RP-lite class testing.
: Re: Elemental Mages
: archangel.arcanis March 04, 2010, 10:43:41 AM
Well why not start a recruitment thread in PbP and see i we can catch 2 more victu...players.
: Re: Elemental Mages
: RobbyPants March 04, 2010, 11:32:28 AM
Okay, I started the recruitment thread (http://brilliantgameologists.com/boards/index.php?topic=7367).  Venn, I already put you down for the Geomancer.  Archangel, please let me know which of the other three you want to play, unless you plan on waiting for the other two guys to pick.
: Re: Elemental Mages
: archangel.arcanis March 04, 2010, 11:40:02 AM
I'll go Hydro but if someone else wants to really play it then i'll switch to Aero or Fire.

(i know the irony of playing the class i've complained the most about being weak, but the flavor tastes good  ;))
: Re: Elemental Mages
: veekie March 04, 2010, 11:47:40 AM
Well, I like Hydro, but would second choice to Aero...
: Re: Elemental Mages
: Sohala March 04, 2010, 02:16:09 PM
I skimmed thru for fire mage discussion and I noticed some minor changes I might add. First I think he needs some sort of fireshield effect, cause really they need to be able "set themselves on fire". Secondly, I think that firebolt could work a little like produce flame, being able to hold it in your hand, use it as a torch and melee attacks.
: Re: Elemental Mages
: RobbyPants March 04, 2010, 02:29:40 PM
I skimmed thru for fire mage discussion and I noticed some minor changes I might add. First I think he needs some sort of fireshield effect, cause really they need to be able "set themselves on fire". Secondly, I think that firebolt could work a little like produce flame, being able to hold it in your hand, use it as a torch and melee attacks.
Yeah, I never thought to add a "set self on fire" ability.  They get elemental form, but at quite a high level.

As for holding their flame, that sounds interesting.  I could probably create a "Hand Afire" ability that lets you make touch attacks for d6 damage and gives light as a torch, activated and dismissed as a standard action.  I suppose the damage could scale with level too.

Thoughts?
: Re: Elemental Mages
: RobbyPants March 04, 2010, 03:02:13 PM
Sohala, as for metamagic feats, you can use the Monster feats that apply to spell-like abilities.

For determining a power's level, take the level you first get it, divide by 2, and round up.  So, for example: Fireball (acquired at level 5) would be a 3rd level spell (5 / 2 = 2.5, round up = 3).
: Re: Elemental Mages
: veekie March 04, 2010, 03:07:07 PM
On that note, a Control Fire(as per the Power, except with the caveat that you can move it in 3d and that you can control any fire) effect would have been nice.

Not much in the way of elemental kinesis effects(aka, Telekinesis-like effects that only works with the element, such as Control Fire(Psi), Stone Shape, Control Air(Psi), Control Water(well, I probably wouldn't count this one, element modified Control Air is somewhat more appropriate)) either, other than the function of hurling torrents of the material though, which works with or without the kinesis anyway.
: Re: Elemental Mages
: Sohala March 04, 2010, 05:41:38 PM
As for holding their flame, that sounds interesting.  I could probably create a "Hand Afire" ability that lets you make touch attacks for d6 damage and gives light as a torch, activated and dismissed as a standard action.  I suppose the damage could scale with level too.

Thoughts?
Scaling along with the bolt is what I was leaning too as well. Standard action seems steep but I would accept it if it is for both hands.

On that note, a Control Fire(as per the Power, except with the caveat that you can move it in 3d and that you can control any fire) effect would have been nice.

Not much in the way of elemental kinesis effects(aka, Telekinesis-like effects that only works with the element, such as Control Fire(Psi), Stone Shape, Control Air(Psi), Control Water(well, I probably wouldn't count this one, element modified Control Air is somewhat more appropriate)) either, other than the function of hurling torrents of the material though, which works with or without the kinesis anyway.
I agree, actual control of mundane matter would be so fitting.
: Re: Elemental Mages
: VennDygrem March 04, 2010, 06:48:32 PM
As for holding their flame, that sounds interesting.  I could probably create a "Hand Afire" ability that lets you make touch attacks for d6 damage and gives light as a torch, activated and dismissed as a standard action.  I suppose the damage could scale with level too.

Thoughts?


I like it. :D
: Re: Elemental Mages
: RobbyPants March 04, 2010, 06:52:01 PM
How about standard action to activate and attack?  You can maintain it, but it takes a standard action to make a touch attack each time?

