Wednesday 14 December 2011

Primal Classes: Elementalist


Elementalist

            “The volcano roars, the hurricane sunders, the flood engulfs, and the soil swallows. They are beautiful. They are perfect. They are order born from chaos.”

            As the Primal Spirits are born from the natural forces at work on the world, there are those that harness these forces in the name of these Spirits. Elementalists manipulate the four base elements found in the Elemental Chaos, namely Fire, Water, Earth and Air. Their general belief is that the universe leans towards order springing from chaos, as demonstrated in the natural events of the world. Often, they fight in the name of many Spirits rather than devoting themselves to one, as the spirit of the summer and of the volcano both have interests in the workings of fire.
            Ironically, Elementalists despise elemental beings and Primordials more than all other entities in existence. These beings promote chaos in its most destructive form, with no hope of equilibrium. Although they do not hate them, Elementalists are also wary of the workings of Gods as they are the other end of the extreme, where there must be ultimate law and order that stifles the random and creative.
            Elementalists strike a balance between these concepts. Chaos, when allowed to change infinitely, will eventually balance to become order. As paragons of this belief, Elementalists take the raw stuff of chaos and temper it with their own will to wield as weapons against those that threaten the balance.

Class Traits
¨      Role: Elementalists are very good at defending allies. Unlike other defending classes, Elementalists have no trouble with fighting at range, but their ability to defend can be unreliable.
¨    Alignment: Any, although due to their beliefs many are either lawful or chaotic, and very few are neutral.
¨      Power Source: Primal
¨      Key Abilities: Strength, Dexterity, Charisma
¨      Armour Proficiencies: Light, Medium, and Heavy armour. Light and Heavy Shields.
¨      Weapon Proficiencies: Simple Melee, Military Melee
¨      Bonuses to Defence: +2 Will
¨      Hit Points at 1st level: 2d8+ Constitution score
¨      Hit Points per level gained: d8+ Constitution modifier
¨      Healing Surges per day: 10+ Constitution Modifier
¨      Skill Points at 1st level: (2 + Intelligence Modifier) x4
¨      Skill Points per level: 2 + Intelligence Modifier
¨      Attack Growth: 6 levels
¨    Class Skills: Acrobatics, Bluff, Climb, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (Nature), Knowledge (Dungeoneering), Ride, Spellcraft, Survival, Swim


Class Features

¨      Elemental Magic (1st level)
You know how to cast Primal spells from the Primal spell list. However,
you can only learn spells with the Keyword specified in your Elemental Avatar choice. You can refresh your spell slots per day by spending an hour in silent meditation to re-attune yourself to your element. Failure to do so means that your spell slots are not refreshed. Because you do not subscribe to a particular Spirit, and thus there is no being to revoke your power, there is no long term consequence for failing to meditate, merely that you cannot refresh your spells.
      You gain access to the Magic Feats list, but not the Metamagic Feats list.
      Although you suffer penalties to cast spells whilst wearing any kind of armour, you suffer no penalties in armour made from your Elemental Avatar choice.
Elementalists begin play knowing two 1st level spells, and have three spell slots.
·        Magic Points: ½ level + CHR modifier -2
·        Spell List: Elementalists can choose spells from the Primal spell list, but are restricted to spells with the Keyword specified in the Elemental Avatar class feature.


¨      Elemental Focus (1st level)
You can use Rings as magical implements for the purpose of casting your Primal spells, allowing you to add its enchantment bonus to your spell attack and damage rolls. In addition, when you manifest weapons and armour as per your Elemental Armaments class feature, you add one of your rings’ enchantment bonus to your weapon attack and damage rolls, and your shield’s AC and Reflex bonus. You may also add your other rings’ enchantment bonus your armour AC bonus.
You must choose which rings apply to which sets of Manifested Armaments, as one ring cannot enhance both weapons and armour. When you want to use the power of a Ring for your Manifested Armaments, you gain its bonuses the next time you meditate to reset your spells. This class feature does not allow you to equip more than two rings at one time.


¨      Elemental Armaments (1st level)
You have the power to cover your body in protective elemental armour, as well as manifest elemental weapons. Although you can still wield weapons and armour you are proficient with, using them restricts your ability to cast spells. If you wear equipment other than clothing, you cannot cast your spells. Amulets, gloves, belts, and similar magical accessories do not count, and you can wear them as normal.
As a full round action, you can use your elemental powers to manifest weapons and armour for you to wield. You can manifest any piece of weaponry or armour you are proficient with, and the items appear in your hands and on your body respectively.
As a standard action, you can change either your manifested weapons or armour into something else, such as a longsword into a battleaxe or hide armour into banded mail. Manifesting your armour provokes an attack of opportunity.
You can end these effects as a free action, leaving you standing as your armour falls to the floor and disintegrates. If you are rendered unconscious, you cannot manifest your armour, and it automatically dissipates.
These armaments cannot be given to someone else. If you remove armour, it automatically disintegrates. In the same vein, if you are disarmed whilst wielding an elemental weapon, the weapon falls to pieces as it hits the floor. If you throw a thrown weapon, it disintegrates as soon as its attack is resolved.
Any armament you create in this manner is identical to the mundane, however they all count as magical for the purpose of overcoming insubstantiality, resistances, and damaging other items.
This Elemental Armour and Weaponry, unlike mundane armour, does not inhibit your ability to cast spells in any way. In addition, this equipment creates a subtle, yet noticeable glow (or less subtle, in the case of Fire and Wind). Whilst you manifest armaments, you suffer a -5 penalty to Stealth checks.


