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##CategoryD&D
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'''Abilities:''' A high Constitution score gives an Elementalist more uses of heightened spells per day. Having a high score in the abilities tied to elements she specializes in makes her abilities harder to resist. '''Abilities:''' A high Constitution score gives an Elementalist more uses of heightened powers per day. Having a high score in the abilities tied to elements she specializes in makes her abilities harder to resist.
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The Elementalist’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis) (Water and Spirit only), Intuit Direction (Wis) (Earth, Water and Air only), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int) (Earth only), Knowledge (dungeoneering) (Int) (Earth only), Knowledge (nature) (Int), Knowledge (the planes) (Int) (Fire and Air only), Profession (Wis), Sense Motive (Wis) (Spirit only), Spellcraft (Int), Swim (Str) (Water only), and Use Magic Device (Cha)

 Skill Points at 1st Level: (2 + Int modifier) x 4

Skill Points at Each Additional Level: 2 + Int modifier
The Elementalist’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis) (Water and Spirit only), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int) (Earth only), Knowledge (dungeoneering) (Int) (Earth only), Knowledge (nature) (Int), Knowledge (the planes) (Int) (Fire and Air only), Profession (Wis), Sense Motive (Wis) (Spirit only), Spellcraft (Int), Survival (Wis) (Earth, Water and Air only), Swim (Str) (Water only), and Use Magic Device (Cha)

 * Skill Points at 1st Level: (2 + Int modifier) x 4
 * Skill Points at Each Additional Level: 2 + Int modifier
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'''Limit Areas:''' The Elementalist's power is limited by available elements, as noted on the Limit Area chart below. An Elementalist in No Limit with one element may frequently find themselves at Limit 3 with another. This is why it is good for an elementalist to at least have two or more elements that she can use, so at least one is always available to her.

The number of DP you can spend on an element is limited by what Limit Area you are in for that element. Limit 2 = 0pt, Limit 1 = 2pt, Limit 0 = 4pt. When the Elementalist is at Limit 3, she cannot use that element at all. When DP are spent on a power that is Continuous, 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. Instantaneous powers cannot have their duration enhanced by DP, though DP will enhance the other attribute.
'''Limit Areas:''' The Elementalist's power is limited by available elements, as noted on the Limit Area chart below. An Elementalist in No Limit with one element may frequently find themselves at Limit 0 with another. This is why it is good for an elementalist to at least have two or more elements that she can use, so at least one is always available to her.

The number of DP you can spend on an element is limited by what Limit Area you are in for that element. Limit 1 = 1pt, Limit 2 = 2pt, No Limit = any amount of points. When the Elementalist is at Limit 0, she cannot use that element at all, even at-will abilities. When DP are spent on a power that is Continuous, 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. Instantaneous powers cannot have their duration enhanced by DP, though DP will enhance the other attribute.
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 * Water - Dexterity

 * Earth - Strength

 * Fire - Wisdom

 * Air - Intelligence

 * Spirit - Charisma
 * Water - Dexterity (against fire/spirit)

 * Earth - Strength (against air/fire)

 * Fire - Wisdom (against earth/water)

 * Air - Intelligence (against spirit/earth)

 * Spirit - Charisma (against water/air)
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'''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 + Base Attack Bonus versus Reflex AC. Range increment by item (minimum 10). Stacks w/weapon damage. Instantaneous.

'''Lightning Bolt'''

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

'''Lightning Cascade'''

Cascade of Lightning range 5*EP ft to first target 2
+ 1/2 EP (round down) die points. 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. Instantaneous.

'''Animate Air'''

Same as
Create Wind, except it costs double the points. Animate Air, however, will allow an Air Elementalist to create specific shapes, such as whirling air to pick up sand and keep the sand in a specific rough shape. Continuous.

'''Air Vibration Control'''

2.5*EP radius. Can adjust sound volume EP*10 dB up or down. 30 dB is near silence in the nighttime in wild, 40 dB is a whisper, 60 dB is normal conversation, 80 dB is shouting, damage begins at around 120 dB. Damage from dB = dB/10 - 11 in dpoints. Continuous.

'''Create Wind'''

Square units of area = EP, Speed = (5 * (EP-2)) Mph. Automatic (1/2 EP - 2) 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. 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. Continuous.
'''Range''' 20*EP feet. Can be used to give a power more range.

