New Base Class in the works


Homebrew and House Rules


1 person marked this as a favorite.

Like the title says, this is a work in process and just so you know it's no where near close to being finished. So I've seen some other ideas about elemental type classes and I thought I'd give it a go because as fun as the Elemental bloodline Sorcerer is I don't feel like it's exactly what everyone (or possibly just me and a few select others) wants. Also, the reason I added Darkness and Light was to give it slightly more versatility and so it wasn't a 100% eastern Shugenja style class (although some of the abilities are based off the Shugenjas).

The Elementalist

Role: Elementalists are the masters of the elements that make up the world. Although many mistake them for Clerics of nature gods, Druids, or Sorcerers; Elementalists have a closer relationship with the elements than any others in the world and show so through their unique abilities.

Starting Gold: 3d6 x 10 gp
Starting Age: As Sorcerer

Alignment: Any neutral.
Hit Die / BAB: d8 / three-forths
Saves: Good Will and another good save depending on your element

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Linguistics, Perception, Profession, Spellcraft, Stealth, Swim, and Use Magic Device. (I honestly just picked some skills off a character sheet if I'm missing any or there are some you don't like let me know). Skill Ranks at Each Level: 4+int modifier

Weapon and Armor Proficiencies: Elementalists are proficient with all simple weapons plus one martial weapon of their choice. Elementalists are also proficient with light armor.

1: Favored Element, Bonus Language, Sense Elements
2:
3: Elemental Weapons
4: Evasion/Mettle
5:
6: Improved Senses
7: Elemental Burst
8:
9:
10: Greater Elemental Weapons
11: Improved Evasion/Mettle
12: Greater Senses
13:
14:
15:
16:
17:
18: Unbelievable Senses
19:
20:

Spells: An Elementalist casts divine spells drawn from the Elementalist spell list (see below). He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
An Elementalists spell casting modifier is based off of his favored element (see below), Air - Charisma, Darkness - Intelligence, Earth - Constitution, Fire - Intelligence, Light - Wisdom, Water - Wisdom. To learn or cast a spell, an Elementalist must have his chosen spell-casting ability score modifier equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Elemetalists spell is 10 + the spell level + the Elementalist's spell-casting ability score modifier.
Like other spellcasters, an Elementalist can cast only a certain number of spells of each spell level per day. His base daily allotment is the same as a Bards (kind of see below for a better explaination). In addition he receives bonus spells per day if his spell-casting modifier is higher than normal.
An Elementalists selection of spells is extremelly limited. An Elementalist begins play knowing three 0-level spells (also called inori) and one 1st-level spell of the Elementalists choice, plus one 0-level and one 1st-level spell that are determined by the Elementalists favored element. The best way I can describe this to imagine a Bards spells known table and subtract 1 from all the numbers then add a +1 after them; the +1 is a spell from their favored element. They have the same spells/day as a Bard.

Favored Element: At 1st level Elementalists choose 1 element to specialize in, gaining additional spells and powers based on that element. Once this choice is made it cannot be changed.
As a result of specializing in 1 element, Elementalists are unable to casts spells designated to the opposing element. Opposing Elements are as follows: Air and Earth, Darkness and Light, and Fire and Water.
Each Element gives the Elementalist a number of powers. In addition, Elementalists receive an additional spell slot of each spell level he can cast, from 1st level up. Each day, an Elementalist can use a spell from his favored Element in that slot. An Elementalist can select a spell modified by a metamagic feat to prepare in his favored element slot, but it uses a higher-level spell slot.
In addition to the effects listed above, upon choosing a favored element, an Elementalist gainsa second good save. Air, Fire, and Water Elementalists have a good Reflex save and Darkness, Earth, and Light Elementalists have a good Fortitude save.

Bonus Language: At 1st level an Elementalist gains a bonus language based on his favored element in addition to the languages he would normally know. Air - Auran, Darkness - Abyssal, Earth - Terran, Fire - Ignan, Light - Celestial, Water - Aquan.

