Elementalist--Masters of the Primal Elements

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ardh05
Level 12
Level 12
Posts: 1992

Elementalist--Masters of the Primal Elements

Post by ardh05 » Mon Feb 15, 2010 1:59 am

My basic idea for this class is that of someone who fires from the rear of the group using dozens of different colored orbs. He then fuses these orbs together to form various effects. Please note that I am using the Spell Point variant in my homegame, which is where I am planning on testing this class.

Hit Die: 1d4
BAB: poor
Saves: F/R: poor W: goor

Class levels and abilities:
1: Summon orbs, Fuse orbs 1
2:
3:
4: Fuse orbs 2
5:
6: Fuse orbs 3
7:
8: Fuse orbs 4
9:
10: Fuse orbs 5
11:
12: Fuse orbs 6
13:
14: Fuse orbs 7
15:
16: Fuse orbs 8
17:
18: Fuse orbs 9
19:
20: True Mastery

Each day, the Elementalist can summon orbs based on his Caster Level and Charisma score.
Please refer to the Wilder in the EPH for the number of orbs summoned (the PP/day)
Summoning orbs out of combat takes merely a thought and a quick gesture (if he gets a surprise action, this is normally what is done.) In combat, however, it takes a full round action to manifest the orbs. This action provokes Attacks of Opportunity as normal, except it cannot be done defensively. If hit, the concentration check to finish casting is equal to the damage dealt to him.
At the time of summoning, the elementalist chooses how many orbs to summon and which types.

Orbs:
The elementalist has the ability to summon orbs of 5 different types:
Name/Damage type
Fire/Fire
Ice/Cold
Lightning/Electricity
Thunder/Sonic
Earth/Acid


The elementalist can throw a single orb as a medium range ranged attack that deals 1d8 points of elemental damage, the type of damage based on the type of orb. Starting at 4th level, the elementalist can combine orbs to produce differing effects.
Combination results soon to come.
Last edited by ardh05 on Mon Feb 22, 2010 11:11 pm, edited 1 time in total.

User avatar
ardh05
Level 12
Level 12
Posts: 1992

Re: Elementalist--Masters of the Primal Elements

Post by ardh05 » Thu Feb 18, 2010 10:56 pm

Class Skills (2+INT)
Concentration
Craft
Knowledge (Dungeoneering, Nature, Planes, Religion, Arcane)
Spellcraft
Profession

Orb Fusions:
1 orb: 1d8 elemental damage, can be converted to any physical damage type (1d6 for thunder).
2 orbs (status ailments):
Fire: Dazzled(R)
Cold: Slowed(F)
Lightning: Blinded(F)
Thunder: Deafened(F)
Earth: Dazed(R)
3 orbs (Buffs):
Fire: Bull's Strength
Cold: Bear's Endurance
Lightning: Invisibility
Thunder: Cat's Grace
Earth: Barkskin
4 orbs (Energy Immunity): (2x grants 50% absorption; 1 element at a time)
5 orbs (Area effect):
6 orbs (Group status ailments):
7 orbs (Group buffs):
8 orbs (Group Energy Immunity): (2x grants 50% absorption; 1 element at a time)
9 orbs (Summon elementals):

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