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Ing
2006-03-21, 08:30 PM
Dragoon (Paladin of Fire).


Level Bab fort will ref [special] (spells per day)
1st +1 +2 +0 +0 [Aura of fire,trial by fire,l flame fistl 1/day] (0,0,0,0)
2nd +2 +3 +0 +0 [Inner flame, Burn, bonus feat] (1 — — —)
3rd +3 +3 +1 +1 [Aura of heat, fire resistence] (2 — — —)
4th +4 +4 +1 +1 Control fire (2 - — —)
5th +5 +4 +1 +1 [flame fist 2/da] (2 1 — —)
6th +6/+1 +5 +2 +2 {bonus feat } (2 1 — —)
7th +7/+2 +5 +2 +2 (3 1 — —)
8th +8/+3 +6 +2 +2 (3 2 — —)
9th +9/+4 +6 +3 +3 [bonus feat] (3 2 — —)
10th +10/+5 +7 +3 +3 [flame fist 3/day ] (4 2 — —)
11th +11/+6/+1 +7 +3 +3 (4 3 1 —)
12th +12/+7/+2 +8 +4 +4 [bonus feat] (4 3 2 —)
13th +13/+8/+3 +8 +4 +4 (5 3 2 —)
14th +14/+9/+4 +9 +4 +4 (5 3 2 1)
15th +15/+10/+5 +9 +5 +5 [bonus feat, flame fist 4/day (5 3 2 1)
16th +16/+11/+6/+1 +10 +5 +5 (5 3 2 1)
17th +17/+12/+7/+2 +10 +5 +5 (5 4 2 1)
18th +18/+13/+8/+3 +11 +6 +6 [bonus feat] (5 4 2 1)
19th +19/+14/+9/+4 +11 +6 +6 (5 4 3 1)
20th +20/+15/+10/+5 +12 +6 +6 [flame fist 5/day} (5 4 3 2)

Special:
aura of fire: when a detect alignment spell is cast the caster sees in addition to alignment an inner aura of elemental fire.

Trial by fire: Dragoon emits a small cloud of blue fire form his hand, the fire burns those who are of an opposing alignment to them dealing damage equal to their charisma modifier, will save to half. this as detect evil can be fooled by spells and the like),

innerflame: adds char mod to unnarmed attacks and fort save.

flame first: Dragoon can encast their unarmed attacks or attacks with weapons they have taken specializatoin feat in with fire, adding 1 fire damage per Dragoon level

Burn: at will a Dragoon can emit a burst of intense flame. they are limited to the damage they can deal with this fire damage per day. they can release it all in one devistating attack or over several castings. total damage equals cha modifier times Dragoon level, ranged touch attack. the Dragoon must have both hands free to use

Aura of heat: at will the Dragoon can radiat a wall of heat that deals cha modifier fire damage to all within their threat range. Dragoon can keep this for 1 round per paladin level per day. they can drop it at will, if they drop it before the total # of rounds per day is spent they may raise it agian at any time for the remaining time.

Dragoon's and their gear are imune to this effect
control fire: dragoons can manipulate fire, controling its spread and shape as a move action. this requires a concentraion check and use of both hands
fire resistence: Dragoon gains resistence to fire damage equal to their dragoon level

bonus feat: gain the follow choice of feats as the fighter class
weapon specilization
weapon focus
immproved unarmed strike
improved graple
improved disarm
combat reflexes


dragoon spells

1
burning hands
endure fire (as elements only limited to fire)
burning grasp (as schorching grasp but fire element)
cinder throw (throws small fire balls dealing 1D4+cha mod. gains an extra fire ball every 2 levels (after spell if first gained) max of five. ranged touch attack
obscuring smog (acts as obscuring mix, gives -2 morale to all breathing creatures)
produce flame
pyrotechnics
2
continual flame
scorching ray
flaming sphere
heat metal
flam blade
resist fire (as resiste energy but only fire)
fire trap
3
protection from fire (pretty sure you got the patern)
stinking cloud
daylight
fireball
firebolt (as lightning bolt by manifesting as a jet of fire.)
rage
flame arrow
quench
4
firesheild (fire form onlly)
flame strike
fire storm
wall of fire
caster level is paladin level -1 .

armors: medium
weapons: unarmed, pole arms

Hd: D10

Benefits: the Dragoon is intended as an agressive fighter,they have strong BAB and abilities focusing on damage, their spell sleection focuses on hostile effects

draw backs: due to the nature of their abilities they are often left unable to use a sheild or weapon. Burn, control fire, and any of their spells requirs both hands. they are best as unnarmed fighters but this limits their non-special ranged attacks. their flame touch attempts to make up this lack of mellee damage.

fetfet
2006-03-21, 08:34 PM
Would'nt work. its pretty much a good idea though

tgva8889
2006-03-21, 08:38 PM
Sorry, it's really hard to read that.

