| Rocket Surgeon |
Hello hello.
I've been mooking around with making some new classes and this one came out fairly well. So I thought someone else should have the chance to have fun with it. I'll post some notes and thoughts at the end of the thing, so that those who've read it will know what I'm talking about. I hope you will enjoy my small efforts :)
Elemental Adept (v. 1,4):
Small flavor text -> Wizards, Oracles, Magi and many others play at mastering the elements, but few of them ever truely master a single element, if even that. The Elemental Adept is the incarnation of the destructive powers of the Elements, the strength and durability of Earth, the speed of devoring Fire and the fury of the Storm. He masters them all and uses them as he deems right.
Base Attack bonus: 3/4
Good Saves: Fortitude and Will
Hit Die: D8 + Constitution Modifier
Skill Points: 4 + Intelligence Modifier
Class Skills: Climb, Craft, Fly, Intimidate, Knowledge (Arcana, Nature, Planes), Spellcraft, Survival and Swim.
Primary Stat: Charisma
Class Features:
Weapons and Armor Proficiencies: The Elemental Adept is proficient with all simple and martial weapons. They are proficient with light and medium armor and shields (but not towershields).
Elemental Weapon: At first level the Adept gain the ability to infuse his weapons with elemental power. He may do this once per day at first level and the infusion lasts until the end of the encounter. If the Adept change weapons during the encounter the power shifts to the new weapon. As his power increase he may chose from more possible infusions. When this power is active the weapon count as magical for any purpose related to damage reduction. Unless otherwise noted, the Elemental Adept may use this ability on an off-hand weapon as well, as long as he has uses left. Thus a 4th level Elemental Adept may infuse his main-hand weapon with the Earthhammer property and his off-hand weapon with the Sunfire property. Each of these cost one use of Elemental Weapon. At levels 1, 4, 7 and 11 the Elemental Adept chooses an infusion from the list below.
- Earthhammer: The Adepts weapon takes on a dark, stone-like quality and throb softly with power. Any weapon he wields while this power is active is treated as one size category larger concerning damage.
- Frostbrand: The Adepts weapon is coated in a thin layer of ice. His weapon now deals another 1 point of cold damage per two levels and the target must make a successful fortitude save (DC 10 + ½ Adepts level + his charisma modifier) or have his movement speed halved for 3 rounds.
- Storm: The Adepts weapon take on a faint bluish glow and become light as air. He may make one extra attack at his highest attack bonus. This ability may not be used on a secondary weapon held in the Adepts off-hand.
- Sunfire: The Adepts weapon is surrounded by a fiery halo as it is infused with the power of flame. This ability deals 1 point of fire damage per two levels of Elemental Adept.
Blasts: The Elemental Adept gain access to a variety of ranged attacks called Blasts. He may use these attacks as many times per day as he wishes. These attacks are ranged touch attacks and they take up a standard action unless otherwise noted. The range is 25 feet plus 5 feet per 2 levels. Blasts provoke attacks of opportunity if used in melee. At levels 2, 5, 8 and 12 the Elemental Adept chooses a Blast Power from those below.
- Earth Blast: The Adept unleash a blast of grit and rubble, mauling his target. This blast deals 1d6 + 1 per two levels points of bludgeoning damage and the Elemental makes a bull rush attempt with his level + his charisma bonus as his CMB.
- Flame Blast: As he lashes out towards an enemy, fire bursts in an arch from the Adepts hand. This attack deals 1d6 + 1 per two levels of fire damage and this damage is repeated in the following round.
- Ice Blast: The Adept blasts his enemy with icy power, possibly freezing him in place for a short while. This Blast deal 1d8 + 1 per two levels cold damage and the target must make a reflex save (DC 10 + ½ Adept level + his charisma modifier), or be frozen in place for 5 rounds. He may make a combat maneuver check against the same DC each round to break free of the ice. Creatures with cold resistance may reduce or eliminate the damage, but can still be held in place. Creatures that emanate heat, such as fire elementals, take only the damage.
- Wind Blast: The Adept blasts his target with a harsh wind, tearing at his focus and leaving him confused. Wind Blast does not deal damage, but any spellcaster hit by it must make a concentration check or fail any spell that they are attempting to cast. Wind Blast is an immediate action and has a range of 5 ft. per level.
Adaption: The elemental power suffuses the Adepts very flesh in ways he could not have anticipated. At second level he gains the permanent effect of an Endure Elements spell. When he reaches 4th level he may use Resist Energy as a spell-like ability a number of times per day equal to 1+his charisma bonus, his caster level is equal to his character level. At 6th level he may use Water Breathing and Water Walking as spell-like abilities with a caster level equal to his character level. He may use these at will. At 12th level he may use Control Water and Move Earth as spell-like abilities for a number of times per day equal to his 1+charisma bonus.
