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= Elementalist v2 =


5 powers to start. Must have 2 at will in that element for an
encounter power, 2 encounter powers in that element for a daily power.
Can double an at will to use as an encounter power usage, or double an
encounter for a daily usage.


Each level, get 1 new power.


||Level||Powers||Encounter Uses||Daily Uses||
||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 balance points to allocate among the elements. So you could put 5 in one Element. Your generic points per day equal 8 + 2 points for each element you have points in + your Con bonus. So diverse elementalists get more generic points per day. But focused elementalists are a few levels ahead in power on whatever elements they focus on. So each at will ability has it's own version of the dpoint system built in. And 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 skill, increasing range, extra targets, etc.

Skill points for an Element = balance points in that element + level. The related ability score is added to skill rolls, damage rolls, and attack rolls using that element.

Now if you are taking two elements and combining them, your skill is split between the two at whatever ratio you wish. You take a third of your Air skill and two thirds of your Fire skill to make a whirlwind of fire.

All Elementalist abilities are at will abilities that can be buffed up by using points.
Line 54: Line 29:

Bonus abilities for X abilities in an element? Combat vs. utility.


Combination of abilities. Can combine two At Will abilities to use as
an Encounter ability. Also can combine two Encounter abilities to use
as a daily ability. This combines ranges and area of effect values,
Combination of abilities. This combines ranges and area of effect values,
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there are two different types of attack rolls, the player may roll
bo
th and choose the better result.
there are two different types of attack rolls, the player must choose one.
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Shift earth.
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Ignite. Instantaneous. Ignite, a ray of fire to one target, dealing 6+1/2 levels(round down)
dpoints + Wis. Wis + Bab versus Reflex AC. Range 15 + 5 feet / level.
Instantaneous.

Flame Burst, a 10x10 cube of flames, dealing 4+1/2 levels(round down)
dpoints + Wis. Wis + Bab versus Reflex AC. Range 5 + 5 feet / level.
Instantaneous.
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Create column of flames Create column of flames, a 20 ft diameter column of flames up to 50
feet tall, dealing 6 + level dpoints + Wis. Wis + Bab versus Reflex AC.
Range 15 + 5 feet / level. Duration 1rd/level
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Heal 3+1/2 lev dpoints on touch to a creature dealt damage in the last
round. Instantaneous.
Heal 3+1/2 lev dpoints + Cha Bonus on touch to a creature dealt damage in the last
round. Cannot heal more than the target was damaged in the last round.
Instantaneous.
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Heal 4 + level dpoints + Cha Bonus on touch to a creature dealt damage in the last
minute. Cannot heal more than the target was damaged in the last minute.
Instantaneous.
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Heal up to 2 + level + Wis bon die points on touch. You may spread use Heal up to 2 + level + Cha bon die points on touch. You may spread use
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Heal Heal 3 + 1/2 level dpoints + Dex Bonus on touch to a creature dealt damage in the last
minute. Cannot heal more than the target was damaged in the last minute.
Instantaneous.
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= Elementalist v2 =


5 powers to start. Must have 2 at will in that element for an
encounter power, 2 encounter powers in that element for a daily power.
Can double an at will to use as an encounter power usage, or double an
encounter for a daily usage.


Each level, get 1 new power.


||Level||Powers||Encounter Uses||Daily Uses||
||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 balance points to allocate among the elements. So you could put 5 in one Element. Your generic points per day equal 8 + 2 points for each element you have points in + your Con bonus. So diverse elementalists get more generic points per day. But focused elementalists are a few levels ahead in power on whatever elements they focus on. So each at will ability has it's own version of the dpoint system built in. And 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 skill, increasing range, extra targets, etc.

Skill points for an Element = balance points in that element + level. The related ability score is added to skill rolls, damage rolls, and attack rolls using that element.

Now if you are taking two elements and combining them, your skill is split between the two at whatever ratio you wish. You take a third of your Air skill and two thirds of your Fire skill to make a whirlwind of fire.

All Elementalist abilities are at will abilities that can be buffed up by using points.

Each ability score is tied to a different element

Water - Dexterity

Earth - Constitution

Fire - Wisdom

Air - Intelligence

Spirit - Charisma

When using abilities, being in no limit is equivalent to being +1 level for that element. Being in Limit 1 is normal, Limit 2 is -1 level, Limit 3 is -3 levels.

Combination of abilities. This combines ranges and 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.


