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Paw purrs, "Hey Akili."

Akili rumbles lightly, "Hay Paw."

Paw purrs, "I had some ideas for Elementalists... it's a rather big change to the class, but I think it'll help muchly."

Akili perks up. "Do share."

Calin listens.

Paw purrs, "So, much of the inspiration comes from 4E, for sure."

Paw purrs, "You have 9 powers to start."

Paw purrs, "The powers are like Feats."

Paw purrs, "But ... well I'll describe them in more detail."

Calin says, "What's an example of a power."

Paw purrs, "A power will either be At Will, Encounter (recharges after 5 minutes) or Daily."

Paw purrs, "For example, you could have something like 'Wind Control' at will, which is a mild gust that you could use to blow dust around, etc."

Paw purrs, "Using it would be a standard action, however."

Calin says, "So... no more points, no more inventing abilities."

Calin says, "That would be... too bad."

Paw purrs, "Inventing abilities is still possible."

Paw purrs, "I'm getting there..."

Paw purrs, "So like feats, there are dependencies... so if you have two at will Air effects, you can get 'Windstorm', which is a heavier gust."

Paw purrs, "But is an Encounter ability."

Calin says, "Ah."

Paw purrs, "Or you could take Tornado, which is a once per day ability, but that requires you have at least three Air abilities."

Calin says, "So:"

Calin says, "Each 'point' is a single-point at-will power."

Paw purrs, "And each ability would scale per level in some way."

Calin says, "Spending multiple points together has higher time costs."

Paw purrs, "Right... Plays similarly, but is easier to keep track of whether your ability recharged."

Calin says, "I think I could totally go for that."

Akili believes he could, too.

Paw purrs, "And then you get another power every level."

Calin says, "So."

Paw purrs, "So at first level, you could get two Air at will, one encounter, and one daily, then you have five more powers you could allocate to other elements or continue to build up your Air repetoire."

Calin says, "You have powers, each of which can do _level_ points worth of stuff, at will."

Paw purrs, "Right."

Calin says, "So at first level, I could keep a candle flame running at all times."

Calin says, "basically."

Calin says, "But not do much more."

Paw purrs, "Sure. And every five minutes you could do a blast of flame with it, if you picked up that as an ability."

Paw purrs, "Although, I was thinking the at-will for Fire would be something like 1d6 damage."

Calin says, "Ok, so the non at-will powers you pick up."

Paw purrs, "And the blast would be more like 2d6 with an area effect."

Paw purrs, "And daily could be like 3d6 with a big area effect."

"How do they work? I mean, if I had two at-wills, plus an encounter, plus a daily... I could blow it all on two dailies?" asks Calin.

Paw purrs, "No, but you could take more dailies..."

Paw purrs, "And say you had three Air dailies."

Calin says, "What do you mean 'no.'"

Calin says, "You just said you could add the smaller ones to get larger ones."

Paw purrs, "It doesn't wipe out your at will abilities... though ..."

Paw purrs, "That's not a bad idea."

Cal puzzles, "would a point on daily be for a specific effect?"

The tropical calm settles on the hot shrubs.

Calin says, "It would make sense that if you added two weaker for a stronger, those two weaker were dead for the duration."

Paw purrs, "You could spend two at wills to get an extra encounter, but then you have to wait five minutes before you could do either again."

Akili appreciates that.

Paw purrs, "Or you could spend two at wills plus an encounter to get an extra daily, but then you ahve to wait a day before you could do anything in that element again."

Paw purrs, "What I was about to say was..."

Calin says, "Right. So if I have two at wills, one encounter, and one daily... I could add the at-wills for an encounter, which gives me two encounters, which means one extra daily."

Cal puzzles, "or 3 at wills for a daily, but wait a full day to use them again?"

Calin says, "Right. So you COULD blow it all on 2 dailies."

Calin says, "4 at-wills for a daily."

Calin says, "With the adding together part, I'm not sure it makes sense to specifically gain encounter and daily abilities."

Paw purrs, "Say you have 2 at will, 1 encounter, and a daily. Next level, you could take another Air daily that you meet the requirements of. Then you have two Air dailies... and spend daily A ... then later you could use your daily B as a daily A."