Sense Elements: One of the first "spells" an Elementalist learns - a magical effect so basic it becomes a spell-like ability - is the ability to sense elements. As a full-round action, an Elementalist can become aware of all sources of one chosen element (air, darkness, earth, fire, light, or water) within 10 feet. The Elementalist learns the size of the objects but not their precise location or actual nature.
By concentrating longer, an Elementalist can either extend his magical senses or gather more information about the elements he has detected. Each additional round spent in concentration allows the Elementalist to add 5 feet to the radius of his sense ability, to a maximum range of 5 additional feet per Elementalist level. Thus at 4th level an Elementalist can sense elements to a maximum range of 30 feet by concentrating for five full rounds. Alternatively an Elementalist can focus on one sensed element per round, attempting a Spellcraft check to determine more about it. The amount of information depends on his Spellcraft check result: 20+: Item's general location (5 foot square containing it or its nearest boundry if it is larger than a 5-foot square); 25+: Whether the item is natural or a spell effect (A normal Spellcraft check against a DC20+spell level can then determine the nature of the spell effect); 30+: Whether the item is a creature or an object; 35+: The exact nature of the item. For example, whether a creature is a human or dwarf, whether an object is gold or stone, whether the air is breathable or not. In subsequent rounds, an Elementalist can either retry his Spellcraft check on the same item, shift his attention to a different item, or extend the range of his senses.
At 1st-level an Elementalist can use this ability three times per day. Every 5 levels he advances as an Elementalist allows him to use this ability an additional time per day (4 times at 5th level, 5 times at 10th and so on). Like many divination spells, an Elementalists Sense Elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.
For example, a Fire Elementalist enters a room and concentrates to sense water. (An Elementalist can sense any element, even if it is the Elementalists opposed element). He becomes aware of all sources of water within 10 feet. There is a basin of water on the nightstand, a person behind the door (living things are made of all six elements), and a vial of poison in the persons hand. The Elementalist learns that there are three sources of water within 10 feet of him: one Medium-size, one Small, and one Fine. Concentrating for a round, he makes a Spellcraft check and gets a result of 32. He learns that the Medium-size source of water is a creature, while the others are objects, that all three are natural and not magical, and where each one is. If the assassin behind the door has not already jumped out to attack him, he has learned that the creature is hiding behind the door, but more than likely, he has learned this too late.

Elemental Weapons: At 3rd level, an Elementalist can imbue one of his weapons with a magical weapon property based on his favored element as a swift action. The elements and the ability they grant are: Air - Shock, Darkness - Vicious, Earth - Corrosive (from the Magic Item Compendium), Fire - Flaming, Light - Merciful, Water - Frost. This ability only functions while the Elementalist wields the weapon. If dropped or taken, the weapon resumes granting the ability if it is returned to the Elementalist before the duration expires. This ability lasts for a number of rounds per day equal to the Elementalist's level. These rounds do not need to be consecutive.

Evasion/Mettle: At 4th level an Elementalist gains either Evasion or Mettle depending on his Favored Element. Air, Fire, and Water Elementalists gain Evasion and Darkness, Earth, and Light Elementalists gain Mettle.
Evasion allows an Elementalist to avoid magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Mettle allows an Elementalist to avoid magical and unusual attacks with great resiliency. If he makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Evasion and Mettle can be used only if the Elementalist is wearing light or no armor. A helpless Elementalist does not benefit from Evasion or Mettle.

Improved Senses: Begining at 6th level an Elementalist can use his Sense Elements ability as a standard action.

Elemental Burst: At 7th level, you can unleash a burst of elemental energy based off of your favored element. This 20-foot-radius burst deals 1d6 points of damage of your energy type per 2 Elementalist levels. Those caught in the area of your burst receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your Elementalist level + your spell-casting modifier. The elements and the energy damage type are: Air - Electricty, Darkness - Negative Energy, Earth - Acid, Fire - Fire, Light - Positive Energy, Water - Cold. At 7th level you can use this ability once per day, for every 5
levels after 7th level an Elementalist gains 1 use of this ability (2 times at 12th, and 3 times at 17th).

Greater Elemental Weapons: At 10th level, whenever an Elementalist uses his Elemental Weapons ability, the weapon becomes a bursting form of it's previous type (this functions like shocking burst, icy burst, etc. only with the damage type of the original enchantment). *When a Vicious weapon "bursts" the wielder takes an additional 1d6 points of damage for every 1d10 extra damage it deals.

Improved Evasion/Mettle: At 11th level an Elementalist gains either Improved Evasion or Improved Mettle depending on his Favored Element. Air, Fire, and Water Elementalists gain Improved Evasion and Darkness, Earth, and Light Elementalists gain Improved Mettle. These abilities work like evasion, except that while the Elementalist still takes no damage on a successful Reflex or Fortitude saving throw against attacks, he henceforth takes only half damage on a failed save. Improved Evasion and Improved Mettle can be used only if the Elementalist is wearing light or no armor. A helpless Elementalist does not gain the benefits of Improved Evasion/Mettle.

