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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