'''Cascade''' Gives a power an area of effect. Add range 5*EP ft to reach primary target that takes full effect. Two secondary targets at 1/2 effect, rounded down within half that range of primary target. Four tertiary targets at 1/4 effect, rounded down within quarter range of the two secondary targets. Save DCs are the same. Cannot be used with Spirit or Earth.

'''Levitate'''
Up to ((EP-2)^2^) lbs at movement rate (20 + 5 / 5 EP). Int + 1/2 EP + 10 vs. Reflex AC when used against an unwilling target. Continuous.

'''Fling''' Hurl (EP^2^)lbs dealing 1/2 EP, rounded down dpoints. Int + 1/2 EP + 10 versus Reflex AC. Range increment by item (minimum 10). Use weapon damage if it is higher, but add 1/3 EP, rounded down damage, reflecting the strength at which it was thrown. Cannot have Area of Effect added. Instantaneous.

'''Lightning Arc''' Bolt of Lightning range 15 ft. 3 + 1/2 EP, rounded down die points. Int + 1/2 EP + 10 versus Reflex AC. Instantaneous.

'''Air Vibration Control''' 2.5*EP radius. Can adjust sound volume EP*10 dB up or down. 30 dB is near silence in the nighttime in wild, 40 dB is a whisper, 60 dB is normal conversation, 80 dB is shouting, damage begins at around 120 dB. Damage from dB = dB/10 - 11 in dpoints. Continuous.

'''Animate Air''' Same as Create Wind below, except it costs double the points. Animate Air, however, will allow an Air Elementalist to create specific shapes, such as whirling air to pick up sand and keep the sand in a specific rough shape. Continuous.

'''Create Wind''' Square units of area = EP, Speed = (5 * (EP-2)) Mph. Automatic (1/2 EP - 2) 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. 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. Range 0 (local). Continuous.
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'''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 2 + 1/2 EP dpoints (round down) (- 2 if not stone). 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.

'''Stonehands'''

Creates stony hands that grasp targets in their stony grip. Grapple using Str 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 dpoint 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. Continuous.

'''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. Anyone crushed by the stoneshaping takes EP damage in dpoints. They may attempt a Reflex save versus DC 5 + EP + Str bonus. Continuous.
'''Range''' 15*EP feet. Can be used to give a power more range.

'''Shrapnel''' Gives a power an area of effect. Shrapnel can hit anything within line of sight up to 10*EP
. Targets within 5*EP are hit normally, targets within 10*EP have a -4 to be hit.    '''Detonate''' Shatter EP in feet units of stone. One eighth for other hard surfaces such as metal or wood. Range 10 feet. Deals 2 + 1/2 EP dpoints, rounded down (- 2 if not stone) to anyone in those squares. 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. Cannot expand range. Continuous.

'''Stonehands''' Creates stony hands that grasp targets in their stony grip. Gain one hand to grapple for every 4 points spent (minimum 4 points for 1 hand). Grapple using Str bonus + EP as your grapple bonus. Success means the target is immobile. If a target is held by two hands, they take 1/2 EP dpoint damage. If a target is held by three hands, they are pinned. If a target it held by four hands, they are prone (and take EP dpoint damage instead of 1/2). Roll to grapple seperately for each hand, each hand may grapple a different target. Continuous.

'''Stone Skin''' Harden target's skin so they gain a hardness = to 1/4 EP. Round down. Not cumulative with existing hardness. Continuous.

'''Stoneshaping''' Shape earth within 0 feet (touch). 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. Anyone crushed by the stoneshaping takes EP damage in dpoints. They may attempt a Reflex save versus DC 5 + EP + Str bonus. Continuous.
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'''Burn'''

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

'''Column of Flames'''

Create column of flame, (5 + 5ft*(EP/3)) diameter, 5*EP tall, within 5*EP feet. 1+1/2 EP (round down) dpoints. Wis + Base Attack Bonus versus Reflex AC. Instantaneous.

'''Control Fire'''

Can animate EP^2 cubic feet of existing fire into intricate shapes, but requires full concentration and must keep the original volume and continue to be connected to some fuel source. Can work with any flame colors naturally occurring with that particular fire.
'''Range''' 10*EP feet. Can be used to give a power more range.