If I allow it to attack as an attack action, I'm not sure I want to scale the damage per level, or at least not at the same rate.  Mabye 1/2 caster level d6.
: Re: Elemental Mages
: VennDygrem March 04, 2010, 07:01:11 PM
Hmm, I'm noticing how MAD the Geomancer is now. They need a good Cha for their spell-likes, a good dex for ranged attacks such as hurl rock, good str for melee attacks with stone weapons, and decent con for HP and generall toughness & concentration. Int isn't as necessary since they get 4+int, but without at least a decent int, their trapfinding-like ability is fairly useless. Wisdom is also less important, due to good Will saves.
: Re: Elemental Mages
: Sohala March 04, 2010, 07:34:11 PM
How about standard action to activate and attack?  You can maintain it, but it takes a standard action to make a touch attack each time?

If I allow it to attack as an attack action, I'm not sure I want to scale the damage per level, or at least not at the same rate.  Mabye 1/2 caster level d6.
I thought maybe activating/deactivating might be a swift action. I did not really see anything wrong with it going full scale, trading your range for not provoking AoO. Would have to limit it to one touch attack per turn I guess.
: Re: Elemental Mages
: RobbyPants March 04, 2010, 10:59:31 PM
Hmm, I'm noticing how MAD the Geomancer is now. They need a good Cha for their spell-likes, a good dex for ranged attacks such as hurl rock, good str for melee attacks with stone weapons, and decent con for HP and generall toughness & concentration. Int isn't as necessary since they get 4+int, but without at least a decent int, their trapfinding-like ability is fairly useless. Wisdom is also less important, due to good Will saves.
You do make a point about that.  Archangel had mentioned using Con instead of Cha, which would help, but I'm still against it.  Although, I think I'm willing to try something else out: I'll give the Geomancer full BAB, which will help with both attack rolls.  Other than that, I figure it's up to the player to prioritize Str and/or Dex how they want.  While Hurl Rock is somewhat of a signature ability, I don't think they need to rely on it.


I thought maybe activating/deactivating might be a swift action. I did not really see anything wrong with it going full scale, trading your range for not provoking AoO. Would have to limit it to one touch attack per turn I guess.
How about this: activates and dismisses as a swift action (does not provoke AoO).  Deals 1d6 damage per 2 caster levels (minimum 1d6) on a successful touch attack.  You can lite a fire in each hand when using the ability (if you want to TWF).

This puts it roughly on par with a TWF rogue, albeit with a lower BAB, but making touch attacks.  It's probably more of a back up, but you could optimize it to deal more damage.
: Re: Elemental Mages
: RobbyPants March 04, 2010, 11:05:12 PM
I added the Hands Afire ability to the class and changed the geomancer to full BAB on the front page.
: Re: Elemental Mages
: Sohala March 04, 2010, 11:19:33 PM
I thought maybe activating/deactivating might be a swift action. I did not really see anything wrong with it going full scale, trading your range for not provoking AoO. Would have to limit it to one touch attack per turn I guess.
How about this: activates and dismisses as a swift action (does not provoke AoO).  Deals 1d6 damage per 2 caster levels (minimum 1d6) on a successful touch attack.  You can lite a fire in each hand when using the ability (if you want to TWF).

This puts it roughly on par with a TWF rogue, albeit with a lower BAB, but making touch attacks.  It's probably more of a back up, but you could optimize it to deal more damage.
Ooooo...to go melee or ranged now...still not set on fireshield?
: Re: Elemental Mages
: RobbyPants March 04, 2010, 11:55:08 PM
What do you mean by "fire shield"?
: Re: Elemental Mages
: VennDygrem March 05, 2010, 12:14:57 AM
I think he means as the spell (http://www.d20srd.org/srd/spells/fireShield.htm). Basically, wreathing the pyro in flames and dealing damage to anyone who attacks you in melee, and also letting you take half damage from either fire or cold damage.
: Re: Elemental Mages
: VennDygrem March 05, 2010, 12:20:35 AM
You do make a point about that.  Archangel had mentioned using Con instead of Cha, which would help, but I'm still against it.  Although, I think I'm willing to try something else out: I'll give the Geomancer full BAB, which will help with both attack rolls.  Other than that, I figure it's up to the player to prioritize Str and/or Dex how they want.  While Hurl Rock is somewhat of a signature ability, I don't think they need to rely on it.

Seems ok, though I'm unsure if giving them full BAB is necessary. It depends on what you're balancing it against.

