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= Elementalist v3 =

You start with 5 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.

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.
##CategoryD&D
= 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 (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.

 '''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 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.

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 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.

== 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 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.

== 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||

[DnDClasses]

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

[DnDClasses]

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