'''Cone Area''' Gives a power an area of effect. 90 degrees, originating from caster, to 5+5ft*EP.

'''Column Area''' Gives a power an area of effect. 5ft*EP diameter, 5ft*EP tall. Also adds 5ft*EP range.

'''Ignite''' 3+1/2 EP, rounded down dPoints damage. Wis + 1/2 EP + 10 versus Reflex AC. Range 10 feet. Instantaneous.

'''Control Fire''' Can animate EP^2^ cubic feet of existing fire into intricate shapes, but requires full concentration and must keep the original volume and continue to be connected to some fuel source. Can work with any flame colors naturally occurring with that particular fire. Range 10 feet.
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'''Warmth'''

S
quare units of area = EP, maximum temperature adjustment of EP^2^. This effect cannot be cumulative with itself. May be focused to feet units of area for temperature adjustment of up to 2*EP^2^. Damage dealt has no save. Continuous.
'''Warmth''' 5' square units of area = EP, maximum temperature adjustment of EP^2^. This effect cannot be cumulative with itself. May be focused to feet units of area for temperature adjustment of up to 2*EP^2^. Damage dealt has no save. Range 0, squares of area must overlap with caster's square. Continuous.
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'''Heal'''

Heal 2 + 1/2 EP dpoints on touch. 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. Obstacles reduce the range in that direction by the depth of the obstacle. 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 +2 to resist subsequent suggestions, cumulative. The subject also gains a bonus to resist if they action is against their nature.
'''Heal''' Heal 2 + 1/2 EP dpoints on touch (range 0). 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 X size categories, where X = EP/4, rounded down) 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. Obstacles reduce the range in that direction by the depth of the obstacle. 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). Subject must be able to hear the caster. 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 +2 to resist subsequent suggestions, cumulative. The subject also gains a bonus to resist if they action is against their nature.
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'''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. Instantaneous.

'''Sleep'''

Target(s) falls asleep if they fail their save. The number of targets cannot exceed EP/4(rounded down), and they must be within EP*2.5 feet of the caster. The targets get a Will save where the DC is 6 + 1/2 EP + Cha bonus. Targets that fail the save get another save every round, unless Daily points were spent, in which case they get a save every EP rounds. Instantaneous.
'''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. Range 10 ft. Instantaneous.

'''Sleep''' Target(s) falls asleep if they fail their save. The number of targets cannot exceed EP/4(rounded down). Range EP*2.5. The targets get a Will save where the DC is 6 + 1/2 EP + Cha bonus. Targets that fail the save get another save every round, unless Daily points were spent, in which case they get a save every EP rounds. Instantaneous.
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'''Ray of Cold'''
2+1/2 EP (round down) dpoints damage. Dex + Base Attack Bonus versus Fortitude AC. Range 15 +
5*EP feet. Instantaneous.

'''Freezing
Sphere'''
1+1/2 EP (round down) dpoints damage. Dex + Base
Attack Bonus versus Fortitude AC. Range 5 + 5*EP feet, radius 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. Continuous.

'''Heal'''
Heal 1/2 EP dpoints on touch. If no Daily points are used to power this, it cannot heal more than the target was damaged in the last round. Instantaneous.
'''Range''' 15*EP feet. Can be used to give a power more range.

'''
Sphere Area''' Gives a power an area of effect. Range 5 + 5*EP feet, radius 5+5ft*EP.

'''Cold'''
2+1/2
EP, rounded down dpoints damage. Dex + 1/2 EP + 10 versus Fortitude AC. Range 10 feet. Will any freeze water surface up to EP inches deep within the area of effect, or within one 5 foot square (whichever is larger). 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. Continuous.

'''Heal''' Heal 1/2 EP dpoints on touch (range 0). If no Daily points are used to power this, it cannot heal more than the target was damaged in the last round. Instantaneous.