And basically it seems that the class can prioritize either strength or dex, depending on whether they want to use Shift Weight or Hurl Rock more. Probably not both, unless you're rolling stats or you have an insane PB amount.
: Re: Elemental Mages
: Sohala March 05, 2010, 12:28:21 AM
What do you mean by "fire shield"?
Fireshield, set self on fire, whatever you want to call it.
: Re: Elemental Mages
: Flay Crimsonwind March 05, 2010, 12:36:33 AM
You do make a point about that.  Archangel had mentioned using Con instead of Cha, which would help, but I'm still against it.  Although, I think I'm willing to try something else out: I'll give the Geomancer full BAB, which will help with both attack rolls.  Other than that, I figure it's up to the player to prioritize Str and/or Dex how they want.  While Hurl Rock is somewhat of a signature ability, I don't think they need to rely on it.

Seems ok, though I'm unsure if giving them full BAB is necessary. It depends on what you're balancing it against.

And basically it seems that the class can prioritize either strength or dex, depending on whether they want to use Shift Weight or Hurl Rock more. Probably not both, unless you're rolling stats or you have an insane PB amount.
And if they wanna be a mole, they kinda need both. You still need dex 13 for spring attack (though any other way of mole-attacking would be good).
: Re: Elemental Mages
: veekie March 05, 2010, 01:26:42 AM
As for holding their flame, that sounds interesting.  I could probably create a "Hand Afire" ability that lets you make touch attacks for d6 damage and gives light as a torch, activated and dismissed as a standard action.  I suppose the damage could scale with level too.

Thoughts?
Scaling along with the bolt is what I was leaning too as well. Standard action seems steep but I would accept it if it is for both hands.
Essentially Produce Flame, isn't it?
I'd personally have just made it an alternate use of the bolt, to hold the fire or to throw it.
On that note, a Control Fire(as per the Power, except with the caveat that you can move it in 3d and that you can control any fire) effect would have been nice.

Not much in the way of elemental kinesis effects(aka, Telekinesis-like effects that only works with the element, such as Control Fire(Psi), Stone Shape, Control Air(Psi), Control Water(well, I probably wouldn't count this one, element modified Control Air is somewhat more appropriate)) either, other than the function of hurling torrents of the material though, which works with or without the kinesis anyway.
I agree, actual control of mundane matter would be so fitting.
Wonder what level would it fit in at though, assuming it takes no particular effort to redirect matter.
Control Air doesn't really do much that Wind Strike doesn't already, except for the ability to change the direction of winds up to 90 degrees, which has it's perks, adding some weak AoE buffeting, pissing off archers and generally protecting against wind based matters.
Stone Shape for Earth would be a little trickier, if given at will, it's a license to dungeon bypass anything made of stone. On the other hand, they got Burrow anyways, and it's not like stone shaping is that much faster than burrowing.
Control Water(that is to say, a modified Control Air Power(to change the magnitude and direction of water currents), not that pansy spell effect) is like Control Air, except more situational, since you need a fairly large body of water(or you could make some water I guess) and has more or less the same 'sweep people away' effects that they already possess. Useful if you want to aim a fast moving river at someone though.
Control Fire lets the pyromancer do something unusual though...make things stop burning by moving the fire elsewhere. Or make use of an existing fire to get extra kick.
: Re: Elemental Mages
: RobbyPants March 05, 2010, 09:23:29 AM
Seems ok, though I'm unsure if giving them full BAB is necessary. It depends on what you're balancing it against.

And basically it seems that the class can prioritize either strength or dex, depending on whether they want to use Shift Weight or Hurl Rock more. Probably not both, unless you're rolling stats or you have an insane PB amount.
I figured full BAB because, regardless of how you play him, he pretty much relys on dealing damage with normal attack rolls.  Although he does get enough control powers that it may be overboard.  I think I'll go with full and we'll see how it plays out.

You could try to go melee by using just Dex.  You could probably pull it off with Weapon Finesse, and the TWF line of feats.  Sure, you wouldn't be adding Str damage to your attacks, and you'd likely be dealing 1d6 damage per swing, but you'd add the Shift Weight to all of your attacks, so it would be a lot like a rogue picking up a short sword in each hand.  Actually, looking at it this way, it might be too much.  I'll leave it at full BAB for now unless people are worried.


Fireshield, set self on fire, whatever you want to call it.
I'll have to give it some thought to see what level to add it in.


<bit about controling elements>
This actually is cool by concept.  I don't want to make these classes too powerful or versatile, but I want to find a good balance point where they're fun to play.  I guess I'm wondering how much more we want to modify them before testing them.
: Re: Elemental Mages
: veekie March 05, 2010, 09:53:37 AM
Well, combined with examining the existing abilities, they don't exactly do a lot that you couldn't already(other than using Water/Air control in chemistry experiments(Toxic Waste-bending!) and Earth in the construction industry), so yeah.
: Re: Elemental Mages
: RobbyPants April 08, 2010, 02:46:45 PM
Added a note to the Aeromancer not to include size modifiers in the Wind Push ability.