Calin says, "More flexible if they all start out as at-will."

Calin frowns.

Calin says, "So you ARE getting rid of making up your own abilities."

Paw purrs, "But you can only shuffle abilities like this if they are the same type of element."

Calin says, "You are counting 'a small flame' as a power."

Calin says, "Not simply as something that could be done with a single at-will."

Paw purrs, "I haven't gotten to that part yet."

says Cal, "if an encounter needs 2 at wills at a prerequisite, but only costs 1 point..."

Paw purrs, "I intend the various powers to have enough flexibility that you can create effects with them."

Paw purrs, "And you should be able to combine them to make other effects."

Paw purrs, "HOWEVER... you don't have access to the full roster of abilities for an element without picking them."

Calin says, "Well, I like the part about simplified recharge."

Calin says, "Not sure I like the rest."

"And does quantity of element in the area matter?" asks Calin.

Paw purrs, "Yeah, it gives you more flexibility with your effects."

Calin says, "Maybe better if not, but I do like the flavor."

says Cal, "a nice feature of the current elementalist is the flexibility."

Paw purrs, "If all my abilities are Air, I can swap them out for Encounters and Dailies."

Paw purrs, "If I am less focused, I'm going to have a tougher time swapping out for extra uses of my Encounters and Dailies."

Paw purrs, "This is approximately 3 hours of design... so I don't expect it to be perfect."

Paw purrs, "That's one of the reasons I wanted to talk to you guys about it."

Calin says, "Ok. Well, here's my take."

says Cal, "if it were 'skill' points for a class of effect within the element..."

Calin says, "I'm fine with not having access to certain abilities until you earn them."

Calin says, "And I really like the simpler recharge."

Paw purrs, "With Elementalist as it is, you have to spend a certain amount of points in an element before you can use certain abilities anyhow."

Calin says, "But I do not want to have to keep track like this: I used my 'small fire' power as part of something big, so now I can't make a small fire. I have to heat something up instead.'"

Paw purrs, "And Cal is correct... each power type always just costs one point. Even the dailies... but you have to meet the prerequisites."

Calin says, "I think that a single point can be used for any single-point ability you know."

Paw purrs, "I was thinking the best way to play it would be to have a bunch of tokens you could put on 'spent' abilities."

Calin says, "No thanks."

Paw purrs, "As it is, you still have to mark down how many points you've used."

Calin says, "I'm not sure which 'as it is' you mean, nor whether you think that's a good or bad thing."

Akili believes Paw means that the current Elementalist class requires tracking points, and still means you can't do basic things for several hours once you're empty.

Paw purrs, "I'm just saying that the current version of Elementalist has you tracking how many points you've used, and time. I think this is far simpler."

Calin finds keeping track of a number easier than keeping track of individual members of a list.

Cal puzzles, "so, if I take flame as an at will, I could create and hold a small candle flame as long as I kept my focus and nothing prevented it?"

Akili rumbles lightly, "That's what I've gotten out of it, yes."

Paw purrs, "Well, my original design didn't include using up at will powers to power other powers."

Paw purrs, "Yes, Cal."

Paw purrs, "That came up during this conversation."

Calin says, "Keeping track of both points and time does seem cumbersome."

says Cal, "and flame as an encounter or daily would create a more powerful flame, but not one that could be maintained."

Calin says, "Though I don't really see how you've avoided that."

Akili is constantly having to check with the DM to see what limit he's in, and how long it's been since he's last asked.

The hushed calm falls over the hot plants.

Paw purrs, "I originally was just going to let you use Encounter powers for other Encounter powers, and Dailies for other Dailies. So you essentially could have 2 sets of 'points' for each element you own. One for Encounter, one for Dailies."

Calin says, "And no need to keep track of at-wills."

says Cal, "simple."

Paw purrs, "With this, all you have to do is keep track of 5 minute increments, or days."

Calin hmms.

Paw purrs, "Right."

Calin says, "Ok, how's this:"

Paw purrs, "And you can only spend Air points for Air, etc."

says Cal, "so you have X effects at will, Y types per encounter, and Z per day."

Calin says, "You can blow ALL lower-cost abilities for an extra higher-cost. So no more point-counting. If you need an extra encounter, you can lose ALL at-wills for 5 minutes."