'''Dehydrate'''
1+1/2 EP, rounded down dpoints damage. Dex + 1/2 EP + 10 versus Fortitude AC. Range 10 feet. Will totally dehydrate any object, assuming it is brought to -10 hp. Instantaneous.
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||Limit 1||Indoors. Enclosed area with clear air.||
||Limit 2||Thick fog, muggy. Bad air.||
||Limit 3||Underwater, or no air but breath.||
||Limit 2||Indoors. Enclosed area with clear air.||
||Limit 1||Thick fog, muggy. Bad air.||
||Limit 0||Underwater, or no air but breath.||
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||Limit 1||Most anywhere else.||
||Limit 2||No visible stone, dirt or mud.||
||Limit 3||Flying in the air. In the ocean.||
||Limit 2||Most anywhere else.||
||Limit 1||No visible stone, dirt or mud.||
||Limit 0||Flying in the air. In the ocean.||
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||Limit 1||Smoldering coals, candle, lantern.||
||Limit 2||Warm air.||
||Limit 3||Only body heat and freezing temperatures.||
||Limit 2||Smoldering coals, candle, lantern.||
||Limit 1||Warm air.||
||Limit 0||Only body heat and freezing temperatures.||
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||Limit 1||Four or more other people.||
||Limit 2||One to three other people.||
||Limit 3||Alone.||
||Limit 2||Four or more other people.||
||Limit 1||One to three other people.||
||Limit 0||Alone.||
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||Limit 1||Running water, snowdrifts, light precipitation, fog.||
||Limit 2||Underground or no obvious water supply.||
||Limit 3||Completely dry air. Desert.||
||Limit 2||Running water, snowdrifts, light precipitation, fog.||
||Limit 1||Underground or no obvious water supply.||
||Limit 0||Completely dry air. Desert.||
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[[classes]]

Elementalist v2.0

An Elementalist pulls magical energies from the elements around him. Each element has certain properties that can be applied to magic. The Elementalist can use these unique properties and even mix them to create different effects. Most Elementalists will have a broad set of skills in all the elements, but some will prefer to focus on one or two Elements.

Characteristics: Elementalists do not wield spells, but harness the natural elements around them to combine into powers. The Elementalist uses any number of the five different elements: Air, Earth, Fire, Spirit and Water. Each elements represents several powers that the Elementalist can have access to. Elementalists can be very versatile with access to multiple elements, or very powerful when focused on a few elements.

There are many powers an Elementalist can create with the elements, and this document has some of those powers. New powers can be added, with the DM having final say on how it fits in and how many points it will take to do what. This is a gauge. Also, there are effects that an Elementalist will never be able to do, things like creating new magical items, teleportation or creating something from nothing. DMs should be judicious when adding new abilities. Players, be sure to ask the DM first because not every DM might allow the same abilities.

Game Rule Information

Elementalists have the following game statistics.

Abilities: A high Constitution score gives an Elementalist more uses of heightened powers per day. Having a high score in the abilities tied to elements she specializes in makes her abilities harder to resist.

Alignment: Any.

Hit Die: d6.

Class Skills

The Elementalist’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis) (Water and Spirit only), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int) (Earth only), Knowledge (dungeoneering) (Int) (Earth only), Knowledge (nature) (Int), Knowledge (the planes) (Int) (Fire and Air only), Profession (Wis), Sense Motive (Wis) (Spirit only), Spellcraft (Int), Survival (Wis) (Earth, Water and Air only), Swim (Str) (Water only), and Use Magic Device (Cha)

  • Skill Points at 1st Level: (2 + Int modifier) x 4
  • Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All the following are class features of the Elementalist.

Weapon and Armor Proficiency: Elementalists are proficient with all simple weapons. They are only proficient in simple armor but not with shields.

An Elementalist wearing medium armour is always one limit worse in the elements. An Elementalist wearing heavy armour will be two limits worse in the elements. This is because the armour shields him from the elements he draws his power from. An Elementalist wearing Stone armour is always 2 limits better in Earth and one or two limits worse in all other Elements. Thus, such an Elementalist could never hit the No Limit mark with any element but Earth without removing the armour and conversely would never be in limit 3 or 2 for Earth.

Powers: An Elementalist does not prepare or cast spells as other wielders of arcane magic do. Instead she has a repertoire of abilities tied to the elements she is familiar with known as powers. An Elementalist can use any powers she has access to at will, with the following qualifications:

An Elementalist's powers are supernatural abilities. Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. All Elementalist powers have an effective caster level equal to the Elementalist's level.

Each element has several powers the Elementalist can use at will. The Elementalist does not have to select them, they are automatic as long as she has Affinity points in that element. Each at will ability scales based on her level and Affinity Points, as well as how many Daily Points she spends to empower the ability.