Should I consider the same for the trip ability?
: Re: Elemental Mages
: veekie April 08, 2010, 03:02:51 PM
Might as well, I guess. Keeps it useful in the long run as well.
: Re: Elemental Mages
: RobbyPants April 08, 2010, 03:11:40 PM
Actually, I just looked at it.  It uses a Fort save.  I forgot about that.  So, that makes me think I can use two options for consistency-sake:

1) Make both saves

2) Make both bull rush/trip attacks that don't factor in size.

Now, saves are more simple, in that it uses an existing mechanic without modification.  Trip uses a Fort save.  If I go this route, Wind Push should probably use a Fort save as well.  I suppose I could allow the Stability racial ability to add a bonus to these saves.  How does that sound?
: Re: Elemental Mages
: archangel.arcanis April 08, 2010, 03:45:10 PM
Actually, I just looked at it.  It uses a Fort save.  I forgot about that.  So, that makes me think I can use two options for consistency-sake:

1) Make both saves

2) Make both bull rush/trip attacks that don't factor in size.

Now, saves are more simple, in that it uses an existing mechanic without modification.  Trip uses a Fort save.  If I go this route, Wind Push should probably use a Fort save as well.  I suppose I could allow the Stability racial ability to add a bonus to these saves.  How does that sound?
It sounds fine save 1 issue, which i suspect is why it is the way it is now, how far is someone pushed on a failed save? Bull rush is 5' +5' for every 5 points i beat them by. should it be 5' per x points they failed by?

This also asks how the grapple option should work as well. Not sure how we would be able to work that out aside from save or be entangled, which isn't quite the same but close.
: Re: Elemental Mages
: veekie April 08, 2010, 04:06:40 PM
I favor making it the bullrush/trip/grapple check, keeping consistent with standard game mechanics.
: Re: Elemental Mages
: RobbyPants April 09, 2010, 09:21:33 AM
So, how about bull rush/trip/grapple check, all using Cha for the attacker's stat, and non factoring in size for either participant?

That basically makes:

 - bull rush Cha vs Str
 - trip Cha vs Str or Dex
 - gapple Cha + BAB vs Str + BAB or Escape Artist

Should Grapple use Caster Level instead of BAB?
: Re: Elemental Mages
: veekie April 09, 2010, 10:36:43 AM
That does the trick.
Approximately managable numbers both ways.
: Re: Elemental Mages
: archangel.arcanis April 09, 2010, 12:12:22 PM
I think that grapple should use CL since that is what is effectively grappling. It also will need a couple of rules clarifications, like how much unarmed damage am i doing in a grapple since i'm not touching them to punch them.

Also with this i'll need to change out one of my feats since Windstrike no longer allows for a save it shouldn't have Ability Focus.
: Re: Elemental Mages
: RobbyPants April 09, 2010, 12:52:18 PM
It also will need a couple of rules clarifications, like how much unarmed damage am i doing in a grapple since i'm not touching them to punch them.
I'd say non, since it's tacked onto the Wind Strike ability in the first place.  It deals the damage, then keeps him tied up with no further damage.  Still, you're right: it requires further clarification.

Also with this i'll need to change out one of my feats since Windstrike no longer allows for a save it shouldn't have Ability Focus.
Certainly.  If any changes invalidate part of your character, or even make the choice totally impractical, you should be able to swap that out.
: Re: Elemental Mages
: archangel.arcanis April 09, 2010, 01:04:22 PM
So perhaps a better way to put it would be that "when using windstrike you have the option to roll a special form of a grapple check with your target. If you win the opposed check your target is considered grappled, having all penalties associated with being in a grapple. You and your target do not automatically deal unarmed damage to each other and you must succeed any future opposed roles to maintain the grapple. It is a [standard/move] action to maintain the grapple."

What do you think? It also needs some sort of rule on continuing to deal damage. Either if it is a move to maintain then you must make any attacks or use any powers as normal to cause damage to the target. Or if it is a standard action then it would require a normal use of windstrike, thus eliminating the possibility of using other powers on them, as part of the grapple after winning the opposed check. I think making it an action to maintian will be required or it would be too easy to keep all enemies grappled. With it being an action to maintain it would limit it to 1 or 2 +any action abuses you could fit in.
: Re: Elemental Mages
: RobbyPants April 09, 2010, 02:57:29 PM
How about something more like this:



Wind Push (Sp) [AIR]: At 2nd level, the aeromancer’s Wind Strike power improves.  She may initiate a bull rush against any target successfully hit with his Wind Strike power.  The aeromancer uses her Charisma modifier in place of her Strength modifier for the opposed roll, and the target moves directly away form the aeromancer.  Size for both the aeromancer and the defender do not factor into this opposed roll.  This power may push the target back more than five feet if the Charisma check is high enough, although the aeromancer does not move during this bull rush.  The target’s movement from this power does not provoke attacks of opportunity.