Greater Senses: Begining at 12th level an Elementalist can use his Sense Elements ability as a move equivilant action.

Unbelievable Senses: Begining at 18th level an Elementalist can use his Sense Elements ability as a swift action.


First, let me say that I like the concept...

Felgoroth wrote:
An Elementalists spell casting modifier is based off of his favored element (see below), ... Earth - Constitution, ...

I don't think a spellcasting class should be able to power their spells off of Constitution. Such a character could have 5 dump stats:

Strength: It cast spells.
Dexterity: It uses ranged spells and avoids combat.
Intelligence: Concentration is no longer a skill.
Wisdom: It have a good Will save progression.
Charisma: It needs to be as personable as a rock.

All CON!

I understand you reasoning for such a decision, but it's not fair to the other elements.


xAverusx wrote:

First, let me say that I like the concept...

I don't think a spellcasting class should be able to power their spells off of Constitution. Such a character could have 5 dump stats:
Strength: It cast spells.
Dexterity: It uses ranged spells and avoids combat.
Intelligence: Concentration is no longer a skill.
Wisdom: It have a good Will save progression.
Charisma: It needs to be as personable as a rock.

All CON!

I understand you reasoning for such a decision, but it's not fair to the other elements.

Ya... Now that you mention that I guess I'll change that because I don't want any pure con Mongrelfolk Earth Elementalists with their +4 to con (I'm currently only using the core races but that could get pretty insane). I think I'll go with this for spell-casting modifiers: Air - Charisma, Darkness - Intelligence, Earth - Wisdom, Fire - Intelligence, Light - Wisdom, Water - Charisma. I'm currently trying to figure out some other class abilities and I'm getting the spells sorted out.

EDIT: To make this a little clearer I'm going to add something this to Sense Elements. "Some examples of what you can sense when focusing on certain elements. Air - sources of air/wind, whether the air is breathable, electricity; Darkness - undead creatures, shade/shadows (but not what is producing these things); Earth - trees, earth/stone/metal; Fire - sources of fire; Light - sources of light (although fire emits light it a character focusing on light will not know it is fire that is emitting the light); Water - sources of water, substances containing water. *Living Creatures contain all elements and can be sensed when focusing on any element." Also, do you think making the Sense Elements being constant (being able to change elements as a swift action) at 20th level would be too much? (it would be in addition to another ability)


In theme with the 'opposed elements' idea, I think the cases where you have it split fire/air/water vs. dark/earth/light should be changed to fire/air/light vs. water/earth/dark. Just for an even split.

So, for example, fire/air/light get good reflex saves, while water/earth/dark get good con saves.

Only a minor tweak, but I hope it helps :)


Here's a few changes that will be in the second draft:

Spells: An Elementalist casts divine spells drawn from the Elementalist spell list (see below). He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
An Elementalists spell casting modifier is based off of his favored element (see below), Air - Charisma, Darkness - Intelligence, Earth - Wisdom, Fire - Intelligence, Light - Wisdom, Water - Charisma. To learn or cast a spell, an Elementalist must have his chosen spell-casting ability score modifier equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Elemetalists spell is 10 + the spell level + the Elementalist's spell-casting ability score modifier.
Like other spellcasters, an Elementalist can cast only a certain number of spells of each spell level per day. His base daily allotment is the same as a Bards. In addition he receives bonus spells per day if his spell-casting modifier is higher than normal.
An Elementalists selection of spells is extremelly limited. An Elementalist begins play knowing four 0-level spells (also called inori) and two 1st-level spells of the Elementalists choice. When choosing spells at least half of the Elementalists known spells must be from his Favored Elements list.

Favored Element: At 1st level Elementalists choose 1 element to specialize in, gaining additional spells and powers based on that element. Once this choice is made it cannot be changed.
As a result of specializing in 1 element, Elementalists are unable to casts spells designated to the opposing element. Opposing Elements are as follows: Air and Earth, Darkness and Light, and Fire and Water.
Each Element gives the Elementalist a number of powers. In addition, Elementalists receive an additional spell slot of each spell level he can cast, from 1st level up. Each day, an Elementalist can use a spell from his favored Element in that slot. An Elementalist can use a spell modified by a metamagic feat in his favored element slot, but it uses a higher-level spell slot.
In addition to the effects listed above, upon choosing a favored element, an Elementalist gains a second good save. Air, Fire, and Light Elementalists have a good Reflex save and Darkness, Earth, and Water Elementalists have a good Fortitude save. *This will also effect whether the Elementalist gets Evasion or Mettle but I'll change that when I repost the 2nd draft of the entire class (which will hopefully be finished in a few days).