The save DC against an Elementalist power (if it allows a save) is generally 10 + 1/2 the EP used for the power + the Elementalist's applicable ability modifier (which depends on which element was used). Some powers have special saving throws, and these are noted in the descriptions.

Since supernatural abilities are not actually spells, the Elementalist cannot benefit from the Spell Focus feat.

Finally, the Elementalist's powers are not subject to arcane spell failure chance, see Weapon and Armor Proficiency above.

Affinity Points: An Elementalist starts with 5 Affinity Points, distributed in any way she chooses among the five elements: Air, Earth, Fire, Spirit, and Water. The amount of affinity points in an element affect how powerful the elementalist's related powers are. If an elementalist has no points in a particular element, that elementalist cannot use any of the powers of that element. An Elementalist could put all 5 Affinity Points into one element, take one Affinity Point in each, or create any mix as long as they total 5. As the Elementalist gains levels, she can add more Affinity Points to her existing elements, or start dabbling in elements she did not previously have by adding points to them.

Element Points: The Elementalist uses Element Points (EP) to empower her at will powers. An Elementalist's EP in a particular element is how much power the Elementalist can use from the element at will. This is calculated by adding the Elementalist's Affinity Points to her level. If there are no Affinity points for that element, the EP for that element are always 0, and powers for that element cannot be used.

Daily Points: The Elementalist uses Daily Points (DP) to augment individual uses of her powers. An Elementalist's starting Daily Points equal 1 point for each element she has Affinity points in, plus her Con bonus. Diverse elementalists get more DP per day, but focused elementalists are a few levels ahead in power with whatever elements they focused on. As the Elementalist gains levels, she earns more DP. When an Elementalist earns an Affinity Point, however, she must recalculate her DP (still adding the DP she earned with her levels). Spending one DP is equivalent to temporarily gaining two EP. The Elementalist's Daily Points are replenished while she sleeps.

Limit Areas: The Elementalist's power is limited by available elements, as noted on the Limit Area chart below. An Elementalist in No Limit with one element may frequently find themselves at Limit 0 with another. This is why it is good for an elementalist to at least have two or more elements that she can use, so at least one is always available to her.

The number of DP you can spend on an element is limited by what Limit Area you are in for that element. Limit 1 = 1pt, Limit 2 = 2pt, No Limit = any amount of points. When the Elementalist is at Limit 0, she cannot use that element at all, even at-will abilities. When DP are spent on a power that is Continuous, 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. Instantaneous powers cannot have their duration enhanced by DP, though DP will enhance the other attribute.

Mixing Powers: Elementalist abilities can be mixed for unique effects. An elementalist can spend some of his EP in one At Will ability, and use the rest to power another ability. Additionally, an Elementalist can take powers from multiple elements and combine them. If she does, her Element points are split between the two at whatever ratio she wishes. She could take a third of her Air Element points and two thirds of her 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 or saves, the player must choose one.

Ability Scores: While Constitution affects how many Daily Points an Elementalist has, each other ability score is tied to a different element. The related ability score is added to skill rolls, save DCs, and attack rolls using that element, as noted in the power descriptions. These are the ability scores that are tied to each element.

  • Water - Dexterity (against fire/spirit)
  • Earth - Strength (against air/fire)
  • Fire - Wisdom (against earth/water)
  • Air - Intelligence (against spirit/earth)
  • Spirit - Charisma (against water/air)

Air

Range 20*EP feet. Can be used to give a power more range.

Cascade Gives a power an area of effect. Add range 5*EP ft to reach primary target that takes full effect. Two secondary targets at 1/2 effect, rounded down within half that range of primary target. Four tertiary targets at 1/4 effect, rounded down within quarter range of the two secondary targets. Save DCs are the same. Cannot be used with Spirit or Earth.

Levitate Up to ((EP-2)2) lbs at movement rate (20 + 5 / 5 EP). Int + 1/2 EP + 10 vs. Reflex AC when used against an unwilling target. Continuous.

Fling Hurl (EP2)lbs dealing 1/2 EP, rounded down dpoints. Int + 1/2 EP + 10 versus Reflex AC. Range increment by item (minimum 10). Use weapon damage if it is higher, but add 1/3 EP, rounded down damage, reflecting the strength at which it was thrown. Cannot have Area of Effect added. Instantaneous.