Wind Trip (Sp) [AIR]: At 7th level the aeromancer’s Wind Strike power improves again.  She may make a trip attack against anyone struck by her Wind Strike ability.  The aeromancer uses her Charisma modifier in place of her Strength modifier for this trip attack, and neither participant uses a size modifier.  If the attempt fails, she does not risk being tripped in return.  This power may be used with Wind Push.

Wind Torrent (Sp) [AIR]: At 14th level the aeromancer’s Wind Strike power improves again, surrounding the target in a whirlwind.  Anyone hit by her Wind Strike must succeed at a grapple check or be grappled for one round per caster level or until they break free with a successful grapple check.  Her grapple check modifier when using this ability is equal to her caster level plus her Charisma modifier.  Neither participant uses their size modifier for this roll.  The grapple check does not inflict any more damage on the opponent other than the initial Wind Strike damage.  This power may be used with Wind Push and Wind Trip.
: Re: Elemental Mages
: veekie April 09, 2010, 03:14:51 PM
Heh, no Pin grappling option?
: Re: Elemental Mages
: RobbyPants April 09, 2010, 03:32:55 PM
I don't know, actually.  I was more of thinking of having this keep someone from moving, but a pin might work too.  I wasn't so much picturing all of the versatility of grappling, but rather looking for an existing mechanic I could use to keep someone tied up for X rounds without making them helpless.
: Re: Elemental Mages
: archangel.arcanis April 09, 2010, 04:22:09 PM
While they all have "size modifier isn't included" they all need the exception that the aeromancer can use it on a creature of any size or more than 1 size larger than them.

Also are you sure that you want the grapple to be 1r/lvl? that would allow me to keep most monsters grappled the whole fight. At the very least they should get a check every round, IMO.
: Re: Elemental Mages
: RobbyPants April 09, 2010, 04:29:23 PM
How about 1 round/level or until they break out?  Also, good catch on the size restriction part.
: Re: Elemental Mages
: veekie April 09, 2010, 04:37:13 PM
^^
That would be the usual way of things.
: Re: Elemental Mages
: dither April 09, 2010, 05:20:11 PM
Haha, I see "windstrike" and I think "bird strike." You should have an air-elemental ability that sucks enemies into jet engines.
: Re: Elemental Mages
: archangel.arcanis April 09, 2010, 05:26:45 PM
Haha, I see "windstrike" and I think "bird strike." You should have an air-elemental ability that sucks enemies into jet engines.
:devil
: Re: Elemental Mages
: veekie April 09, 2010, 05:36:24 PM
Step 1) Summon Air Elemental, command into Whirlwind mode
Step 2) Air Elemental makes contact with  loose gravel
Step 3) Wind Strike opponent into gravel filled Whirldwind Elemental.
: Re: Elemental Mages
: archangel.arcanis April 09, 2010, 05:42:34 PM
Step 1) Summon Air Elemental, command into Whirlwind mode
Step 2) Air Elemental makes contact with  loose gravel
Step 3) Wind Strike opponent into gravel filled Whirldwind Elemental.
Step 2.5) Have Geomancer turn enemy into stone
Step 4) sell newly sand/gravel polished enemy statue in store for profits.  ;)
: Re: Elemental Mages
: RobbyPants April 13, 2010, 10:32:55 AM
Just an odd thought I had:

We haven't tested these classes along side of other characters, so any comparison I make at this point is strictly theoretical.  Obviously, looking at the at-will CLd6 damage these classes deal, it blows warlocks out of the water.  Of course, that could mean that warlocks need to be bumped up to a faster damage progression (I've advocated this in the past), but I was wondering if I should create an alternate set of rules for these classes to tone them down to match lower power leveled groups.  I think it might make them more palatable to a wider range of players and DMs.  That being said, here's what I'd propose to put them closer to warlocks and non-optimized casters in terms of power (of course, high level casters still will rule everything):

At will blasts:
The at-will blast that each mage gets at 1st level deals 1d6 damage per odd caster level, plus the caster's Cha mod capped at caster level.  So at 1st level it will likely deal 1d6+1 damage.  At 2nd level it will likely be 1d6+2.  3rd level will probably be 2d6+3.  I figure at about 3rd or 4th level, the CL will exceed the Cha mod.