Also the spell list is below, if you have any suggestions let me know, this is just what I got from looking over the spells in the PHB. As of now each element has four 0-level spells to choose from, six 1st-3rd-level spells to choose from, and five 4th-6th level spells to choose from.

Spell List
0-level spells
Air - Ghost Sound, Mage Hand, Message, Open/Close
Darkness - Bleed, Disrupt Undead, Prestidigitation, Touch of Fatigue
Earth - Acid Splash, Guidance, Mending, Resistance
Fire - Dancing Lights, Daze, Flare, Light
Light - Arcane Mark, Light, Stabalize, Virtue
Water - Create Water, Detect Poison, Purify Food and Drink, Ray of Frost
All - Detect Magic, Read Magic

1st-level spells
Air - Feather Fall, Floating Disk, Jump, Pass without Trace, Shocking Grasp, Silent Image
Darkness - Cause Fear, Chill Touch, Doom, Hide from Undead, Inflict Light Wounds, Ray of Enfeeblement
Earth - Calm Animals, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Stone, Speak with Animals
Fire - Burning Hands, Expeditious Retreat, Faerie Fire, Hypnotism, Produce Flame, Sleep
Light - Cure Light Wounds, Magic Missle, Remove Fear, Sanctuary, Shield of Faith, True Strike
Water - Bless Water, Color Spray, Disguise Self, Goodberry, Grease, Obscuring Mist
All - Endure Elements, Identify

2nd-level spells
Air - Blur, Gust of Wind, Invisibility, Mirror Image, Shatter, Whispering Wind
Darkness - Blindness/Deafness, Darkvision, Darkness, Death Knell, Ghoul Touch, Inflict Moderate Wounds
Earth - Acid Arrow, Barkskin, Make Whole, Soften Earth and Stone, Warp Wood, Wood Shape
Fire - Continual Flame, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Scorching Ray
Light - Aid, Cure Moderate Wounds, Consecrate, Glitterdust, Lesser Restoration, Sound Burst
Water - Alter Self, Chill Metal, Delay Poison, Fog Cloud, Hypnotic Pattern, Obscure Object
All - Resist Energy

3rd-level spells
Air - Displacement, Invisibility Sphere, Gaseous Form, Lightning Bolt, Major Image, Wind Wall
Darkness - Bestow Curse, Deeper Darkness, Inflict Serious Wounds, Ray of Exhaustion, Speak with Dead, Vampiric Touch
Earth - Meld into Stone, Neutralize Poison, Slow, Spike Growth, Tiny Hut, Tree Shape
Fire - Deep Slumber, Fireball, Fire Trap, Flame Arrow, Haste, Keen Edge
Light - Cure Seriouse Wounds, Daylight, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light
Water - Create Food and Water, Quench, Sleet Storm, Stinking Cloud, Water Breathing, Water Walk
All - Protection from Energy

4th-level spells
Air - Air Walk, Call Lightning, Freedom of Movement, Greater Invisibility, Shout
Darkness - Crushing Despair, Enervation, Fear, Inflict Critical Wounds, Shadow Conjuration
Earth - Antiplant Shell, Rusting Grasp, Spike Stones, Stone Shape, Stoneskin
Fire - Confusion, Dimension Door, Fire Shield, Flame Strike, Wall of Fire
Light - Cure Critical Wounds, Death Ward, Divine Power, Discern Lies, Restoration
Water - Hallucinatory Terrain, Ice Storm, Rainbow Pattern, Solid Fog, Wall of Ice

5th-level spells
Air - Call Lightning Storm, Control Winds, Persistant Image, Sending, Wall of Force
Darkness - Mass Inflict Light Wounds, Nightmare, Shadow Evocation, Unhallow, Waves of Fatigue
Earth - Passwall, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Thorns, Wall of Stone
Fire - Fabricate, Feeblemind, Mind Fog, Symbol of Sleep, Teleport
Light - Atonement, Breath of Life, Disrupting Weapon, Hallow, Mass Cure Light Wounds
Water - Cloudkill, Cone of Cold, Control Water, Mirage Arcana, Seeming