Lightning Arc Bolt of Lightning range 15 ft. 3 + 1/2 EP, rounded down die points. Int + 1/2 EP + 10 versus Reflex AC. Instantaneous.

Air Vibration Control 2.5*EP radius. Can adjust sound volume EP*10 dB up or down. 30 dB is near silence in the nighttime in wild, 40 dB is a whisper, 60 dB is normal conversation, 80 dB is shouting, damage begins at around 120 dB. Damage from dB = dB/10 - 11 in dpoints. Continuous.

Animate Air Same as Create Wind below, except it costs double the points. Animate Air, however, will allow an Air Elementalist to create specific shapes, such as whirling air to pick up sand and keep the sand in a specific rough shape. Continuous.

Create Wind Square units of area = EP, Speed = (5 * (EP-2)) Mph. Automatic (1/2 EP - 2) 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. 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. Range 0 (local). Continuous.

  • 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.

Earth

Range 15*EP feet. Can be used to give a power more range.

Shrapnel Gives a power an area of effect. Shrapnel can hit anything within line of sight up to 10*EP. Targets within 5*EP are hit normally, targets within 10*EP have a -4 to be hit.

Detonate Shatter EP in feet units of stone. One eighth for other hard surfaces such as metal or wood. Range 10 feet. Deals 2 + 1/2 EP dpoints, rounded down (- 2 if not stone) to anyone in those squares. 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. Cannot expand range. Continuous.

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

Stone Skin Harden target's skin so they gain a hardness = to 1/4 EP. Round down. Not cumulative with existing hardness. Continuous.

Stoneshaping Shape earth within 0 feet (touch). 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. Anyone crushed by the stoneshaping takes EP damage in dpoints. They may attempt a Reflex save versus DC 5 + EP + Str bonus. Continuous.

TO DO:

Pass Through Stone. Continuous.

Uneven terrain. Continuous.

Shift earth. Instantaneous.

Ground Shake. Continuous.

Fire

Range 10*EP feet. Can be used to give a power more range.

Cone Area Gives a power an area of effect. 90 degrees, originating from caster, to 5+5ft*EP.

Column Area Gives a power an area of effect. 5ft*EP diameter, 5ft*EP tall. Also adds 5ft*EP range.

Ignite 3+1/2 EP, rounded down dPoints damage. Wis + 1/2 EP + 10 versus Reflex AC. Range 10 feet. Instantaneous.

Control Fire Can animate EP2 cubic feet of existing fire into intricate shapes, but requires full concentration and must keep the original volume and continue to be connected to some fuel source. Can work with any flame colors naturally occurring with that particular fire. Range 10 feet.

If used as an attack, damage dealt is per the fire intensity (1d4 for a torch, 2d6 for a bonfire, etc.), caster must make a ranged touch attack, adding their Wisdom bonus. Continuous.

Warmth 5' square units of area = EP, maximum temperature adjustment of EP2. This effect cannot be cumulative with itself. May be focused to feet units of area for temperature adjustment of up to 2*EP2. Damage dealt has no save. Range 0, squares of area must overlap with caster's square. Continuous.

Spirit

Heal Heal 2 + 1/2 EP dpoints on touch (range 0). 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 X size categories, where X = EP/4, rounded down) 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. Obstacles reduce the range in that direction by the depth of the obstacle. 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). Subject must be able to hear the caster. 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 +2 to resist subsequent suggestions, cumulative. The subject also gains a bonus to resist if they action is against their nature.

If 1 Daily point is spent, can instead be used as a Charm Person effect if the save is failed, to a maximum of EP minutes. At the end of that time, 1 more Daily point may be spent to extend the time EP minutes without a save. The caster can do this as often as they have Daily points to spend.

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. Range 10 ft. Instantaneous.

Sleep Target(s) falls asleep if they fail their save. The number of targets cannot exceed EP/4(rounded down). Range EP*2.5. The targets get a Will save where the DC is 6 + 1/2 EP + Cha bonus. Targets that fail the save get another save every round, unless Daily points were spent, in which case they get a save every EP rounds. Instantaneous.

Water

Range 15*EP feet. Can be used to give a power more range.

Sphere Area Gives a power an area of effect. Range 5 + 5*EP feet, radius 5+5ft*EP.