I think you could make a Fire Paladin, with changes as such:

Aura of Fire: As you wrote it
Flaming Smite: Smite except on anything and with fire damage
Flaming Hands: As Lay on Hands, except Fire damage and heals Fire creatures
Spells: Probably as written, except caster level is same as paladin -1 (but cannot equal 0)

And probably more changes, but those are the ones I see on the surface.

You can't add even more to your BAB, just because that would be friking cheap. That ability seems too good, since you have max BAB progression.

I think Aura of Heat is cool, but somehow it seems all too good. Granted, you do have to wade straight into the enemy terretory.

Fireball is cheap. No fireball as a spell-like ability. Make it a spell on the spell list. Done and done.

The Fire Resistance equal to level is ok, but have him become Immune to Fire at 20th level, 15 Fire Resist at 15th level, 10 Fire Resist and 10th level, and 5 Fire Resist at 5th level. Makes you work for it.

Cool idea.

Orion-the-G
2006-03-21, 08:53 PM
definitely agree on charisma bonus to BAB, very very stout no. Even if it added Cha to attack roles still probably a no. What would be more appropraite would be adding it to saves against Fire damage (even with the fire resistance it's helpful to make the save).

Flame fist: Works, but is actually quite weak. you mention they have to have specialization in order to use on a weapon, which a paladin cannot get.

Burn: not sure, damage is traditionally more powerful than healing so I question whether it's balanced but I don't know. Definitely MUST require a touch attack though.

Trial by fire: specify how they deal this damage, it sounds like at will he can make someone take damage, no save, no range, no attack roll.

Aura of heat: I'm assuming that this works with 10' threat weapons?

As far as spell lists the main problem I have is this is basically giving a class that was orignally divine sorcerer/wizard spells. Divine spells are traditionally significantly weaker, especially when it comes to direct damage. If you want to keep the big arcane spell list boost the level at which he gains a new level of spells a whole lot.

Ing
2006-03-21, 09:11 PM
Windwalker (rogue of Air)
level bab fort ref will {special}
1st +0 +0 +2 +0 [aura of air, swift movement, ]
2nd +1 +0 +3 +0 Evasion, inner wind
3rd +2 +1 +3 +1 Air dodge 1/day, gust
4th +3 +1 +4 +1 Uncanny dodge
5th +3 +1 +4 +1 air dodge 2/day, control wind
6th +4 +2 +5 +2 wind aura
7th +5 +2 +5 +2
8th +6/+1 +2 +6 +2 Improved uncanny dodge
9th +6/+1 +3 +6 +3 air dodge (3/day)
10th +7/+2 +3 +7 +3
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 air dodge (4/day
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4 —
15th +11/+6/+1 +5 +9 +5 air dodge 5/dy
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5 control weather
18th +13/+8/+3 +6 +11 +6
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 air dodge 6/day


aura of air: in addition to alignment caster senses their alignment to the elemental air

swift movement: Wind walker's speed increases by 10 for every 4 levels.

inner wind: wind walker adds cha to AC and ref

ccontrol winds: wind walker can control winds like the spell limited to once per day per cha mod.

gust: wind walker can focus a burst of air that flies foward with teh force of a cannon, damage delt per day is chaX level. this has a knock back effect (knocks them back as if bullrushed if they hit anything falling back it deals an extra falling damage based on how far they moved before they hit (10-1D6, 20, 2D6 ect). damage can be done in one shot or over multiple shots. and is a ranged touch attack. range is cha X level feet.


air dodge: windwalker is fueled by the wind and dodges so to line themselves up to hit a weak spot on their attacker. if an attack misses they can chose to gain an AoO that has their charisma mod added to BAB and cha mod added to damage. character declares they are going to use this ability before the attack.