Most other powers:
Most other power start out at per encounter and become at will 4 levels later.  For these powers, I'd keep them the same (and maybe even add +Cha mod to damage), but they would always stay per encounter.  Alternately, if the group wants some daily resouces, these powers could all consume a "point".  The mage classes grant so many "points" per level, which are all daily, and replenish at a rate of one per hour.  That second idea would require adding a new column to the class table, and is a bit more work.

Healing:
If healing is left per encounter, it should remain unchanged.  Still, if a group wants to tone down these classes, they'll likely find unlimited daily healing distasteful.  So they might want to use the "point" alternative suggested above.  In that case, the healing should cost a "point", but the healing should be increased to 1d6 per caster level + Cha mod.


These are just rough thoughts, but I'm curious what you think about them.
: Re: Elemental Mages
: veekie April 13, 2010, 04:43:44 PM
Most other powers:
Most other power start out at per encounter and become at will 4 levels later.  For these powers, I'd keep them the same (and maybe even add +Cha mod to damage), but they would always stay per encounter.  Alternately, if the group wants some daily resouces, these powers could all consume a "point".  The mage classes grant so many "points" per level, which are all daily, and replenish at a rate of one per hour.  That second idea would require adding a new column to the class table, and is a bit more work.
Well, the second one should have a bit more variety in special abilities then, if turning into a daily point system.
: Re: Elemental Mages
: Flay Crimsonwind April 13, 2010, 05:24:46 PM
Most other powers:
Most other power start out at per encounter and become at will 4 levels later.  For these powers, I'd keep them the same (and maybe even add +Cha mod to damage), but they would always stay per encounter.  Alternately, if the group wants some daily resouces, these powers could all consume a "point".  The mage classes grant so many "points" per level, which are all daily, and replenish at a rate of one per hour.  That second idea would require adding a new column to the class table, and is a bit more work.
Well, the second one should have a bit more variety in special abilities then, if turning into a daily point system.
True, and one thing I've always liked about per-encounter/at-will is it's surprisingly less clunky as compared to keeping track of points you have and how many you're spending and what time has passed so how many you've gotten back..... yeah, keep it simple, keep it good.
: Re: Elemental Mages
: Sohala April 13, 2010, 07:24:10 PM
Most other powers:
Most other power start out at per encounter and become at will 4 levels later.  For these powers, I'd keep them the same (and maybe even add +Cha mod to damage), but they would always stay per encounter.  Alternately, if the group wants some daily resouces, these powers could all consume a "point".  The mage classes grant so many "points" per level, which are all daily, and replenish at a rate of one per hour.  That second idea would require adding a new column to the class table, and is a bit more work.
Well, the second one should have a bit more variety in special abilities then, if turning into a daily point system.
True, and one thing I've always liked about per-encounter/at-will is it's surprisingly less clunky as compared to keeping track of points you have and how many you're spending and what time has passed so how many you've gotten back..... yeah, keep it simple, keep it good.
Seeing as we are comparing to warlocks, their invocations are at will and they get to pick them from a list, so I see nothing wrong with the build up for powers.
: Re: Elemental Mages
: RobbyPants April 14, 2010, 09:37:49 AM
Yeah, I have no problem with the at-will powers, especially when comparing to warlocks.  Where I think these guys compare favorably is that their powers do almost double damage.  So, in order to have both in the same game, I'd have to either increase warlock damage or lower these guy's damage.  The whole reason I started thinking of the alternate weaker stats is because I didn't want to reduce the damage of all their powers if I didn't have to.

I get the feeling if I were to post this at WotC*, they'd only accept a nerfed version.  That's not to say that it needs to be nerfed, but I was just thinking out loud in terms of creating a broader interest.


* Of course, I'm not sure I'm ever going to post stuff there again.  They have entirely different notions of what is and isn't acceptable at a gaming table.  I got a lot of complaints about my Raging Storm discipline (http://brilliantgameologists.com/boards/index.php?topic=5126.0) being overpowered compared to Desert Wind.  Mind you, that's probably the weakest of the nine disciplines, so, meh...
: Re: Elemental Mages
: Jasuhn April 15, 2010, 03:02:16 PM
The only healing nerf I could suggest is the one that's mostly in place with all classes that have some obvious unlimited heal.  Infinite heals only work up to half HP, like the reserve feat and the dragon shaman aura.