Elemental Bond: The Elemental Adept shapes a companion out of raw elemental energy. This companion looks and behaves as an animal, but is far more dangerous and intelligent than any normal animal. As the Elemental Adept gains levels, his Elemental Companion becomes more powerful and intelligent (see the elemental companion entry below). When this ability is first gained, the Elemental Adept chooses an animal from the Druid’s list of Animal Companions. Once made, this choice can only be changed at levels 10, 15 and 20. The Adepts Companion gains the size increase one level later than indicated under the animal companions.
Elemental Enhancement: At third level the Adept unlock ways to use the elements to enhance himself in battle. The Elemental Enhancement abilities all function for a number of rounds equal to his level + his charisma modifier which does not have to be used consecutively. Only one may be active at a time. The enhancements are; Stone’s Endurance, Inner Fire, Well of Life and Grace of Air. At levels 3, 6, 9 and 13 the Elemental Adept chooses an Elemental Enhancement from the list below.
- Grace of Air: The Elemental Adept can freely levitate up to a foot above the ground. All of his movement modes are unchanged, though he may hover over liquids such as water, lava or acid. He still takes falling damage as normal. In addition he gains a +2 bonus to his dexterity.
- Inner Fire: The Adepts eyes glow with an inner flame as his body is filled with the power of fire. He gains a +10 ft. bonus to his movement and a +2 enhancement bonus to his charisma.
Stone’s Endurance: The Adept can infuse his own flesh with the endurance of stone. This grants him damage reduction equal to half his level and a +2 enhancement bonus to his constitution.
- Well of Life: The Adept can draw on the power of the primal well of life. This power grants him fast healing 2 as a +2 enhancement bonus to his strength.
Elemental Mastery I: The Elemental Adepts control increases and he gains additional benefits from his powers. This increases the effect of his Elemental Weapon abilities, Blasts and Elemental Enhancements. These bonuses apply to the appropriate abilities when they are gained.
- Earthhammer Weapon now grants 1½ times the Adepts strength bonus to damage with a one-handed weapon and double with a two-handed weapon.
- Earth Blast increases its damage to 2d6 and the CMB by 2.
- Flame Blast adds an additional round of fire damage for a total of 2 rounds after the initial attack.
- Frostbrand increases the duration of the movement reduction by 2 rounds.
- Grace of Air increases the dexterity bonus to +4 and ignores the first 10 feet of a fall.
- Ice Blast increase the reflex save and CMB DC by 2.
Inner Fire increases the movement bonus to 20 ft. and increase the charisma bonus to +4
- Stone’s Endurance increases the constitution bonus to +4.
Storm Weapon now adds half the Adepts charisma bonus as a competence bonus to hit while it’s active.
- Sunfire Weapon Increases the critical treat range of the Elemental Adepts weapon by 1. This does not stack with the keen property or the improved critical feat.
- Well of Life increases the fast healing to 4 and the strength bonus to +4.
- Wind Blast increases the DC of the concentration check by 2.
Elemental Form: The Elemental Adept gains the ability to turn himself into an elemental. He can turn himself into any of the four elementals Fire, Water, Earth or Water. Using this ability is a standard action that does not provoke attacks of opportunity. This ability is otherwise identical to the spell Elemental Body I except that he may chose to keep his own form and size, not gaining the benefits and penalties associated with being small. At 8th level it works as Elemental Body II, at 10th level the ability works like Elemental Body III and at level 12 it works like Elemental Body IV
Greater Mastery I: When using his Elemental Weapon power, the Adept may add a second effect to the weapon. For example; an 8th level Adept can have both Earthhammer and Frostbrand active at the same time. This still only costs one use of the Elemental Weapon power, though using it on an off-hand weapon in addition to a main-hand still costs an additional use of the Elemental Weapon power. I addition the Elemental Adept may use two Elemental Enhancements simultaneously. This still uses up rounds from each independently.
Elemental Aura: The Adept can grant the effect of one of his Elemental Weapon effects to allies within 15 feet. This works as the Elemental Weapon power with an effect chosen by the Adept when this ability is activated. Using this ability costs an additional use of Elemental Weapon per ally included in the effect and the infusion must be one that is active on the Adepts own weapon.
Elemental Mastery II: The Adept once more increase his elemental strength. This time increasing the effects of his current Elemental Weapon, Blasts and Elemental Enhancements as follows:
- Earthhammer Weapon now ignores damage reduction requiring Silver, Cold Iron or Adamantine to overcome and also ignores the hardness of objects.
- Earth Blast increases the damage to 3d6 and increase the CMB by 2, in addition the target must make a reflex safe DC 10 + half Adept levels + adepts charisma modifier or fall prone.
- Flame Blast adds another round of fire damage for a total of 3 rounds after the initial attack.
- Frostbrand now reduce the targets movement speed to ¼.