wind aura: winds move around the windwalker to protect them, gains +char level agianst ranged projectile attacks. can be called upon for (level X cha mod) rounds per day. these rounds can be used all in one shot or over multiple times per day. wind aura can be dropped at any time. raising it is a half move action.

control weather: as the spell. can be used cha mod number of times per WEEK

spells per day
1 2 3 4
1
2
3 1
4 2
5 2
6 2 1
7 3 1
8 3 2
9 4 2
10 4 2 1
11 4 2 1
12 4 3 1
13 4 3 2
14 5 3 2 1
15 5 4 3 1
16 5 4 3 1
17 6 4 3 1
18 6 5 3 1
19 6 5 4 1
20 6 5 4 2


spells

1
resistence
daze
endure elements
obscuring mist
magic missile
Ventriloquism
ghost sound
mage hand
entrophic sheild
jump
feather fall
longstrider
Shillelagh
levitate
2
wind wall
cat's grace
find traps
fog cloud
protection from arrows
gust of wind
shatter
blur
spiderclimb
whispering wind
sound bursts
haste
chill metal
3

sleet storm
resist energy
stinking cloud
arcane sight
clarvoiyance
fly
slow
water walk
telekensisis

4
call lightning
air walk
freedome of movement
whirlwind
solid fog
arcane eye
shout
greater invisiability
wall of ice
true seeing
wind walk

weapon proficiency: quarter staffs
armor: light

hit die d6

benefits: the wind walker is disgined around doge, evasion and counter attacking are its specialities. their spells are based around increasing this ability.

draw backs: they're limited to only quarter staffs or unnarmed attacks, limiting the amount of damage they can do, their low hp makes it a problem when they are hit. they have limited aggressive spells. like the dragoon, they can only use their spells or special abilities when their hands are either free or with a quarter staff

Ing
2006-03-21, 09:15 PM
Would'nt work. its pretty much a good idea though



if this is not the ultimite of mixed messages...

Ing
2006-03-21, 09:18 PM
allow me to clarify a few things, paladin is an intentional misnomer, they are not necessarily the same paladins, its just the base i used for their stats. i will make the corrections and give the armor proficies and wapons thank you

Ing
2006-03-21, 09:24 PM
ok changes time

Dragoon
specified some stuff i forgot
changed bonus fire ball to bous feats, like fighter but of a limited selection

Orion-the-G
2006-03-21, 09:25 PM
Paladin of Air:

Aura of Air, Swift movement, Inner wind, all relatively acceptable.

Control Winds-No, no, no. Definitely no. Should not get a 5th level spell usable at will at first level. Should not get a fifth level spell at first level at all! I'm aware it's weak at low levels, but should definitely never get it at will at least.


Control Weather: again, No, This time it's a 7th level spell usable at will. Very definitely not.

Gust: give stats for this attack. What is range, is there a save? attack roll? What does 'knockback effect' mean?

Air dodge, hard to analyze this mechanic but I'd say it must be at least declared before an oppenent makes his attack. Could be wrong.

Wind aura: That's a really big benefit. I'd instead give the m the continous defense of X level winds (strong, gale, etc.) staggered across several levels.

Spell list: less arcane blast spells which makes it better than the dragoon, still a lot of arcane spells for an orginally divine caster.


What's the HD on these guys btw?

Ing
2006-03-21, 10:10 PM
Terraformer (barbiarian Earth)
level BAB fort ref will
1st +1 +2 +0 +0 aura of earth, earth strength, immproved unarmed strike
2nd +2 +3 +0 +0 crushing fist 1/day, Uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1, earth blessed 1
4th +4 +4 +1 +1 tremor
5th +5 +4 +1 +1 Improved uncanny dodge, tremorsense
6th +6/+1 +5 +2 +2 Trap sense +2, earth blessed 2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 crushing fist2/day, earth blessed 3
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—
11th +11/+6/+1 +7 +3 +3 crusing fist 3/day, earth blessed 4
12th +12/+7/+2 +8 +4 +4 trap sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Trap sense +5, earth blessed 5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/ crushing fist 3/day
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6 crushing fist 4/day
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 crushing fist 5/day

Earth strength: Teraformers add cha mod to strength checks, fort saves and attack damage.

earth blessed: Teraformers gain a bonus as long as they are touching bare earth to their bare skin and not wearing any arrmor. this grants them fast healing equal to the level of the earth blessed (1 at 3rd, 2 at 6tg, 3 at 8th, 4 at 11th, 5 at 15th.

crushing fist: a teraformer can smash their fist into the ground causing a shock wave to knock their enemies down. it damages all characters in the threatend range and instigates a trip attack. it incures an AoO and gains no bonuses on attack or damage.