Paw purrs, "Sure. That'd be fine."

Calin says, "If you need an extra daily, you can blow all at-wills and encounters for the rest of the day."

Paw purrs, "Right."

Paw purrs, "In that element only."

Calin says, "Right."

Paw purrs, "So you are still good with fire or whatever, even though you blew your air."

Calin says, "Though you have to have all the lower-cost abilities available."

Paw purrs, "means you can't do any mixing of those two elements, so you've lost some flexibility until you recharge."

says Cal, "I like the simplicity, but we need to see how flexible the effect classes are."

Calin says, "You can't use up an encounter, and then blow an extra daily."

Paw purrs, "Right."

Paw purrs, "Or maybe there's a minimum of 1 encounter, but it will wipe all of them out regardless."

Calin says, "Since at-wills are... at-will, it seems like you should be able to freely mix them. And mix them with higher-powered abilities."

Calin says, "So if I have an air at-will available, I can whip my encounter-sized flame into a fury or something."

Paw purrs, "Yes. Unless you've wiped them out by using an extra higher powered ability."

Shelly has disconnected.

Paw purrs, "Sure."

Calin says, "Thus the 'available.'"

Paw purrs, "Right right."

Calin says, "So you still can mix higher-power abilities. It will just be mostly the one element, with touches of others."

Paw purrs, "So maybe you can get some extra size to an area of effect."

Paw purrs, "This is a ton of stuff to digest... I'm gonna head home and think on this stuff."

Calin says, "It seems Elementalist is creeping toward faradhim."

Paw asks, "I expect you guys will talk about this more... could you post the conversation on the wiki somewhere?"

says Cal, "We need to work out effects for these revised rules."

Paw purrs, "Well, Faradhim is rather tame compared to this."

Calin is gonna play some Unreal instead of discuss this.

Paw purrs, "I'm looking to give the Elementalist a serious boost."

Calin says, "But I will THINK about it."

Paw purrs, "And Faradhim will probably come next."

Calin says, "Cool."

Paw grabs this and posts, then.
= Elementalist v3 =

You start with 5 Affinity points to allocate among the 5 elements. So you could put 5 in one Element, take a point in each, or mix. Your Daily points equal 8 + 2 points for each element you have Affinity points in + your Con bonus. So diverse elementalists get more Daily points per day. But focused elementalists are a few levels ahead in power with whatever elements they focus on.

Each element has several abilities the Elementalist can use at will. The Elementalist does not have to select them, they are automatic as long as the Elementalist has Affinity points in that element. Each at will ability scales based on your level and Affinity points. Each at will ability will specify various things you can spend your Daily points in to buff it in various ways. Like areas of effect, temporarily increasing the total EP, increasing range, extra targets, etc.

Element points for an Element = Affinity points in that element + level. If there are no Affinity points, the Element points for that element are always 0, and at will abilities for that element cannot be used. The related ability score is added to skill rolls, some damage rolls, and attack rolls using that element.

Elementalist abilities can be mixed for unique effects. An elementalist can spend some of his Element points in one At Will ability, and use the rest to power another ability. Now if you are taking two elements and combining them, your Element points are split between the two at whatever ratio you wish. You could take a third of your Air Element points and two thirds of your Fire Element points to make a whirlwind of fire. This combines dpoints, effects, ranges, area of effect values, but if there are two area of effect shapes, one must be chosen. If there are two different types of attack rolls, the player must choose one.

All Elementalist abilities are at will abilities that can be buffed up by using points. Spending one Daily point is equivalent to temporarily gaining two levels. The number of Daily points you can spend on an element is limited by what Limit you are in for that element. 2 = 0pt, 1 = 2pt, 0 = 4pt. When Daily points are spent on a Continuous ability, the duration for the effect is a number of rounds equal to your normal EP for that element times the number of Daily points spent.

Each ability score is tied to a different element

 * Water - Dexterity (sphere)

 * Earth - Constitution (splash/shrapnel)

 * Fire - Wisdom (cone)

 * Air - Intelligence (lines/boxes)

 * Spirit - Charisma (multiple targets/smart targeting)


When using abilities, being in no limit gives you +2 Element points. Being in Limit 1 is normal, Limit 2 is 1/2 your Element points, Limit 3 means you cannot use it.