¨      Elemental Command (1st level)
When you hit an enemy with a spell or weapon attack, you Mark that creature. If a creature marked by you casts a spell or makes an attack that does not include you, you can make an attack of opportunity or cast a spell against the target.


¨      Elemental Avatar (1st level)
You embody one of the four prime elements of the world, and you are its avatar. Choose one of the following Avatar choices. Once this has been made, it cannot be changed.

Avatar of Air: You can cast Primal spells with the Lightning keyword. Your Elemental Armaments take the form of surging electricity; your melee attacks gain the Lightning keyword, and you gain Resist Lightning 10. When you shift whilst Manifesting Armaments, you can shift one additional square and move either one enemy or willing ally into the square you left.

Avatar of Earth: You can cast Primal spells with the Acid keyword. Your Elemental Armaments take the form of thick plates of onyx and stone, or rings of granite and shale; your melee attacks gain the Acid keyword, and you gain Resist Acid 10. Whilst Manifesting Armaments you gain Tremorsense 10, and you move two less squares than you otherwise would when subject to forced movement.

Avatar of Fire: You can cast Primal spells with the Fire keyword. Your Elemental Armaments take the form of scorching flames, outlined and hilted in ashes and coal; your melee attacks gain the Fire keyword, and you gain Resist Fire 10. Whilst Manifesting Armaments, if a creature attacks you in melee range, it suffers Fire damage equal to your CHR modifier.

Avatar of Water: You can cast Primal spells with the Cold keyword. Your Elemental Armaments take the form of clean sheets of ice and rime-coated edges; your melee attacks gain the Cold keyword, and you gain Resist Cold 10. Whilst Manifesting Armaments, you can freeze water in the square you stand on. As you leave the square, the water thaws. In addition, you can breathe freely underwater.


¨      Elemental Empowerment (1st level)
You can twist your spells into more varied forms. At 1st level and every 5th level thereafter, you can choose one of these elemental empowerments to learn. Once you select the Empowerment and its target spell, it cannot be changed. One spell can only be subject to up to 3 Empowerments.

Elemental Counter: Select one spell you know. When you cast this spell, you can make an immediate saving throw against one negative condition you are currently affected by.

            Elemental Dash: Select one spell you know. When you cast this spell, you  gain a +4 bonus to
            speed until the end of your next turn.

Elemental Dispel: Select one spell you know. This spell can be used in the same manner as the Equilibrium spell.

Elemental Favour: Select one spell you know. You gain a +2 bonus to attack and damage rolls with this spell. This Empowerment can be taken multiple times.
           
Elemental Focus: Select one spell you know. When you cast this spell, you gain a +4 bonus to your next skill check until the end of your next turn. This Empowerment can be taken multiple times.

Elemental Shield: Select one spell you know. When you cast this spell, you gain a +2 bonus to AC until the end of your next turn. This Empowerment can be taken multiple times.

Elemental Smite: Select one spell you know. When you cast this spell, you gain a +2 bonus to your next attack roll until the end of your next turn. This Empowerment can be taken multiple times.

Elemental Strike: Select one spell you know. When you cast this spell you gain a +2 bonus to your next damage roll until the end of your next turn. This Empowerment can be taken multiple times.

Elemental Surge: Select one spell you know. When you cast this spell, you may cast another as a minor action. This Empowerment can be taken multiple times, but must be applied to different spells.


¨      Elemental Warrior (2nd level)
Whenever you gain a Combat Feat, you gain +1 Magic Point. This effect is not retroactive. In addition, at 2nd level and every 6th level thereafter, you gain a Combat Feat as a bonus feat.


¨      Elemental Spellcaster (4th level)
Whenever you gain a Magic Feat, you gain +2 Hit Points. This effect is not retroactive. In addition, at 4th level and every 6th level thereafter, you gain a Magic Feat as a bonus feat.


¨      Elemental Growth I (5th level)
The Resist trait from your Elemental Avatar class feature rises by 5. In addition,
when you score a critical hit with an Elemental weapon, you deal 1d6 additional damage.


¨      Elemental Manipulator (6th level)
Whenever you gain a Skill Feat, you gain either +2 Hit Points or +1 Magic Point, chosen when you gain the feat. This effect is not retroactive. In addition, at 6th level and every 6th level thereafter, you gain a Skill Feat as a bonus feat.


¨      Elemental Growth II (10th level)
The Resist trait from your Elemental Avatar class feature rises by 5. In addition,
when you score a critical hit with an Elemental weapon, you deal 3d6 additional damage.


¨      Elemental Growth III (15th level)
The Resist trait from your Elemental Avatar class feature rises by 5. In addition,
when you score a critical hit with an Elemental weapon, you deal 3d8 additional damage.


¨      Elemental Growth IV (20th level)
The Resist trait from your Elemental Avatar class feature rises by 5. In addition,
when you score a critical hit with an Elemental weapon, you deal 5d8 additional damage.

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