Tremor: a teraformer can manipulater raw earth to cause a sudden jolt to form dealing damage equal to chaXlevel. they can do multiple attacks by spreading the damage or one devistating attack per day. the attack deals damage only to those on teh ground and cannot damage flying or aerial targets. reflex save equal to 10+char level negates.

Tremor sense: teraformer gain teh ability to become aware of any vibrations of the earth, alerting them to any creature that moves across the floor or walls/ceilings in caves and buildings. they cannot sense flying or floating objects. it can alert them to the presense of an invisible creature but not to its exact location.


spells per day

level 1 2 3 4
1
2
3 1
4 1
5 2
6 2 1
7 3 1
8 3 1
9 3 2
10 3 2
11 4 2
12 4 3
13 4 3 1
14 4 3 1
15 5 3 1
16 5 4 1
17 5 4 2
18 5 4 2
19 5 4 2 1
20 5 4 3 2


spell list

1
hold portal
mage armor
true strike
pestering pebles (levitates small rocks that fly and strike at targets, ranged touch. gains 1 extra rock per every 2 levels after first learned. deals 1d4+cha damage per rock that hits)
enlarge self (as enlarge person but self only)
endure elements
magic stones
entangle
pass without trace
soften earth and stone
2
resist energy
arcane lock
glitter dust
shatter
bears endurance
bulls strength
spider climb
find traps
transmute mud to stone
transmute stone to mud
bark skin
rolling stone (rock magicly levitates in a line you control as a move action. deals 2d6 and lasts 1 round per level
stone shape
move earth
wall of thorns

3
explosive rune
protection from energy
heroism
rage
glyph of warding
meld into stone
spike stones
snare
rusting grasp
divine power
solid fog
wall of stone
stone skin
stone tell

4
earthquake
living iron
animate objects
wall of iron
summon earth elemental

Hd: 12
armor: none
weapons: hammers, clubs, unarmed

benefits: specalizes in brute strength and defense. rather than doging attacks they focus on absorbing them.

drawbacks: slow, takes -10 ft off basemovement. limited to weapons made out of rock or wood. cannot wear without loosing their fast healing. has less spells and fewer than other classes. almost useless agianst flying enemies/.

Ugly_Panda
2006-03-21, 10:24 PM
Isn't metal just a shiny type of rock? That doesn't seem right to me that a warrior of earth powers wouldn't be able to use metal.

Orion-the-G
2006-03-21, 10:25 PM
Earth Blessed: Definitely needs some way to prevent abuse. I'd reccomend if you use it at all (it is very, very good) then put it at least 5th or 8th level. As is this becomes the ultimate multiclass for monks and sorcerers.

Earth Strength: Not sure, but I'd guess it's okay.

What exactly does crushing Fist do? it doesn't list any base damage. is it an unarmed strike against all within range? if so, I'd say it's certainly not overpowered.

Other than the fast healing (which is quite powerful) this class actually seems underpowered.

Some of it's spells are a bit overpowerful but they're not gained at a low enough level for that to be meaningful.

Ing
2006-03-21, 10:52 PM
Wave Wisher (Cleric of water)

level bab fort ref will special
1st 0 0 2 2 water aura, lay on hands.
2 1 0 3 3 divine health, inner flow
3 2 1 3 3 water whip 1/day
4 3 1 4 4
5 4 2 4 4 aquatic aura
6 5 2 5 5 water whip 2/day
7 6 3 5 5 remove disease 1/week
8 7 3 6 6
9 8 4 6 6 water whip 3/day
10 9 4 7 7 control water
11 10 5 7 7 remove disease 2/week
12 11 5 8 8
13 12 6 8 8 water whip 4/day
14 13 6 9 9
15 14 7 9 9 remove disease 3/week
16 15 7 10 10
17 16 8 10 10 water whip 5/day
18 17 8 11 11 remove disease 4/week
19 18 9 11 11
20 19 9 12 12 remove disease 5/week

water aura: detect alignment detects link to weater

lay on hands: heals chaX level damage per day

water whip: conjurs a stream of water that can make ranged attacks. adds cha to attack and level to damage *of unarmed attack*, gains an automatic disarm. range is equal to 10X cha mod feet.