- Grace of Air increases the dexterity bonus to +6 and allows the
Elemental Adept to use overland flight as the spell a number of times equal to half his charisma bonus.
- Ice Blast deals the Elemental Adepts charisma bonus in cold damage each round that the target stays frozen.
- Inner Fire increases the movement bonus to 30 feet and the charisma bonus to +6; in addition the Elemental Adept no longer takes movement penalties for difficult terrain.
- Stone’s Endurance increases the constitution once more to +6 and the Elemental Adept no longer takes movement penalties in medium armor.
- Storm Weapon adds the Adepts full Charisma bonus to hit and may now be applied to the Elemental Adepts off-hand weapon. If added to a two-handed weapon it grants another attack at the Elemental Adepts highest attack bonus -5.
- Sunfire Weapon increases the threat range of the affected weapon by another 1, for a total increase of 2. For example; a 10th level Elemental Adept wielding a Heavy mace infused with Sunfire Weapon has a critical range of 18-20.
- Well of Life increases the fast healing to 6 and the strength bonus to +6.
- Wind Blast increases the DC of the concentration by another 2, for a total of 4 and no longer provokes attacks of opportunity..
Font of Life: At 14th level the Elemental Adept can share his power over the Well of life with those close to him. He may use rounds of his Well of Life ability to grant the fast healing to a willing creature within 15 feet instead of using them on himself. He still gains the strength bonus.
Greater Mastery II: The Elemental Adept may now add a third Elemental Weapon power to his weapon and may use three Elemental Enhancements simultaneously. This is otherwise identical to Greater Mastery I.
Elemental Mastery III: The Elemental Adept gains a deeper understanding of the elemental power he wields, adding greatly to his power. This affects his Elemental Weapon abilities, Blasts and Elemental Enhancements as follows:
- Earthhammer Increases the effective size category of the Adepts weapon once more, thus increasing the damage by two size categories.
- Earth Blast increase the damage dice from d6’s to d8’s and now adds the Adepts full level to the damage. In addition it adds another 2 to the CMB.
- Stone’s Endurance increases the constitution bonus to +8 and the Elemental Adept no longer takes movement penalties from a medium load.
- Flame Blast adds another round to its duration, for a total of 4 rounds after the initial attack, increase the damage die to d8’s and adds the Adepts full level to damage.
- Frostbrand Weapon increases the DC and damage by the Adepts charisma modifier.
- Grace of Air increases the dexterity bonus to +8 and now ignores the first 20 feet of falling distance.
- Ice Blast increases its damage die to 2d8 and adds the Adepts full level to damage. In addition the Adept adds his charisma bonus to the DC and CMB.
- Inner Fire increases the movement bonus to 40 ft. and the strength bonus to +8.
-Storm Weapon now adds the Elemental Adepts charisma bonus as lightning damage.
- Sunfire increases the affected weapons critical multiplier by 1 and the fire damage by the Elemental Adepts charisma modifier.
- Well of Life increases the dexterity bonus to +8 and the fast healing to 8.
- Wind Blast increases the DC of the concentration roll by another 2 for a total of 6.
Lifebringer: The Elemental Adept now has so much control over the powers of the well of life that he may use it to bring the dead back to life. He may spend a number of rounds from his Wellspring ability equal to the targets constitution modifier minus his own charisma modifier to bring the target back to life. The Target is restored to full health, free of any diseases or poisons that may have affected him before death. The target cannot have been dead for more than a number of days equal to the Adepts base charisma modifier, or this ability won’t have any effect. An unwilling target gets a will save (DC 10 + ½ Adepts level + charisma modifier) to resist this effect; failure indicates that the target is forced back to life.
Sky’s Wrath: At 18th level the Elemental Adept may unleash the powers of the air upon his enemies. He may use Storm of Vengeance as a spell-like ability a number of times per day equal to 1 + ½ his charisma modifier, with a DC equal to 10 + ½ his level + his charisma modifier. The caster level is equal to his class level.
Lava Burst: You tear open the ground under the feet of your enemies, causing molten rock to spew forth and incinerate your foes. Lava bursts forth from the ground, dealing 15 points of damage per class level in a spectacular display of destruction. This damage is both fire and bludgeoning damage. Anyone in the Lava Bursts radius may attempt a reflex save DC 10 + ½ Adepts level + his charisma modifier to take only half damage and catch on fire. The range of this ability is 15 feet per Adept level and it affects an area with a radius equal to the Elemental Adepts charisma modifier. The Adept may do this a number of times per day equal to 1 + half his charisma modifier.
Elemental Mastery IV: At the pinnacle of his power the Elemental Adept as truly mastered the elements.
- Elemental Enhancements increases enhancement bonuses to stats to +10 and all other bonuses and effects are doubled.