Cold 2+1/2 EP, rounded down dpoints damage. Dex + 1/2 EP + 10 versus Fortitude AC. Range 10 feet. Will any freeze water surface up to EP inches deep within the area of effect, or within one 5 foot square (whichever is larger). 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 EP2 cubic feet of water into any rough shape. Can create more intricate shapes, but requires a full minute of concentration. Continuous.

Heal Heal 1/2 EP dpoints on touch (range 0). If no Daily points are used to power this, it cannot heal more than the target was damaged in the last round. Instantaneous.

Dehydrate 1+1/2 EP, rounded down dpoints damage. Dex + 1/2 EP + 10 versus Fortitude AC. Range 10 feet. Will totally dehydrate any object, assuming it is brought to -10 hp. Instantaneous.

Combined Elements

TO DO:

Smokeless Fire

NOTES

  • None of these abilities allow saving for half damage unless specified.
  • Feet units. 40 feet units can be a volume of 5x5x30 feet (5+5+30 = 40) or 10x10x20 feet (10+10+20 = 40) The trick is to make sure that the three positive non-zero integers used for dimensions add up.
  • Square units. Square units are two dimensional, and are always in increments of 5 feet. So 5 Square units could be used to make a 20x5 box (4*5x1*5), or a 15x10 box (3*5x2*5).

The Elementalist

Level

Bonus Daily Points

Bonus Affinity Points

Base Attack Bonus

Fortitude

Reflex

Will

1

0

0

+0

+0

+0

+2

2

0

0

+1

+0

+0

+3

3

1

0

+1

+1

+1

+3

4

1

1

+2

+1

+1

+4

5

2

1

+2

+1

+1

+4

6

2

1

+3

+2

+2

+5

7

3

1

+3

+2

+2

+5

8

3

2

+4

+2

+2

+6

9

4

2

+4

+3

+3

+6

10

4

2

+5

+3

+3

+7

11

5

2

+5

+3

+3

+7

12

5

3

+6/+1

+4

+4

+8

13

6

3

+6/+1

+4

+4

+8

14

6

3

+7/+2

+4

+4

+9

15

7

3

+7/+2

+5

+5

+9

16

7

4

+8/+3

+5

+5

+10

17

8

4

+8/+3

+5

+5

+10

18

8

4

+9/+4

+6

+6

+11

19

9

4

+9/+4

+6

+6

+11

20

9

5

+10/+5

+6

+6

+12

Magic Use Restrictions by Limit Area

Air:

No Limit

Outdoors with clear air.

Limit 2

Indoors. Enclosed area with clear air.

Limit 1

Thick fog, muggy. Bad air.

Limit 0

Underwater, or no air but breath.

Earth:

No Limit

In a cave.

Limit 2

Most anywhere else.

Limit 1

No visible stone, dirt or mud.

Limit 0

Flying in the air. In the ocean.

Fire:

No Limit

Open torch, bonfire.

Limit 2

Smoldering coals, candle, lantern.

Limit 1

Warm air.

Limit 0

Only body heat and freezing temperatures.

Spirit:

No Limit

Large crowds, 20+ people.

Limit 2

Four or more other people.

Limit 1

One to three other people.

Limit 0

Alone.

Water:

No Limit

Glacier, Lake, River, Ocean, heavy precipitation.

Limit 2

Running water, snowdrifts, light precipitation, fog.

Limit 1

Underground or no obvious water supply.

Limit 0

Completely dry air. Desert.

Die points (dP) chart:

1dP - 1d2-1

11dP - 3d8

21dP - 11d8

31dP - 12d20

2dP - 1d1

12dP - 3d10

22dP - 12d8

32dP - 13d20

3dP - 1d2

13dP - 5d6

23dP - 13d8

33dP - 14d20

4dP - 1d4

14dP - 6d6

24dP - 18d6

34dP - 15d20

5dP - 1d6

15dP - 7d6

25dP - 20d6

35dP - 36d8

6dP - 1d8

16dP - 8d6

26dP - 22d6

36dP - 39d8

7dP - 1d10

17dP - 9d6

27dP - 24d6

37dP - 42d8

8dP - 2d6

18dP - 10d6

28dP - 26d6

38dP - 45d8

9dP - 2d8

19dP - 9d8

29dP - 28d6

39dP - 48d8

10dP - 3d6

20dP - 10d8

30dP - 11d20

40dP - 52d8

classes

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