Demon

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I have been messing around with the idea of an elementalist class for Pathfinder for some time now (I have a number of prototype classes for it but can't seem to get it right) and i keep running into the same problem, it either appears to be more powerful then a caster or weaker and I would like to get some input regarding the idea. I suppose the main question is: Is an at-will ability that deals 10d6 damage to a single target (multiple targets if the proper powers are taken) and class abilities inspired in part by the 3.5 Warlock (and a lot of anime watching) too powerful for Pathfinder?

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The more power problem comes from the energy bolt it gets as an at-will ability. This is 1d6 single target supernatural ability at first level that requires a ranged attack roll (real ranged attack roll not a touch attack) to strike and increases by 1d6 damage every 2 levels. And they can chose powers that will modify the elemental bolt to deal effects like stun, stagger, dexterity damage, etc depending on the element.

Now that caps out at 10d6 damage at 9th level much like a rogues sneak attack and the Warlocks Eldritch Blast from 3.5. The thing is it is an ability that can be used all day long but it deals very limited damage compared to say a Sorcerer in full nuke mode dropping delayed blast fireballs all over the place in a short period of time. This makes it powerful yet still weak since unless you take a feat to increase the damage by 1d6 per feat it will be capped at 10d6 (unless you go into epic levels of course).

In addition to the energy bolt ability they get some elemental themed powers (as mentioned previously) that allows them to stun, stagger, dexterity damage, shake the ground, knock people prone, create icy surfaces, create water, etc depending on the element. An naturally the class receives abilities such as water breathing, swim speed, climb speed, flight/etc depending on the element class (Classes are Earth/Acid (combined), Air/Electricity (Combined), Fire, Water/Cold (Combined))


2nd more refined version of Ignans, I have a number of other elemental races I'll post up later on. Took abit of work to get them right but I am liking the whole "Racial Talents" things.

IGNANS [TEMPLATE]
Ignans are humanoids and monstrous humanoids who posses a strong connection to the elemental plane of fire, such as being descended from a being native to the elemental plane of fire.
Ignans are naturally swift and charismatic individuals who are quite often very passionate about everything they do. Ignans tend to favor the Bard and Sorcerer classes though Ignans who possess a love of fire most often become Elemental Masters of Fire.
Ignans usually appear as dexterous and extremely attractive versions of their base race and more often then not they are very boisterous.
Their skin color and type ranges from fairly normal with a dark tan, to a bright fiery red or orange that seems to radiate heat within their immediate area. Their hair is almost always a shade of red or orange and some of them seem to have hair made out of fire.
Ignans favor small light weapons for fast attacks.

IGNAN CHARACTERS
Ignans are defined by their class levels—they do not possess racial HD unless the base creature possesses it as well. The Ignan planetouched template can be applied to any living corporeal humanoid or monstrous humanoid.
+2 Charisma +2 Dexterity: Ignans are dexterous and charismatic
Darkvision: Ignans see in the dark up to 60 feet.
Type: The creatures type changes to Outsider (native)
Elemental Resistance: Ignans have fire resistance 5
Elemental Weakness: Ignans are naturally weak against cold based effects and suffer a -2 penalty to all saves against spells, spell-like abilities, supernatural abilities, and all extraordinary effects with the cold subtype.
Infravision (Ex): An ignans vision extends into the infrared, this grants them the ability to detect heat (of lack thereof) with their normal vision. An ignans infravision is effective out to 60 ft..
Racial Talents: Ignans can choose 1 racial talent from the following list:
- Enhanced Energy Resistance (Ex): An ignans natural resistance to fire is increased to 10.
- Enhance Fire Energy (Ex): The damage of all your spells and abilities that deal fire damage deal an additional +1 damage per dice.
- Fire Ray (Su): Once per day you can release a ray of acid at a single target, you make a ranged touch attack and if the ray strikes it deals 1d6 points of fire damage. The range of the ray is 30 ft.
For every 5 HD that you possess the number of times you can use this ability per day is increased by +1, damage increases by +1d6 , and the range increases by +10 ft..
- Fire Spray (Su): Once per day you can release a spray of fire that deals 1d6 points of fire damage to all those within a 15 ft. cone, those effected are allowed a Reflex save (DC 10 + Constitution modifier + ½ HD) to reduce the damage by half.
For every 5 HD that you possess the number of times you can use this ability per day is increased by +1, damage increases by +1d6 , and the cones range increases by +5 ft.
- Heat Stroke (Su): Once per day you can increase the body temperature of a creature causing them to suffer from a mild case of heat stroke. A creature targeted by this ability becomes Fatigued for 2d6 rounds and are allowed a Fortitude save (DC 10 + Constitution modifier + ½ HD) to negate the effect.
For every 5 HD that you possess you gain an additional use of this ability per day and the DC is increased by an additional +1.
- Ignan Magic (Ex): The DCs of all spells and abilities with the fire subtype are increased by +1.
Saves: Ignans with racial Hit Dice possess good Reflex Will saves.
Skills: Ignans with racial Hit Dice have skill points per racial Hit Dice equal to 6 + Intelligence modifier.
Tumble is always considered a class skill for ignans.
Languages: Ignans begin play speaking Ignan and the language of their base race. Ignans with high Intelligence scores can choose any language that their base race can as a bonus language.
CR: Same as the base creature (CR +0).
Favored Class(s): Bard, Sorcerer.