6th-level spells
Air - Chain Lightning, Forceful Hand, Mislead, Programmed Image, Wind Walk
Darkness - Antilife Shell, Eyebite, Harm, Shadow Walk, Symbol of Fear
Earth - Flesh to Stone, Ironwood, Liveoak, Move Earth, Stone to Flesh
Fire - Contingency, Disintegrate, Fire Seeds, Form of the Dragon 1 (brass/red/gold only), Word of Recall
Light - Heal, Mass Cure Moderate Wounds, Legend Lore, True Seeing, Undeath to Death
Water - Acid Fog, Freezing Sphere, Heroe's Feast, Repulsion, Veil


Can someone help me balance capstone abilities? This is what I have at the moment but I'm pretty sure they're not balanced with each other.

Air - Tornado Kick: Upon reaching 20th level a Air Elementalist learns to make a devastating whirlwind by kicking. Once per day, as a standard action, an Air Elementalist may unleash a 30 foot cone of wind and lightning by kicking, anyone in this cone takes 1d6 per 2 levels points of electricity damage and is pushed back 10 feet, a Reflex Save (DC10+½ your character levels + your spell casting modifier) can be made to take half damage.

Darkness - Black Hole: At 20th level a Darkness Elementalist learns to use the darkness in his body like a black hole. Once per day, as a standard action, you may pull 1 enemy within 30 feet 10 feet towards you, the enemy must make a Fortitude Save (DC10+½ your character levels + your spell casting modifier) or take 3d4 points of Constitution damage.

Earth - Stone Tomb: Upon reaching 20th level, once per day, as a standard action, an Earth Elementalist can choose 1 enemy within 30 feet that is standing on the ground to encase in earth. The enemy must make a CMD check (DC10+½ your character levels + your spell casting modifier) or become grappled by the earth surrounding its feet for 1d4+1 rounds. Every round the character must make a Fortitude Save (DC10+½ your character levels + your spell casting modifier) or die from lack of oxygen. Once per round, before the enemy makes its Fortitude Save, it can attempt an escape artist or a strength check with a DC of 10+½ your character levels + your spell casting modifier to escape, but it takes a -2 on its Fortitude Save that round. Each round after initiating this ability an Earth Elementalist must use a move equivalent action to keep his enemy grappled.

Fire - Dragons Breath: At 20th level a Fire Elementalist learns to breath a deadly cone of fire. Once per day, as a standard action, a Fire Elementalist may unleash a 30 foot cone of fire that deals 1d6 per level points of fire damage, a Reflex Save (DC10+½ your character levels + your spell casting modifier) can be made to take half damage.

Light - Pillar of Light: At 20th level a Light Elementalist may choose 1 enemy within 30 feet to call down a beam of light on. The enemy must make a Fortitude Save (DC10+½ your character levels + your spell casting modifier) or die, if the subject passes it’s save it is permanently blinded.

Water - Freezing the Life Stream: Upon reaching 20th level a Water Elementalist learns to freeze his enemies’ heart(s). Once per day, as a standard action, a Water Elementalist may make a melee touch attack, if the attack hits the opponent must make a Fortitude Save (DC10+½ your character levels + your spell casting modifier) or die, if the enemy passes it takes 2d6 dexterity damage. *If this attack misses the ability is not used.


A slight revision of some of the capstones (although it doesn't really seem like anyone cares lol).

Air - Tornado Kick: Upon reaching 20th level a Air Elementalist learns to make a devastating buffet of wind and electricity by kicking. Once per day, as a standard action, an Air Elementalist may unleash a 30 foot cone of wind and lightning, anyone in this cone takes 1d6 points of electricity damage per 2 Elementalist levels a Reflex Save (DC10+½ your character levels + your spell casting modifier) can be made to take half damage. In addition anyone in this cone is effected by an instantaneous gust of wind (as the spell) that only lasts for 1 round.

Darkness - Black Hole: At 20th level a Darkness Elementalist learns to use the darkness in his body like a black hole. Once per day, as a standard action, you may emit a 30ft radius of darkness, anyone in this radius must make a CMD check (DC10+½ your character levels + your spell casting modifier) or fall prone and be pulled 10ft towards you, in addition everyone in this radius must make a Fortitude Save (DC10+½ your character levels + your spell casting modifier) or take 1d4 points of Constitution damage. *If a square is occupied by something a creature being pulled towards you would stop in an adjacent square. (On a side note, is 1d4 constitution damage to a 30ft radius too much?)