== Air ==

'''Levitate'''

Up to ((EP-2)^2) lbs at move (20 + 5 / 5 EP). Int + Base Attack Bonus vs. Reflex AC when used against an unwilling target. Continuous.

'''Fling'''

Hurl (EP^2)lbs dealing 1/2 EP (round down) dpoints + Int. Int + Base Attack Bonus versus Reflex AC. Range increment by item (minimum 10). Stacks w/weapon damage. Instantaneous.

'''Create Wind'''

Square units of area = EP, Speed = (5 * (EP-2)) Mph. Automatic (EP - 6) dpoint damage. Standing DC (Speed / 2 - 10) + Int bon. Failure and target is flung (Speed - 30) in feet, taking automatic damage again. May make a tumble check vs standing DC to halve the damage and not land prone. Continuous. Attacks within area at -(Speed / 10) penalty. Unless caster spends a round stopping it by applying the same points it took to start it, the wind will slow down 10mph per round after the caster stops focusing on it. Can move the area at a move of (10 + 5*(EP/4)) per round. Wind is unidirectional unless the area is mostly square, in which the wind can be whirling.

 '''Light breeze, 10 mph (4 pts)''' Small wavelets. Crests of glassy appearance, not breaking. Wind felt on exposed skin. Leaves rustle.

 '''Moderate breeze 20 mph (6 pts)''' Small waves. Dust and loose paper raised. Small branches begin to move. 1 dpoint damage.

 '''Strong breeze 30 mph (8 pts)''' Large waves with foam crests and some spray. Large branches in motion. Whistling heard in overhead wires. Umbrella use becomes difficult. 2 dpoint damage. Standing DC 5.

 '''Fresh Gale 40 mph (10 pts)''' Moderately high waves with breaking crests forming spindrift. Streaks of foam. Hard to walk. Twigs broken from trees. Cars veer on road. 3 dpoint damage. Standing DC 10.

 '''Strong Gale 50 mph (12 pts)''' High waves (6-7 m) with dense foam. Wave crests start to roll over. Considerable spray. Light structure damage. 4 dpoint damage. Standing DC 15.

 '''Whole Gale/Storm 60 mph (14 pts)''' Very high waves. The sea surface is white and there is considerable tumbling. Visibility is reduced. Trees uprooted. Considerable structural damage. 5 dpoint damage. Standing DC 20.

 '''Violent storm 70 mph (16 pts)''' Exceptionally high waves. Widespread structural damage. 6 dpoint damage. Standing DC 25.

 '''Hurricane 90 mph (20 pts)''' Huge waves. Air filled with foam and spray. Sea completely white with driving spray. Visibility greatly reduced. Considerable and widespread damage to structures. 8 dpoint damage, Int vs Reflex. Standing DC 35.

'''Lightning Bolt'''

Bolt of Lightning range 5*EP ft. 3 + 1/2 EP (round down) die points + Int. Int + Base Attack Bonus versus Reflex AC. Instantaneous.

'''Lightning Cascade'''

Cascade of Lightning range 5*EP ft to first target 1 + 1/2 EP (round down) die points + Int bonus. Two secondary targets at 1/2 that damage (round down) within half that range. Four tertiary targets at 1/4 that damage (round down) within quarter range of the two secondary targets. Int + Base Attack Bonus versus Reflex AC.

''
Deaden Sound
''

== Earth ==

'''Detonate'''

Shatter EP in feet units of stone. One eighth for other hard surfaces such as metal or wood. Range of 5 + 5*EP in feet. Deals 1 + 1/2 EP dpoints (round down) (- 2 if not stone) + Con bonus. Shrapnel can hit anything within line of sight up to 15*EP. Targets within 2.5*EP are hit normally, targets within 5*EP have a -4 to be hit. Can choose rough granularity of the shatter (minimum of sand), but it does not affect damage dealt. Instantaneous.

'''See through stone.'''

See through stone up to EP*5 feet. Maximum 1 layer/4 EP. Continuous.