aquatic aura: gains perfect mobility while swiming, gains charisma bonus to defense and attack while underwater.

control water: as spell, one round per charisma mod

inner flow: adds charisma bonus to reflex and will saves


spells per day

level 1 2 3 4 5

1 2
2 2 1
3 3 1
4 3 2
5 4 2 1
6 4 3 1
7 5 3 1
8 5 4 2
9 6 4 2 1
10 6 5 3 1
11 7 5 3 2
12 7 6 3 2 1
13 7 6 4 2 1
14 7 6 4 3 2
15 7 6 5 3 2
16 7 6 5 3 3
17 7 6 5 4 3
18 7 6 6 4 4
19 7 6 6 4 4
20 8 7 6 5 4
spell list
1
ray of frost
resistence
endure elements
protection from....
obscuring mist
chill touch
create water
cure minor wounds
sleet storm
2
fog cloud
cure light wounds
bless
bless water
poison water
sheild of faith
fox's cunning
eagles splender
chill metal
aid
delay poison
status
ice storm

3
cure moderate wounds
water breathing
dispell magic
gentle repose
protection from elements
water walk
black tenticles
magic circle agianst...
rainbow patern
remove curse
neutralize poiso
cone of coldn
4
cure serious wounds
wall of ice
ice storm
true seeing
cloud kill
resilient sphere
5
acid fog
cure critical wounds
raise dead


HD. d4

armor: medium
weapons: none

benefits: high number of casting spells, strong will and reflex

draw backs: low hd, low # of agressive spells, unable to use weapons of almost any kind, save for light dagers and the like.

Ing
2006-03-21, 10:55 PM
Earth Blessed: Definitely needs some way to prevent abuse. I'd reccomend if you use it at all (it is very, very good) then put it at least 5th or 8th level. As is this becomes the ultimate multiclass for monks and sorcerers.

Earth Strength: Not sure, but I'd guess it's okay.

What exactly does crushing Fist do? it doesn't list any base damage. is it an unarmed strike against all within range? if so, I'd say it's certainly not overpowered.

Other than the fast healing (which is quite powerful) this class actually seems underpowered.

Some of it's spells are a bit overpowerful but they're not gained at a low enough level for that to be meaningful.



Earth blessed has been edited to give fast healing benefits based on level. starts as a weak 1.

crushing fist gives unnarmed damage to all in range and gives a free attempt to trip all of them. it's low on damage but very useful to knock down a few apponents when you're surronded.

to give them more power, it's been edited that they automaticly gain unarmed strike at first level.

Orion-the-G
2006-03-21, 11:05 PM
okay, that does change a lot. One major reccomendation would be to make a druid-style restriction on weapon and armor (i.e. use a prohibited type and lose your abilities for 24 hours). That would prevent a lot of abuse from characters dipping the class when they start at high levels.

Otherwise if say a group starts at level 10 a fighter might take 3 levels of the terraformer and lose no BAB, gain good hit die for those levels, and get fast healing whenever he decides to sleep outdoors or can sit on the ground/in a cave (basically meaning they no longer need healing spells or items to recover except in combat). Then once they've got their three levels begin advancing as fighter and ignore the amor/weapon restrictions.

Ing
2006-03-21, 11:11 PM
yes, I should point that out, the armor and weapon restrictions take priority when in cases of cross classing. when on cross classes to fighter than gain that benefits but cannot weild say a sword or wear heavy armor, or they won't get those benefits.

these classes are intended for campaigns that want to focus on elemental themes. and hopefully make for some fun possabilities.
hope that helps. feedback please.

Ing
2006-03-22, 10:46 PM
ok took into efect some of the sugested changes, what does everyone think now? i'm still tempted to keep fireballs per week as a skill for the dragoon...meh.