Air


At Will:

Levitate 10lb+level*10 lbs at move 20 (+5/5 levels). Int + Bab vs. Reflex AC. Continuous.

Hurl 5lb+level dealing 2+1/2 levels(round down) dpoints + Int. Int + Bab versus Reflex AC. Range increment by item (minimum 10). Stacks w/ weapon damage. Instantaneous.

Gust of wind, puts out candles, moves items less than 1 lb. Max range 20 ft, 90 degree cone from caster. Continuous.

Bolt of Lightning 40 ft. 4 + 1/2 level (round down) die points + Int. Int + Bab versus Reflex AC. Instantaneous.

Encounter:

Heavy Wind, snuffs bonfires, knocks off hats, makes enemy attacks a -2. 40 ft, 90 degree cone from caster. Duration 1rd/level

Hurl 10lb+2*level dealing 4+levels dpoints + Int. Int + Bab versus Reflex. Range increment by item (minimum 20). Stacks w/ weapon damage.

Cascade of Lightning 40 ft range to first target 4 + level die points + Int. Two secondary targets at 3/4 those die points (round down), half Int. Four tertiary targets at 1/2 those die points (round down), no bonus. Int + Bab versus Reflex AC.

Daily:

Hurl 40lb+5*level dealing 6+level dpoints + Int. Int + Bab versus Reflex. Range increment by item (minimum 50). Stacks w/ weapon damage.

Levitate up to 25 lbs + 25 / level at move of 30 for 1 minute. Int + Bab vs. Reflex AC. Lasts a number of rounds = to level.

Tornado 40 ft radius, Int + Bab vs. Reflex AC each round to continue standing. Fallen characters are flung 30 + 10/4 levels (round down) ft in random direction from the center and take falling damage as if falling that distance. All attacks in the vortex at -6. Lasts a number of rounds = to level. Can move the center at 5 feet / rd. (Prereq: 10 Air abilities)


Earth


At Will:

See through stone. Continuous.

Stony grip. Instantaneous.

Uneven terrain. Continuous.

Shift earth.

Encounter:

Harden target's skin so they take 2 + level + Con bon die points less per attack for a number of rounds = to your level (maybe temp hp instead?)

Daily:

Shape earth up to 2 + Con bonus*level feet units on touch. You may spread use of those feet units over the day.


Fire


At Will:

Ignite, a ray of fire to one target, dealing 6+1/2 levels(round down) dpoints + Wis. Wis + Bab versus Reflex AC. Range 15 + 5 feet / level. Instantaneous.

Flame Burst, a 10x10 cube of flames, dealing 4+1/2 levels(round down) dpoints + Wis. Wis + Bab versus Reflex AC. Range 5 + 5 feet / level. Instantaneous.

Encounter:

Control Shape of Fire

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

Daily:

Create cone of flame, 90 degrees, originating from caster, to 20 + 5ft / 3 levels (round down). Deals 8+level dpoints of damage + Cha.

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


Spirit


At Will:

Heal 3+1/2 lev dpoints + Cha Bonus on touch to a creature dealt damage in the last round. Cannot heal more than the target was damaged in the last round. Instantaneous.

Detect Life (within 2 size categories) within 5ft +5ft/3 levels. Can instead be focused to one creature in that range to learn that creature's status: awake, asleep, stunned, paralyzed, etc. Continuous.

Encounter:

Heal 4 + level dpoints + Cha Bonus on touch to a creature dealt damage in the last minute. Cannot heal more than the target was damaged in the last minute. Instantaneous.

Charm

Sleep

Distract

Daily:

Heal up to 2 + level + Cha bon die points on touch. You may spread use of those points over the day. If you get multiple dice, before rolling you may divide them among multiple targets as you wish.


Water


At Will:

Cool. Continuous.

Freeze. Instantaneous.

Encounter:

Cull Water

Heal 3 + 1/2 level dpoints + Dex Bonus on touch to a creature dealt damage in the last minute. Cannot heal more than the target was damaged in the last minute. Instantaneous.

Freeze

Control Shape of Water

Daily:

Freeze

New die points chart:

  • 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

Elementalist v2

5 powers to start. Must have 2 at will in that element for an encounter power, 2 encounter powers in that element for a daily power. Can double an at will to use as an encounter power usage, or double an encounter for a daily usage.

Each level, get 1 new power.

Level

Powers

Encounter Uses

Daily Uses

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

Previous Conversation

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.

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