'''Stony Grip'''

Creates stony hands that grasp targets in their stony grip. Grapple using Con bonus + EP as your grapple bonus. Gain extra hands to grapple for every 4 points spent. Success means the target is immobile. If a target is held by two hands, they take 1/2 EP + Con bonus damage. If a target is held by three hands, they are pinned. If a target it held by four hands, they are prone. Roll to grapple seperately for each hand, each hand may grapple a different target.

'''Stone Skin'''

Harden target's skin so they gain a hardness = to 1/4 your EP. Round down. Continuous.

'''Stoneshaping'''

Shape earth within a range of EP in feet. It takes 1 minute to carve out or fill EP feet units when there is adjacent stone. It takes 2 hours to shape fine sculpture in EP feet units. Spending 2 points makes this ability take 1 round, or makes fine sculpting take 12 minutes. Instantaneous. If 2 points are spent to speed up this ability, anyone crushed by the stoneshaping takes EP damage in dpoints + Con bonus. Continuous.

''
Pass Through Stone

Uneven terrain. Continuous.

Shift earth.
''

== Fire ==

'''Burn'''

Ignite, a ray of fire to one target. 3+1/2 EP (round down) dpoints + Wis damage. Wis + Base Attack Bonus versus Reflex AC. Range 15 + 5*EP feet. Instantaneous.

'''Cone of Flames'''

Create cone of flame, 90 degrees, originating from caster, to (5 + 5ft*(EP/3))(round down). 1+1/2 EP (round down) dpoints + Wis damage.

'''Control Fire'''

Can animate EP^2 cubic feet of existing fire into intricate shapes, but requires full concentration. Can work with any flame colors naturally occurring with that particular fire.


''
Create column of flames, a 20 ft diameter column of flames up to 50
feet tall, dealing 6 + level dpoints + Wis. Wis + Base Attack Bonus versus Reflex AC.
Range 15 + 5 feet / level. Duration 1rd/level

Create 1 Fireball per 5 levels, each explodes in a 15 foot radius,
dealing 6+level dpoints of damage + Cha. Charisma + Base Attack Bonus vs Reflex AC
for half.
''


== Spirit ==

'''Heal'''

Heal 2 + 1/2 EP dpoints + Cha Bonus on touch to a creature dealt damage in the last round. If no Daily points are used to power this, it cannot heal more than the target was damaged in the last round. Instantaneous.

'''Detect Life'''

Detect Life (within 2 size categories) within 5ft +5ft/3 EP. Can instead be focused to one creature in that range to learn that creature's status: awake, asleep, stunned, paralyzed, etc. Can also be focused to detect life at different size categories, but that reduces the range by half. Continuous.

'''Suggestion'''

Suggest one action to target. The action must be X words or less and in a language the target knows, where X is EP/4(rounded down). The target gets a Will save where the DC is 6 + 1/2 EP + Cha bonus. If the target makes the save, they gain a +4 to subsequent suggestions, cumulative.

'''Distract'''
The target gets a Will save where the DC is 10 + 1/2 EP + Cha bonus. If they fail, they have -10 to all spot and listen checks for EP rounds.

''
Charm

Sleep
''


== Water ==

'''Ray of Cold'''
2+1/2 EP (round down) dpoints + Dex damage. Dex + Base Attack Bonus versus Fortitude AC. Range 15 + 5*EP feet. Instantaneous.

'''Freezing Sphere'''
1/2 EP (round down) dpoints + Dex damage. Dex + Base Attack Bonus versus Fortitude AC. Range 5 + 5*EP feet. Will any freeze water surface within the radius of effect up to EP inches deep. Instantaneous.

'''Control Water'''
Can cull EP gallons of pure water from impure water or mud. Adding an equal amount of Air will cull pure water from the air. Can animate EP^2 cubic feet of water into any rough shape. Can create more intricate shapes, but requires a full minute of concentration.

'''Heal'''
Heal 1/2 EP dpoints + Dex Bonus on touch to a creature dealt damage in the last round. If no Daily points are used to power this, it cannot heal more than the target was damaged in the last round. Instantaneous.