The other one that I can recall as unlimitedish is the incarnate ability which is at will, but once per hour per target base and deals half damage to you.
: Re: Elemental Mages
: cooperflood April 15, 2010, 04:58:55 PM
First off very cool homebrew.  Liked the thread well enough I registered just so I could comment.

1) I second the previous suggestion that each mage get automatic language prof with their associated element.  Alternatively you could simply copy the wizard class ability and allow them to take it as a bonus language at first level.

2) Water of Reviving is too strong.  I would remove the additional hitpoints and I would reduce it to just dead for one round.  Even with these changes this ability will make Clerics feel like weak sause.  It's far better than Raise Dead (1 Minute, 5000 gp, Level loss, HP equal to Hit Dice), and Revify (SpC)(1 Stan, 1000 gp, -1 HP, Cast with in one round of death).
: Re: Elemental Mages
: RobbyPants April 16, 2010, 11:56:05 AM
First off very cool homebrew.  Liked the thread well enough I registered just so I could comment.
There's a nice compliment.   :flutter  I'm curious: how did you find these classes?  Just through lurking here, or did you read about them elsewhere?


1) I second the previous suggestion that each mage get automatic language prof with their associated element.  Alternatively you could simply copy the wizard class ability and allow them to take it as a bonus language at first level.
I think I agree.  If nothing else, it adds nice flavor.


2) Water of Reviving is too strong.  I would remove the additional hitpoints and I would reduce it to just dead for one round.  Even with these changes this ability will make Clerics feel like weak sause.  It's far better than Raise Dead (1 Minute, 5000 gp, Level loss, HP equal to Hit Dice), and Revify (SpC)(1 Stan, 1000 gp, -1 HP, Cast with in one round of death).
The idea was to make it something to bring someone back in combat pretty quickly and get them back semi effective.  I didn't want to bother with expensive components or level loss, because I'm picturing this being more of removing the negative status effect of "dead" as opposed to plot-line-altering raising the dead like bringing back the assassinated king, or stuff like that.

That being said, I wanted it both quick and only effective for a very short period of time.  The HP boost shouldn't be too bad, I think.  You get the power at 10th level, and on average, healing 10d6 damage will only heal 35 HP.  It might be enough to bring your typical wizard or rogue to near full HP, but any melee type will probably be at a third of their full HP at best.  They're still in no real shape to run back into the front lines.  And remember: Water of Reviving is once per encounter, so if he runs back in and gets smacked down again, he stays dead for realsies!
: Re: Elemental Mages
: archangel.arcanis April 16, 2010, 12:01:33 PM
The reviving is essentially a trade off of time to get to them for it being used 1/e. The Spirit Shaman has an almost identical ability to raise the dead an unlimited number of times a day (theoretically at least) but has to get to them within 1 round of kicking the bucket. I see theirs as snatching the soul and slamming it back into the body before they realize they are dead. With Water Revival it is more like coaxing it back in with cookies so you get a little more time to do it.
: Re: Elemental Mages
: RobbyPants April 16, 2010, 12:16:45 PM
"Mmmmmm....  Cookies........   I can always die later."

: Re: Elemental Mages
: cooperflood April 16, 2010, 01:38:16 PM
Is the Aeromancer's Lightning ability really only suppose to do 1d6 damage?  I'm assuming that's a typo and it's suppose to be 1d6 per level (or per 2 levels), otherwise you might as well not even include it as an ability.

I'm curious: how did you find these classes?  Just through lurking here, or did you read about them elsewhere?

I was just lurking.

The idea was to make it something to bring someone back in combat pretty quickly and get them back semi effective.  I didn't want to bother with expensive components or level loss, because I'm picturing this being more of removing the negative status effect of "dead" as opposed to plot-line-altering raising the dead like bringing back the assassinated king, or stuff like that.

That being said, I wanted it both quick and only effective for a very short period of time.  The HP boost shouldn't be too bad, I think.  You get the power at 10th level, and on average, healing 10d6 damage will only heal 35 HP.  It might be enough to bring your typical wizard or rogue to near full HP, but any melee type will probably be at a third of their full HP at best.  They're still in no real shape to run back into the front lines.  And remember: Water of Reviving is once per encounter, so if he runs back in and gets smacked down again, he stays dead for realsies!

I have no problem with removing the material components or level loss.  Never was a big fan of those things anyways.  But you have got to remember at 10th level the water mage is also going to be able to heal another 10d6 + CHA HP as a swift action, so now your up to around 70 HP.
: Re: Elemental Mages
: RobbyPants April 16, 2010, 02:13:42 PM
Is the Aeromancer's Lightning ability really only suppose to do 1d6 damage?  I'm assuming that's a typo and it's suppose to be 1d6 per level (or per 2 levels), otherwise you might as well not even include it as an ability.
Good catch!  Thanks.  It's supposed to be per level.