IGNANS - CR 1/2
XP: 200
Ignan (Elf) Bard 1
N Medium outsider (native)
Init: +2; Senses: Darkvision 60 ft., Infravision 60 ft., Low-Light Vision, Perception +6

DEFENSE
AC: 15, touch 12, flat-footed 13 (+3 studded leather, +2 Dex)
HP: 1d6 (6)
Fort: +0, Ref: +4, Will: + 3
Immune: Sleep spells and similar magical effects
Resist: Fire 5, enchantment spells and effects (+2)
Weaknesses: Elemental Weakness (cold)

OFFENSE
Speed: 40 ft.
Melee: Longsword +0 melee (1d8)
Ranged: Light crossbow +2 ranged (1d8 19-20/x2) (20 bolts)
Special Attacks: Bardic performance (7 rounds/day), countersong, distraction, fascinate (DC 13), inspire courage +1
Spell-Like Abilities: (CL 1st)
1/day—Burning Hands (DC 14, reflex)
Spells Known: (CL 1st)
0 (2/day)--daze (DC 13), detect magic, prestidigitation, read magic

STATISTICS
Str: 10, Dex: 15, Con: 11, Int: 16, Wis: 12, Cha: 17
Base Atk: +0; CMB: +0; CMD: 12
Feats: Skill Focus (perform)
Skills: Bluff +7, Diplomacy +7, Intimidate +7, Knowledge (arcane) +7, Knowledge (nobility) +7, Perform +10, Sense Motive +5, Spellcraft +7, Use Magic Device +7
Languages: Common, Elven, Draconic, Ignan, Sylvan
SQ: Bardic knowledge (+1), elven magic, keen senses

ECOLOGY
Environment: Any
Organization: Solitary, Pair, or Troupe (3-10)
Treasure: Standard

SPECIAL ABILITIES
Elemental Weakness (fire): Ignans suffer a -2 penalty against all cold based effects.
Infravision (Ex): An ignans vision extends into the infrared, this grants them the ability to detect heat (of lack thereof) with their normal vision. An ignans infravision is effective out to 60 ft..
Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Ignans are fey, humanoids, magical beasts, and monstrous humanoids who posses a strong connection to the elemental plane of fire, such as being descended from a being native to the plane of fire.
Ignans are naturally swift and charismatic individuals who are quite often very passionate about everything they do. Ignans tend to favor the Bard and Sorcerer classes though Ignans who possess a love of fire most often become Elemental Masters of Fire.
Ignans usually appear as dexterous and extremely attractive versions of their base race and more often then not they are very boisterous.
Their skin color and type ranges from fairly normal with a dark tan, to a bright fiery red or orange that seems to radiate heat within their immediate area. Their hair is almost always a shade of red or orange and some of them seem to have hair made out of fire.
Ignans favor small light weapons for fast attacks.
*The Ignan detailed above uses an Elf as the base race.

Ignan Characters
Ignans are defined by their class levels—they do not possess racial HD unless the base creature possesses it as well. The Ignan planetouched template can be applied to any living corporeal humanoid, fey, monstrous humanoid, or magical beast.
+2 Charisma +2 Dexterity: Ignans are dexterous and charismatic
Darkvision: Ignans see in the dark up to 60 feet.
Type: The creatures type changes to Outsider
[b]Speed: An ignans base land speed (and fly if they have a fly speed) increases by +10 ft.
[b]Elemental Resistance:
Ignans have fire resistance 5
Elemental Weakness: Ignans are naturally weak against cold based effects and suffer a -2 penalty to all saves against spells, spell-like abilities, supernatural abilities, and all extraordinary effects with the cold subtype.
Infravision (Ex): An ignans vision extends into the infrared, this grants them the ability to detect heat (of lack thereof) with their normal vision. An ignans infravision is effective out to 60 ft..
Spell-Like Ability: Ignans can select one level 1 elemental ability from those available to fire masters. This ability is usable once per day plus an additional time per day for every 5 Hit dice the Glacial possesses.
(I have way too many elemental abilities to post up here so for the spell-like ability for Ignans consider them to always have the Burning Hands spell as their spell-like ability)
Saves: Ignans with racial Hit Dice possess good Reflex & Will saves.
Skills: Ignans with racial Hit Dice have skill points per racial Hit Dice equal to 6 + Intelligence modifier..
Tumble is always considered a class skill for ignans.
Languages: Ignans begin play speaking Ignan and the language of their base race. Ignans with high Intelligence scores can choose any language that their base race can as a bonus language.
Favored Class(s): Bard, Elemental Master (Fire), Sorcerer