== New die points chart: ==
  *1 1d2-1
  *2 1d1
  *3 1d2
  *4 1d4
  *5 1d6
  *6 1d8
  *7 1d10
  *8 2d6
  *9 2d8
  *10 3d6
  *11 3d8
  *12 3d10
  *13 5d6
  *14 6d6
  *15 7d6
  *16 8d6
  *17 9d6
  *18 10d6
  *19 9d8
  *20 10d8
  *21 11d8
  *22 12d8
  *23 13d8
  *24 18d6
  *25 20d6
  *26 22d6
  *27 24d6
  *28 26d6
  *29 28d6
  *30 11d20
  *31 12d20
  *32 13d20
  *33 14d20
  *34 15d20
  *35 36d8
  *36 39d8
  *37 42d8
  *38 45d8
  *39 48d8
  *40 52d8




||Level||Something||Something Else||Another Thing||
||1||5||2||1||
||2||6||3||1||
||3||7||3||1||
||4||8||4||1||
||5||9||4||2||
||6||10||5||2||
||7||11||5||2||
||8||12||6||2||
||9||13||6||3||
||10||14||7||3||
||11||15||7||3||
||12||16||8||3||
||13||17||8||4||
||14||18||9||4||
||15||19||9||4||
||16||20||10||4||
||17||21||10||5||
||18||22||11||5||
||19||23||11||5||
||20||24||12||5||

Elementalist v3

You start with 5 Affinity points to allocate among the 5 elements. So you could put 5 in one Element, take a point in each, or mix. Your Daily points equal 8 + 2 points for each element you have Affinity points in + your Con bonus. So diverse elementalists get more Daily points per day. But focused elementalists are a few levels ahead in power with whatever elements they focus on.

Each element has several abilities the Elementalist can use at will. The Elementalist does not have to select them, they are automatic as long as the Elementalist has Affinity points in that element. Each at will ability scales based on your level and Affinity points. Each at will ability will specify various things you can spend your Daily points in to buff it in various ways. Like areas of effect, temporarily increasing the total EP, increasing range, extra targets, etc.

Element points for an Element = Affinity points in that element + level. If there are no Affinity points, the Element points for that element are always 0, and at will abilities for that element cannot be used. The related ability score is added to skill rolls, some damage rolls, and attack rolls using that element.

Elementalist abilities can be mixed for unique effects. An elementalist can spend some of his Element points in one At Will ability, and use the rest to power another ability. Now if you are taking two elements and combining them, your Element points are split between the two at whatever ratio you wish. You could take a third of your Air Element points and two thirds of your Fire Element points to make a whirlwind of fire. This combines dpoints, effects, ranges, area of effect values, but if there are two area of effect shapes, one must be chosen. If there are two different types of attack rolls, the player must choose one.

All Elementalist abilities are at will abilities that can be buffed up by using points. Spending one Daily point is equivalent to temporarily gaining two levels. The number of Daily points you can spend on an element is limited by what Limit you are in for that element. 2 = 0pt, 1 = 2pt, 0 = 4pt. When Daily points are spent on a Continuous ability, the duration for the effect is a number of rounds equal to your normal EP for that element times the number of Daily points spent.

Each ability score is tied to a different element

  • Water - Dexterity (sphere)
  • Earth - Constitution (splash/shrapnel)
  • Fire - Wisdom (cone)
  • Air - Intelligence (lines/boxes)
  • Spirit - Charisma (multiple targets/smart targeting)

When using abilities, being in no limit gives you +2 Element points. Being in Limit 1 is normal, Limit 2 is 1/2 your Element points, Limit 3 means you cannot use it.

Air

Levitate

Up to ((EP-2)^2) lbs at move (20 + 5 / 5 EP). Int + Base Attack Bonus vs. Reflex AC when used against an unwilling target. Continuous.

Fling

Hurl (EP^2)lbs dealing 1/2 EP (round down) dpoints + Int. Int + Base Attack Bonus versus Reflex AC. Range increment by item (minimum 10). Stacks w/weapon damage. Instantaneous.

Create Wind

Square units of area = EP, Speed = (5 * (EP-2)) Mph. Automatic (EP - 6) dpoint damage. Standing DC (Speed / 2 - 10) + Int bon. Failure and target is flung (Speed - 30) in feet, taking automatic damage again. May make a tumble check vs standing DC to halve the damage and not land prone. Continuous. Attacks within area at -(Speed / 10) penalty. Unless caster spends a round stopping it by applying the same points it took to start it, the wind will slow down 10mph per round after the caster stops focusing on it. Can move the area at a move of (10 + 5*(EP/4)) per round. Wind is unidirectional unless the area is mostly square, in which the wind can be whirling.