- Blasts add another 2 to DCs and CMBs and also add the elemental adept’s charisma modifier to damage. In case of Wind Blast it now deals the elemental adepts charisma bonus as electricity damage.
- Elemental Weapon abilities now ignore all forms of damage reduction and the affected weapon cannot be sundered, not even by spells, enchantments or abilities specifically designed to do so.
Elemental Lord: The Elemental Adept now truly rules the four elements and may call upon them as he chooses. He may use Elemental Form at will and stay in it indefinitely. He can activate all of his Enhancements and Elemental Weapons together and all blasts now threat a critical hit on 19-20 and deals triple damage on a critical hit.
Elemental Companion:
Fire: The animal is shaped of flame, its eyes smoldering embers, its fur flickering shades of yellow.
Lightning (air): The animal’s body is composed from lightning, its wings a dark blue, its eyes bright sparks.
Ice (water): The animal is made up of smooth, clear ice, its eyes glow faintly like the deep blue of a glaciers heart.
Stone (earth): The animal is made up of rough stone, its eyes a deep obsidian black. A flying animal may not be made of stone.
Class level: This is the Elemental Adepts Class level.
HD: This is the total number of 10-sided (d10) Hit Dice the Elemental Companion Possesses. Each of which gains a Constitution modifier, as normal.
BAB: This is the Elemental Companion’s base attack bonus. An Elemental Companion’s base attack is equal to its Hit Dice. Elemental Companions does not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the Elemental Companion’s base saving throws bonuses. An Elemental Companion has good Fortitude and Reflex saves.
Skills: This is the Companion’s total skill ranks. Elemental Companions can assign skill ranks to any skill listed under Outsider
Skills. When an Elemental Companion increases its intelligence to 10 or higher, it gains bonus skill ranks as normal.
Feats: This is the total number of Feats possessed by an Elemental Companion. Elemental Companions can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Elemental Companion feats are set once chosen, even if the
Elemental Adepts should change the base animal later. If due to changes the Elemental Companion no longer qualifies for a feat, the feat has no effect until the Elemental Companion once again qualifies for the feat.
Armor Bonus: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Bonus: Add this modifier to the Elemental Companion’s Strength and Dexterity scores.
Int: The Elemental Companion’s Intelligence score.
Special: This includes a number of abilities gained by all Elemental
Companions as they increase in power. Each of these bonuses are described below.
- Elemental Body II: The Elemental Companion adds all the benefits from the Elemental Body II spell to their normal stats and abilities. This is a permanent effect.
- Share Enhancements: Any weapon or elemental enhancements active on the Elemental Adept also affects his Elemental Companion. Weapon enhancements affects all of the Companions natural weapons, while Elemental enhancements grant their full bonuses.
- Empathic Link: The Adept has an empathic link with his Elemental Companion to a 1 mile distance. The Adept can communicate emphatically with the Companion, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.
- Speak with master: The Adept and the companion can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
- Evasion: If an Elemental Companion is subject to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
- Speak with elementals of its kind: The Companion can communicate with elementals of its current kind. Such communications is limited by the Intelligence of the conversing elemental.
- Ability score increase: The Elemental Companion adds +1 to one of its ability scores.
- Devotion: The Elemental Companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
- Elemental Body III: The Elemental Companion adds the benefits of the Elemental Body III spell. This is a permanent effect.
- Multiattack: The Elemental Companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If the Companion does not have the requisite three or more natural attacks it instead gains a second attack with one of its natural weapons, albeit at a -5 penalty.
- Improved Evasion: When subjected to an attack that allows a Reflex saving throw for half damage, an Elemental Companion takes no damage if it makes a successful saving throw and only half damage if its saving throw fails.
- Elemental Body III: The Elemental Companion adds the benefits of the Elemental Body IV. This is a permanent effect.
Notes and thoughts:
As those of you familier with World of Warcraft can probably tell, it's based heavily on the shaman from there, the online game, not the rpg.
I've dropped all ideas of spells, as we already have enough spellcasters with elemental flavors, from elemental wizards and sorcerers, to elemental domain clerics and elemental mystery oracles.
The abilities may seem overwhelming at first glance, but the class' damage output scales quite resonably with a fighter at levels 1, 5, 10 and 15. I haven't looked at it in the levels in between, since I would prefer playtesting instead of theorycrafting for those levels.
I have doubts about the Elemental Companion. It felt awesome as a flavor ability, but power-wise I'm not sure if it's a bit over the top to give the class a combat pet as well as all the self-enhancing abilities. Perhaps some type of elemental Familier would be more appropriate, but further testing will be needed to tell.
As for the later level powers, like Sky's Wrath and Lava Burst, they're mostly there as an awesome carrot, since my group doesn't usually play at levels that high. But looking at what most other classes can do at that level, I don't really think them over the top.
Use it if you like it, give feedback if you can be bothered and remember to lean back, relax and enjoy ;)