I have no problem with removing the material components or level loss.  Never was a big fan of those things anyways.  But you have got to remember at 10th level the water mage is also going to be able to heal another 10d6 + CHA HP as a swift action, so now your up to around 70 HP.
Yeah, I guess he does get the option to double heal at that point.  This probably means any non-melee type will be at full HP and any melee type will be over half, and maybe at 75% of their max HP.

I'm still torn on it.  I can axe the healing provided by Water of Vitality, but that puts me back at my last comment; they'll be up about 35 + Cha HP, which still keeps the melee types dangerously low.  Plus this costs a standard and swift action.   Hmmm....

I supposed it does "punish" the melee types for going down in the first place, but that's part and parcel with standing in the front lines.  I guess I'll see what everyone else thinks.  Should I get rid of the extra healing?  Should I just reduce it instead?  Keep it the same?
: Re: Elemental Mages
: archangel.arcanis April 16, 2010, 02:19:25 PM
either drop it or put a restriction so the same person can't receive healing twice in one round via water abilities. This would also prevent the Hydro from using its swift action to heal, then move -> swift heal, then standard ->swift heal all on the same character. I think it could be ok to do so if each targeted a different character just because an AoE spell could erase all of that with 1 standard action.
: Re: Elemental Mages
: veekie April 16, 2010, 02:33:25 PM
Well, every round you spend spamming healing is one that you aren't also taking down enemies, and enemies generally spread the damage across multiple folks.
Just a thought.
: Re: Elemental Mages
: RobbyPants April 16, 2010, 03:27:29 PM
One option could be to put Water of Reviving on par with Water of Healing, and have it heal 1d6 per two caster levels.  Not that I think per CL is overpowered, but it keeps them consistent.

either drop it or put a restriction so the same person can't receive healing twice in one round via water abilities. This would also prevent the Hydro from using its swift action to heal, then move -> swift heal, then standard ->swift heal all on the same character. I think it could be ok to do so if each targeted a different character just because an AoE spell could erase all of that with 1 standard action.
Basically, with the swift options available, any one character could potentially be healed twice per round.
: Re: Elemental Mages
: RobbyPants April 28, 2010, 11:46:55 AM
Updated Wall of Smoke range.
: Re: Elemental Mages
: jojolagger May 27, 2010, 12:02:09 AM
I think UMD as a class skill would be good. Just to avoid being totally straight-jacketed into that element.
On the healing note, nerfing melee support is bad. Having melee types that are really hard to kill can help balance power.
Some links.
I swear the aeromancer was based on this guy (http://www.dominic-deegan.com/view.php?date=2005-10-09). He has the tornado and the lightning.
Reference to where (http://www.youtube.com/watch?v=9iUjx4_X1qA#t=0m41s) the hydromancer feels most at home.
: Re: Elemental Mages
: RobbyPants June 17, 2010, 09:38:35 AM
After some testing, I've modified and added the following abilities:

Pyromancer
Control Flames - Like the psionic power in XPH, usable at will.

Hydromancer
Create Water - Increased the volume to one cubic foot per level.
Hail Stone - Deals 1d4 bludgeoning damage per caster level.  Ignores SR.  Usable at will.

Geomancer
Spikes - Modified to no longer work as a caltrop, but rather force a Reflex save or halve the creature's movement for one round/caster level.  The area was increased from one five-foot square to one five-foot square per three caster levels.

Aeromancer
Wind Propelled Shot - Allows the aeromancer to enhance all physical ranged attacks for one round as a swift action.  +1 enhancement bonus to hit per four caster levels (minimum +1) and +1d6 damage per three caster levels.



The idea was to give the aeromancer and hydromancer something to deal lethal damage at will, to give the pyromancer something to do other than blast at first level, and to make spikes actually useful.

Time to test them out!  :smirk
: Re: Elemental Mages
: RobbyPants July 19, 2010, 03:04:55 PM
I made Smoke Veil last one minute per caster level to match Cloak of Fog (which does the same thing), but I'm debating what to do with the Aeromancer's Tempest ability.  It's similar in many regards.  I'm strongly tempted to bring it from one round to one minute per CL.
: Re: Elemental Mages
: RobbyPants July 23, 2010, 09:39:41 AM
I updated Tempest as well.  It now lasts a minute per level like Cloak of Fog/Smoke Veil.  The benefits were slightly toned down.