  • Light breeze, 10 mph (4 pts) Small wavelets. Crests of glassy appearance, not breaking. Wind felt on exposed skin. Leaves rustle.

    Moderate breeze 20 mph (6 pts) Small waves. Dust and loose paper raised. Small branches begin to move. 1 dpoint damage.

    Strong breeze 30 mph (8 pts) Large waves with foam crests and some spray. Large branches in motion. Whistling heard in overhead wires. Umbrella use becomes difficult. 2 dpoint damage. Standing DC 5.

    Fresh Gale 40 mph (10 pts) Moderately high waves with breaking crests forming spindrift. Streaks of foam. Hard to walk. Twigs broken from trees. Cars veer on road. 3 dpoint damage. Standing DC 10.

    Strong Gale 50 mph (12 pts) High waves (6-7 m) with dense foam. Wave crests start to roll over. Considerable spray. Light structure damage. 4 dpoint damage. Standing DC 15.

    Whole Gale/Storm 60 mph (14 pts) Very high waves. The sea surface is white and there is considerable tumbling. Visibility is reduced. Trees uprooted. Considerable structural damage. 5 dpoint damage. Standing DC 20.

    Violent storm 70 mph (16 pts) Exceptionally high waves. Widespread structural damage. 6 dpoint damage. Standing DC 25.

    Hurricane 90 mph (20 pts) Huge waves. Air filled with foam and spray. Sea completely white with driving spray. Visibility greatly reduced. Considerable and widespread damage to structures. 8 dpoint damage, Int vs Reflex. Standing DC 35.

Lightning Bolt

Bolt of Lightning range 5*EP ft. 3 + 1/2 EP (round down) die points + Int. Int + Base Attack Bonus versus Reflex AC. Instantaneous.

Lightning Cascade

Cascade of Lightning range 5*EP ft to first target 1 + 1/2 EP (round down) die points + Int bonus. Two secondary targets at 1/2 that damage (round down) within half that range. Four tertiary targets at 1/4 that damage (round down) within quarter range of the two secondary targets. Int + Base Attack Bonus versus Reflex AC.

Deaden Sound

Earth

Detonate

Shatter EP in feet units of stone. One eighth for other hard surfaces such as metal or wood. Range of 5 + 5*EP in feet. Deals 1 + 1/2 EP dpoints (round down) (- 2 if not stone) + Con bonus. Shrapnel can hit anything within line of sight up to 15*EP. Targets within 2.5*EP are hit normally, targets within 5*EP have a -4 to be hit. Can choose rough granularity of the shatter (minimum of sand), but it does not affect damage dealt. Instantaneous.

See through stone.

See through stone up to EP*5 feet. Maximum 1 layer/4 EP. Continuous.

Stony Grip

Creates stony hands that grasp targets in their stony grip. Grapple using Con bonus + EP as your grapple bonus. Gain extra hands to grapple for every 4 points spent. Success means the target is immobile. If a target is held by two hands, they take 1/2 EP + Con bonus damage. If a target is held by three hands, they are pinned. If a target it held by four hands, they are prone. Roll to grapple seperately for each hand, each hand may grapple a different target.

Stone Skin

Harden target's skin so they gain a hardness = to 1/4 your EP. Round down. Continuous.

Stoneshaping

Shape earth within a range of EP in feet. It takes 1 minute to carve out or fill EP feet units when there is adjacent stone. It takes 2 hours to shape fine sculpture in EP feet units. Spending 2 points makes this ability take 1 round, or makes fine sculpting take 12 minutes. Instantaneous. If 2 points are spent to speed up this ability, anyone crushed by the stoneshaping takes EP damage in dpoints + Con bonus. Continuous.

Pass Through Stone

Uneven terrain. Continuous.

Shift earth.

Fire

Burn

Ignite, a ray of fire to one target. 3+1/2 EP (round down) dpoints + Wis damage. Wis + Base Attack Bonus versus Reflex AC. Range 15 + 5*EP feet. Instantaneous.