Fire - Dragons Breath: At 20th level a Fire Elementalist learns to breath a deadly cone of fire. Once per day, as a standard action, a Fire Elementalist may unleash a 30 foot cone of fire that deals 1d6 points of fire damage per Elementalist levels, a Reflex Save (DC10+½ your character levels + your spell casting modifier) can be made to take half damage.

Water - Freezing the Life Stream: Upon reaching 20th level a Water Elementalist learns to freeze his enemies’ heart(s). Once per day, as a standard action, a Water Elementalist may make a melee touch attack, if the attack hits the opponent must make a Fortitude Save (DC10+½ your character levels + your spell casting modifier) or die. If the enemy passes it must roll a percentile, a result of 1-50 means the blood in the enemy’s legs has frozen and the enemy takes 2d6 dexterity damage and his speed is reduced to half. If the result is 51-100 it means the blood in the enemy’s arms has frozen and the enemy takes 2d6 strength damage and a -6 on all attack rolls. The effects of a passed save only last for 2 rounds. *If this attack misses the ability is not used.

I'm working to make Earth's capstone a little less powerful, as it is it seems like it's overpowered compared to the others.

RPG Superstar 2012 Top 32

Just use the buried alive rules from the core rules. It's not REAL killer, but it will take most opponents out of the fight, and has a chance to kill them. I think they basically take 1d6 non-lethal per minute, then lethal once they pass out from the non-lethal damage. If they're strong enough, they can try to dig themselves out. I gave an ability similar to this to some CR 10 baddies, which were amped versions of CR 6 baddies, and it wasn't too powerful.


SmiloDan wrote:
Just use the buried alive rules from the core rules. It's not REAL killer, but it will take most opponents out of the fight, and has a chance to kill them. I think they basically take 1d6 non-lethal per minute, then lethal once they pass out from the non-lethal damage. If they're strong enough, they can try to dig themselves out. I gave an ability similar to this to some CR 10 baddies, which were amped versions of CR 6 baddies, and it wasn't too powerful.

Ah, I'll have to look at that. Is it a spell? Or something else?

RPG Superstar 2012 Top 32

Felgoroth wrote:
SmiloDan wrote:
Just use the buried alive rules from the core rules. It's not REAL killer, but it will take most opponents out of the fight, and has a chance to kill them. I think they basically take 1d6 non-lethal per minute, then lethal once they pass out from the non-lethal damage. If they're strong enough, they can try to dig themselves out. I gave an ability similar to this to some CR 10 baddies, which were amped versions of CR 6 baddies, and it wasn't too powerful.
Ah, I'll have to look at that. Is it a spell? Or something else?

I think it's in the chapter about hazards, like extreme cold, catching on fire, suffocating, starvation and thirst, etc.

Actually, let me check the actual book.

Page 429 under Avalanche explains some rules for being buried alive. Also, avalanches, which might be a fun level 20 Earth power.


Felgoroth wrote:

Evasion/Mettle: At 4th level an Elementalist gains either Evasion or Mettle depending on his Favored Element. Air, Fire, and Water Elementalists gain Evasion and Darkness, Earth, and Light Elementalists gain Mettle.

Evasion allows an Elementalist to avoid magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Mettle allows an Elementalist to avoid magical and unusual attacks with great resiliency. If he makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Evasion and Mettle can be used only if the Elementalist is wearing light or no armor. A helpless Elementalist does not benefit from Evasion or Mettle.

Bolded for emphasis.

I would recommend rewording this as I'm not aware of nearly as many fort-save, damage dealing effects/spells in the game. (granted, I'm nowhere near knowledgable on this yet!) Fort saves are normally accompanied by some effect or some lesser effect, from what I'm able to recall.

My suggestion would be this

suggestion wrote:
Mettle allows an Elementalist to avoid magical and unusual attacks with great resiliency. If he makes a successful Fortitude save against an attack that has "Saving throw: Fortitude [partial]" he instead suffers no effect rather than the partial effect.

Improved Mettle would then have the character suffer a partial effect upon a failed save and no effect upon a successful one.


@Del Selpher: Lol, ya that's actually the idea I was going for.