Cone of Flames

Create cone of flame, 90 degrees, originating from caster, to (5 + 5ft*(EP/3))(round down). 1+1/2 EP (round down) dpoints + Wis damage.

Control Fire

Can animate EP^2 cubic feet of existing fire into intricate shapes, but requires full concentration. Can work with any flame colors naturally occurring with that particular fire.

Create column of flames, a 20 ft diameter column of flames up to 50 feet tall, dealing 6 + level dpoints + Wis. Wis + Base Attack Bonus versus Reflex AC. Range 15 + 5 feet / level. Duration 1rd/level

Create 1 Fireball per 5 levels, each explodes in a 15 foot radius, dealing 6+level dpoints of damage + Cha. Charisma + Base Attack Bonus vs Reflex AC for half.

Spirit

Heal

Heal 2 + 1/2 EP dpoints + Cha Bonus on touch to a creature dealt damage in the last round. If no Daily points are used to power this, it cannot heal more than the target was damaged in the last round. Instantaneous.

Detect Life

Detect Life (within 2 size categories) within 5ft +5ft/3 EP. Can instead be focused to one creature in that range to learn that creature's status: awake, asleep, stunned, paralyzed, etc. Can also be focused to detect life at different size categories, but that reduces the range by half. Continuous.

Suggestion

Suggest one action to target. The action must be X words or less and in a language the target knows, where X is EP/4(rounded down). The target gets a Will save where the DC is 6 + 1/2 EP + Cha bonus. If the target makes the save, they gain a +4 to subsequent suggestions, cumulative.

Distract The target gets a Will save where the DC is 10 + 1/2 EP + Cha bonus. If they fail, they have -10 to all spot and listen checks for EP rounds.

Charm

Sleep

Water

Ray of Cold 2+1/2 EP (round down) dpoints + Dex damage. Dex + Base Attack Bonus versus Fortitude AC. Range 15 + 5*EP feet. Instantaneous.

Freezing Sphere 1/2 EP (round down) dpoints + Dex damage. Dex + Base Attack Bonus versus Fortitude AC. Range 5 + 5*EP feet. Will any freeze water surface within the radius of effect up to EP inches deep. Instantaneous.

Control Water Can cull EP gallons of pure water from impure water or mud. Adding an equal amount of Air will cull pure water from the air. Can animate EP^2 cubic feet of water into any rough shape. Can create more intricate shapes, but requires a full minute of concentration.

Heal Heal 1/2 EP dpoints + Dex Bonus on touch to a creature dealt damage in the last round. If no Daily points are used to power this, it cannot heal more than the target was damaged in the last round. Instantaneous.

New die points chart:

  • 1 1d2-1
  • 2 1d1
  • 3 1d2
  • 4 1d4
  • 5 1d6
  • 6 1d8
  • 7 1d10
  • 8 2d6
  • 9 2d8
  • 10 3d6
  • 11 3d8
  • 12 3d10
  • 13 5d6
  • 14 6d6
  • 15 7d6
  • 16 8d6
  • 17 9d6
  • 18 10d6
  • 19 9d8
  • 20 10d8
  • 21 11d8
  • 22 12d8
  • 23 13d8
  • 24 18d6
  • 25 20d6
  • 26 22d6
  • 27 24d6
  • 28 26d6
  • 29 28d6
  • 30 11d20
  • 31 12d20
  • 32 13d20
  • 33 14d20
  • 34 15d20
  • 35 36d8
  • 36 39d8
  • 37 42d8
  • 38 45d8
  • 39 48d8
  • 40 52d8

Level

Something

Something Else

Another Thing

1

5

2

1

2

6

3

1

3

7

3

1

4

8

4

1

5

9

4

2

6

10

5

2

7

11

5

2

8

12

6

2

9

13

6

3

10

14

7

3

11

15

7

3

12

16

8

3

13

17

8

4

14

18

9

4

15

19

9

4

16

20

10

4

17

21

10

5

18

22

11

5

19

23

11

5

20

24

12

5

ElementalistIdeas1 (last edited 2008-08-02 19:05:07 by paw)