Also, here's my new idea for the Earth Elementalists 20th level ability (kudos to Smilo Dan for the idea) and some other abilities that they will gain as they level.

Air - Step of the Wind: At 2nd level an Air Elementalist learns to move with great agility. As a free action you ignore all difficult terrain and do not take penalties for moving through it for 1 round. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Slow fall: At 5th level or higher, an Air Elementalist within arm's reach of a wall can use it to slow his decent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The Air Elementalist's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his levels, for every 2 levels after 5th an Air Elementalists slow fall distance increases by 10 feet to a maximum of 90 feet at 19th level.
Wind Stance: When a Air Elementalist reaches 8th level he receives Wind Stance as a bonus feat, he need not meet the prerequisites for this feat.

Darkness - Hide in Plain Sight: At 13th level a Darkness Elementalist can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a Darkness Elementalist can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Earth - Thorn Spines: Starting at 5th level an Earth Elementalist can grow thorns from his body as an immediate action. These thorns deal 1d6 points of piercing damage to anyone that attacks the Earth Elementalist with a non-reach weapon and to anyone that attempts to grapple him. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. The thorns last a number of rounds equal to your Wisdom modifier and can be dismissed as a free action if so desired.
Damage Reduction: At 8th level, a Earth Elementalist gains damage reduction. Subtract 1 from the damage the Earth Elementalist takes each time he is dealt damage from a weapon or natural attack. At 11th level and every 3 levels thereafter (14th, 17th, and 20th), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Stone Tomb: Upon reaching 20th level an Earth Elementalist learns to encase enemies in the earth at their feet. Once per day, as a full-round action, an Earth Elementalist may stomp the ground causing the equivalent of an avalanche to enemies surrounding him. Everyone in a 30ft radius that is on the ground is effected as if they are in the "bury zone" of an avalanche (avalanche rules are on page 429 of the players handbook).


That stone tomb ability is neat, super flavorful and uses a mechanic that I think often times doesn't get touched - so I love it.
It might also be worth noting whether the Elementalists' Damage Reduction of x/- stacks with damage from other sources (like the Barbarian's @ level 7).

Earth Thorns - if someone whacks an earth elementalist with a great axe (non-reach weapon, not a grapple attempt) they take damage from the thorns? If no, that should be changed to any unarmed or natural attack. If yes, then sweet!

Giving Wind Stance to the air elementalist is also a nice touch.

I might also give a plug for the light elementalist to get a dimension door ability similar to the monk's abundant step since... you know... how fast light is.


Dal Selpher wrote:

That stone tomb ability is neat, super flavorful and uses a mechanic that I think often times doesn't get touched - so I love it.

It might also be worth noting whether the Elementalists' Damage Reduction of x/- stacks with damage from other sources (like the Barbarian's @ level 7).

Earth Thorns - if someone whacks an earth elementalist with a great axe (non-reach weapon, not a grapple attempt) they take damage from the thorns? If no, that should be changed to any unarmed or natural attack. If yes, then sweet!

Giving Wind Stance to the air elementalist is also a nice touch.

I might also give a plug for the light elementalist to get a dimension door ability similar to the monk's abundant step since... you know... how fast light is.

For the thorns ability I was honestly thinking any attack (with or without a weapon) that isn't non-reach takes the damage. I kind of stole the idea from the Plant Domains Bramble Armor.

Also, on your note about light. Steps of Light: At 8th level a Light Elementalists learns to teleport short distances. You can teleport up to 10 feet per Elementalist level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have a line of sight to your destination to use this ability and there must be some source of light in the locations you are teleporting to and from. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

EDIT: After looking at some of the things in the Environment section of the PHB I've decided to take another look at making the capstone abilities. So far other than Earth I've changed Air. It now functions as so. Tornado Kick: Upon reaching 20th level a Air Elementalist learns to make devastating winds with a kick. As a full-round action an Air Elementalist may make a tornado kick and become a tornado for a number of rounds equal to his Charisma modifier. While in the form of a tornado, the Air Elementalist becomes huge sized and moves his normal base speed (although the wind speed is roughly 250mph). Anything caught in the Tornado takes 6d6 points of damage per round, before being violently expelled (falling damage may apply). (All other rules on tornadoes can be found in the Player's Handbook pages 437-440)

I'm also thinking about making Black Hole be some sort of radius around the Darkness Elementalist that sucks creatures in and anything that gets so close has to make Constitution checks or die from lack of air.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / New Base Class in the works All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules