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Frog Dragon
2010-03-13, 04:08 PM
Elementalist


The Elementalist is much like the druid exepct that The Elementalist draws her power for the elemental planes instead of nature. Elementalists aling themselves with one of the four classical elements and many spend time in the elemental planes they specialize in. They learn to deal with the residents of the elemental planes and have substantial knowledge of the elemental. Some Elementalist form organizations to guard portals to the elemental planes in order to prevent access to people with harmful intent.
Adventure
One can learn and experience only so much in the halls of a library and many are driven to adventure to find out more about the elemental planes. Many adventure to seek out threats against the elemental planes. And some are sent out to gather information by elementalist sects.
Characteristics
Elementalists cast spells much like clerics and druids, but draw power from the elemental instead.
Elementalists specialize in one element and exclude its opposite from their reservoire.
Alingment
Elementalists can be of any alingment though evil elementalist are rarer that good or neutral ones.
Evil elementalists often just harness the elemental power without actually protecting it. The same is sometimes true for neutral elementalists
Religion
Elementalists revere if not worship the elemental planes and many worship gods who represent particular elements.

Game rule information
Elementalists have the following game statistics
Abilities
Charisma determines how powerful spell an elementalist can cast and how hard those spells are to resist. To cast a spell, an elementalist must have a charisma score of 10 + the spell's level. An elementalist gets bonus spells based on charisma. The DC of a saving throw against an elementalist spell is 10 + the spell level + the elementalists charisma modifier
Alingment: Any

HD: d6
ELEMENTALIST
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Elemental Specialization, Turn/Rebuke Elemental|4|3

2nd|
+1|
+0|
+0|
+3|Elemental Resistance 5|5|4|

3rd|
+1|
+1|
+1|
+3||6|5|3

4th|
+2|
+1|
+1|
+4||6|6|3

5th|
+2|
+1|
+1|
+4|Elemental Resistance 10|6|6|4|3

6th|
+3|
+2|
+2|
+5||6|6|5|4

7th|
+3|
+2|
+2|
+5||6|6|6|5|3

8th|
+4|
+2|
+2|
+6|Elemental Resistance 15|6|6|6|6|4

9th|
+4|
+3|
+3|
+6||6|6|6|6|5|3

10th|
+5|
+3|
+3|
+7||6|6|6|6|6|4

11th|
+5|
+3|
+3|
+7|Elemental Resistance 20|6|6|6|6|6|5|3

12th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4

13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|5|3

14th|
+7/+2|
+4|
+4|
+9|Elemental Resistance 25|6|6|6|6|6|6|6|4

15th|
+7/+2|
+5|
+5|
+9||6|6|6|6|6|6|6|5|3

16th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4

17th|
+8/+3|
+5|
+5|
+10|Elemental Resistance 30|6|6|6|6|6|6|6|6|5|3

18th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|4

19th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|5

20th|
+10/+5|
+6|
+6|
+12||6|6|6|6|6|6|6|6|6|6[/table]

Class Skills
The class skills for an elementalist (and the key ability for each skill) Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: The Planes (Int), Knowledge: Religion (Int), Knowledge: Nature (Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis)
Skill points at first level: 4+ int modifier x4
Skill points at each additional level: 4 + int modifier

Weapon and Armor Proficiencies
An elementalist is proficient with all simple weapons. They are also proficient with light armor and bucklers.


Spellcasting
Elementalists cast spells spontaneously, like a sorcerer as divine spells.
To learn or cast a spell, an elementalist must have a charisma score of 10+ the spells level. The DC for a saving throw against an elementalist spell is 10+Charisma Modifier+Spell Level
Elementalists know all spells from their list, plus 1 spell per level of a subtype corresponding to their Elemental Specialization

Elemental Specialisization
An elementalist devotes her studies to one element and gains power from it. This precludes the use of the opposite element however. Opposite elements are Earth (Acid)&Air (Electricity) and Water (Cold)&Fire
The Elementalist gains a +1 to the caster level and DC to all spells of the subtype she is specialised to as long as these spells are cast as Elementalist spells. Any spells with the opposite subtype as the one cannot be cast by the elementalist and effectively are not on his spell list.

Turn/Rebuke Elemental
The Elementalist may Turn elementals of their opposite element and rebuke those of their elemental specialization, just like a cleric turns or rebukes undead.

Elemental Resitance'
The Elementalist has the indicated amount of resistance to the element they are specialized in.
at level 20 this become immunity.


Elementalist Spell List
0: Flare, Light, Create Water, Guidance, Daze, Prestidigitation, Acid Splash, Ray of Frost, Resistance
1: Bane, Bless, Doom, Chill Touch, Burning Hands, Shocking Grasp, Unseen Servant, Obscuring Mist
2: Scorching Ray, Resist Energy, Melf's Acid Arrow, Fog Cloud, Flaming Sphere, Shatter, Pyrotechnics, Whispering Wind, Flame Blade, Gust of Wind, Darkness, Fire Trap
3: Daylight, Protection from Energy, Fireball, Stone Shape, Meld into Stone, Water Walk, Wind Walk, Water Breathing, Gaseous Form, Fly, Sleet Storm, Explosive Runes, Lightning Bolt, Call Lightning, Dispel Magic
4: Air Walk, Stoneskin, Solid Fog, Fire Shield, Ice Storm, Wall of Fire, Wall of Ice, Rainbow Pattern, Control Water, Flame Strike,
5: Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock, Control Winds, Wall of Stone, Cloudkill, Passwall, Cone of Cold, Greater Dispel Magic, Planeshift
6: Acid Fog, Wall of Iron, Chain Lightning, Flesh to Stone, Stone to Flesh, Move Earth, Wind Walk, Ironwood, Fire Seeds, Stone Tell, True Seeing
7: Control Weather, Transmute Metal to Wood, Sunbeam, Fire Storm, Delayed Blast Fireball, Statue, Waves of Exhaustion
8: Polar Ray, Scintillating Pattern, Sunburst, Horrid Wilting, Iron Body, Earthquake, Whirlwind
9: Storm of Vengeace, Implosion, Meteor Swarm, Elemental Swarm (Corresponding to Elemental Specialization only)

This class is a concept I had attempted a while back before gaining any notable skills as a homebrever. It failed pretty bad, but I decided to try again. I feel I was much more succesful now.

It needs some more class abilities to make prc:ing out an actual choice. I kept the spell list phb only on purpose, but I might expand. So, PEACH please.

Zexion
2010-03-13, 04:10 PM
You might want to give it DR corresponding to their element... and a better BAB. This isn't a very powerful class... not a very big spell list.

Frog Dragon
2010-03-13, 04:17 PM
Well, this is a caster and while it's divine it has a lot of sor/wis spells so I don't think that better bab is appropriate.

Also, I assume you meant resistance and did implement that.

Lysander
2010-03-13, 06:21 PM
It's a cool concept but pretty weak compared to classes like druid or cleric. The turning elemental creatures power is the same ability granted by an elemental cleric domain. Basically you have a cleric who can't heal, can't turn undead, has worse saves, worse bab, has a highly restricted spell list, but can cast a couple more higher level spells each day and gets immunity to a single elemental type. Not that good.

Here are a few ideas to improve it. You shouldn't use all of these of course:

*Add elemental wild shape at some point
*Give them more than one element
*Give them a small amount DR & Energy resistance vs all types of damage except their opposing element
*Elemental companion at higher levels?
*At will elemental attack, like eldritch blast
*Allow them to learn additional spells with elemental descriptors

Temotei
2010-03-13, 06:29 PM
Here are a few ideas to improve it. You shouldn't use all of these of course:

*Add elemental wild shape at some point
*Give them more than one element
*Give them a small amount DR & Energy resistance vs all types of damage except their opposing element
*Elemental companion at higher levels?
*At will elemental attack, like eldritch blast
*Allow them to learn additional spells with elemental descriptors

My favorites are bold.

Zexion
2010-03-13, 06:41 PM
An at will elemental attack would be the best, I think. Perhaps 1d6 at 1st level and improves by 1d6 every 3 levels?

Melayl
2010-03-13, 08:25 PM
I suppose it depends upon the level of power you were aiming for.

As Lysander said, it is not as powerful as a wizard or druid (which I feel is a good thing!). What was your intent?

FlamingKobold
2010-03-14, 12:35 AM
I think you should make the elemental blast something like the reserve feat power level.Of course, don't just give them the reserve feat, but let them do stuff with it like the eldritch blast and don't base it off of spell slots remaining.

Serpentine
2010-03-14, 12:48 AM
Reminds me of something I tried to make, thusly:


Magma Druid 1.5

Alignment
Any.

Hit Die
d8.

Class Skills
The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).

Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.

http://i67.photobucket.com/albums/h287/serpentine16/Table-Magma-Druid2.gif

Class Features
All of the following are class features of the druid.

Weapon and Armor Proficiency
Magma druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with the natural attacks of their Volcanic Form.
Magma druids are proficient with light and medium armor and shields.

Spells
A magma druid casts divine spells, which are drawn from the druid spell list. She is restricted from casting certain spells opposed to the fire and earth types; see Elemental Spells, below. A magma druid must choose and prepare her spells in advance.
To prepare or cast a spell, the magma druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magma druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a magma druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magma Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She has access to the Earth and Fire domains, like a cleric.
A magma druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A magma druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Elemental Spells
A magma druid can’t cast spells of water, cold, air or electricity types. Spells associated with particular elements are indicated by the water, cold, air, and electricity descriptors in their spell descriptions.

Bonus Languages
A magma druid’s bonus language options include Ignan and Terran. This choice is in addition to the bonus languages available to the character because of her race.
A magma druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level magma druid. Druidic is a free language for a magma druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.

Planar Sense (Ex)
A druid gains a +2 bonus on Knowledge (planes) and Survival checks in desert, hot plains, hot mountainous and volcanic terrains and the planes of fire and earth.

Planar Empathy (Ex)
A magma druid can improve the attitude of an elemental and creatures with the fire and earth types. This ability functions just like a Diplomacy check made to improve the attitude of a person. The magma druid rolls 1d20 and adds her magma druid level and her Charisma modifier to determine the planar empathy check result.
To use planar empathy, the magma druid and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.
The magma druid gains a +2 bonus to her check when influencing earth, fire or magma elementals.

Burn (Su)
From 4th level, the magma druid’s flesh becomes incredibly hot to the touch. She deals an extra 1d4 fire damage when she hits with her natural weapons or unarmed attacks and in a grapple. This bonus damage increases to 1d8 at 9th level, 2d6 at 14th, and 2d10 at level 19. In addition, any creature that takes fire damage must make a Reflex save DC 15 or catch on fire. Creatures attacking the magma druid with natural or unarmed attacks also take this damage.

Volcanic Form (Su)
At 4th level, a magma druid can harness the power of molten lava. This progresses as follows:
Vent Form: She gains +4 natural armour bonus, +2 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 1d6 bludgeoning damage +1d4 fire.
While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet of the magma druid must make a Fortitude save DC 12+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d4 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.

Caldera Form: At 9th level the volcanic form improves. She becomes Large size and gains +5 natural armour bonus, +4 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d6 bludgeoning damage + 1d8 fire.
While in this form she is surrounded by a poisonous vapour. Creatures within 10 feet of the magma druid must make a Fortitude save DC 14+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d6 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.
In her volcanic form, she can hurl from her body a number of red-hot stones equal to ½ her character level each round as a move action at one or more creatures within 60ft. Each stone deals 1d4 bludgeoning damage and 1d4 fire damage.
Pyroclastic Form: At 14th level the volcanic form improves. She becomes Huge size and gains +6 natural armour bonus, +6 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 2d8 bludgeoning damage +2d6 fire.
While in this form she is surrounded by a poisonous vapour. Creatures within 5 feet must make a Fortitude save DC 13 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 10 feet of the magma druid, regardless of whether they succeeded or failed the first check, must make a Fortitude save DC 15+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d8 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour.In addition, the vapours make the magma druid difficult to see, granting concealment.
In her volcanic form, she can hurl from her body a number of red-hot stones equal to ½ her character level each round as a move action at one or more creatures within 80ft. Each stone deals 1d6 bludgeoning damage and 1d6 fire damage.
Cataclysmic Form: At 20th level the volcanic form improves. The magma druid becomes Huge size (larger than the Pyroclastic Form) and gains +8 natural armour bonus, +8 Strength, immunity to fire, vulnerability to cold and a slam attack that deals 3d10 bludgeoning damage +2d8 fire.
While in this form she is surrounded by superheated ash, stone and poisonous vapour. Creatures within 5 feet automatically take 4d6 fire and 2d6 bludgeoning damage every rounds they remain within the cloud. Creatures within 10 feet must make a Fortitude save DC 14 + the druid’s Constitution modifier or be affected as the Cloudkill spell. Creatures within 20 feet of the magma druid, regardless of whether they succeeded or failed the previous check, must make a Fortitude save DC 16+ the druid’s Constitution modifier or be nauseated. The effect lasts as long as they stay within the vapour and 1d10 rounds after they leave. Creatures that succeed on their save are sickened as long as they stay within the vapour. In addition, the cloud makes the magma druid difficult to see, granting total concealment.
In her volcanic form, she can hurl from her body a number of red-hot stones equal to her character level each round as a move action at one or more creatures within 120ft. Each stone deals 2d4 bludgeoning damage and 2d4 fire damage.

This ability lasts for 1 round per magma druid level, or until she changes back. Changing to Volcanic Form or back is a standard action that does not provoke an attack of opportunity.
Any gear worn or carried by the magma druid melds into the new form and becomes nonfunctional. When the magma druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
A magma druid can use this ability more times per day at 9th, 14th, and 20th level, as noted on Table: The Magma Druid.

Elemental Companion (Ex)
A magma druid may begin play with an animal companion selected from the following list: Earth or Fire Gen (Dr #315 p. 82), Earthdelver (Du #111 p. 90), Small Earth or Fire Elemental, Small Magma Para-Elemental (MotP p. 181), Sandknight (Du #110 p. 95), Firesnake (Du #111 p. 91), Flamebrother Salamander Larva (Dr #314 p. 50), Ash Rat (MM2), Cinderbrute (Du # 110 p. 86), Minor Flame Snake (FF), Average Salamander Larva (Dr #314 p. 49), or any animal from the Druid animal companion list with the fire, earth or magma type. This creature is otherwise exactly like the Druid’s companion.

4th level or higher (level -3)
Earth or Fire Grue (CArc p. 153)
Stone Spike (MM2)
Thoqqua
Any equivalent Druid companion with fire, earth or magma type.

7th level or higher (level -6)
Medium Earth or Fire Elemental
Magma Hurler (Mini p. 65)
Medium Magma Para-Elemental (MotP p. 181)
Salt, Glass, Fire or Magma Mephit
Stone Flyer (Und p. 99)
Juvenile Xorn
Stone Drake (RoS p. 189)
Fire Element Ape (MotP p. 193)
Fire Bat (MM2)
Hell Hound
Magmin
Phoera (MM3)
Any equivalent Druid companion with fire, earth or magma type.

10th level or higher (level -9)
Avalancher (MM3)
Large Earth or Fire Elemental
Large Magma Para-Elemental (MotP p. 181)
Lesser Earth or Fire Weird (Dr #347 p. 70)
Earth Element Rhinoceros (MotP p. 192)
Adult Xorn
Any equivalent Druid companion with fire, earth or magma type.
Rast
Zezir

13th level or higher (level -12)
Huge Earth or Fire Elemental
Huge Magma Para-Elemental
Stonesinger (MM3)
Lesser Flame Snake (FF)
Any equivalent Druid companion with fire, earth or magma type.

16th level or higher (level -15)
Magma Element Rhinoceros (Dr #347 p. 60)
Elder Xorn
Inferno Spider (MM4)
Any equivalent Druid companion with fire, earth or magma type.

Primordial transmogrification (Ex)
At 20th level, a magma druid undergoes a physical transformation into a magma elemental, with fire and earth subtypes. She gains darkvision out to 60ft; immunity to poison, sleep effects, paralysis, stunning, critical hits and flanking; and does not eat, sleep or breathe.

Frog Dragon
2010-03-14, 04:35 AM
Well, here's my thoughts about it.



*Add elemental wild shape at some point
I don't think this is what I'm looking for
*Give them more than one element
Same. These are supposed to be speicalists. it kinda undermines the idea.
*Give them a small amount DR & Energy resistance vs all types of damage except their opposing element
This might work
*Elemental companion at higher levels?
I could give them one of these
*At will elemental attack, like eldritch blast
I actually had it at first, but deleted it. I think it's going back in.
*Allow them to learn additional spells with elemental descriptors
They already have an extra spell known per level with a descriptor corresponding to their specialty.

Oh and I'm aiming for around Warmage&Dread Necro/Beguiler power.

Mulletmanalive
2010-03-14, 05:39 AM
Reminds me of something I tried to make, thusly:

Did that ever get played? I thought it was a nifty class and it was nice to be helpful :D

OP: Have you thought of looking at the spell list of the Wu-Jen in Complete Arcane? They have a much wider set of spells, despite being elementally keyed. It might help make them a bit more balanced.

A nicity might be to separate the lists for the four different elements so a player actually knows what they're buying into and so we can judge the balance of the four sub-classes a little easier.

Dragonman
2013-03-07, 04:21 AM
I appreciate your efforts but some of the best things in the 2nd ed version were left out. Also, why limit the spell list? The Great Elemental Netbook has loads of spells just with this class in mind. One of things that drew me to this class in the first place was because of that netbook. Thirdly, why completely rule out that a special character will have the ability to cast all four elements? Again in the 2nd ed version a special roll would determine if that is possible, but it should be an option...however small. So far, the 3.5 versions I've seen don't hold a candle to it.
Also, I agree with Mulletmanalive when he suggested that each type of elementalist should be separate. As well as para-elements [magma, ice, mud, etc.] Again, I have the netbook I keep referring to if you want it, hit me back and let me know. Its got a whole lot of good S#%t in it. Or we can collaborate...up to you. :smallamused:

zegram 33
2013-03-08, 09:12 PM
hey, i recently made a class (oddly enough, also called "the elementalist") that was focused on...well, elements, but its about summoning them up and making different elements with what you have at hand.

i worked out small spell-lists for a ton of quasi-elements (ice, forest, sand, gravity, magma, etc) which might give you some idea?

another ability i gave them was the ability to work as a kind of "lightning rod" for spells of their element, letting them absorb, redirect, etc spells of their element cast nearby them.
you could even have them replenish spell slots by doing so?

the class has a bit of terrain altering-type stuff that probably isnt useful, but might be worth a look nonetheless(in my sig if so).

be aware it doesnt have any comments yet, so might not be most amazingly balanced.

Frog Dragon
2013-03-09, 12:19 PM
Guys. This is three years old. It's a crap brew from when I knew next to nothing about how game balance or good design works within the context of D&D 3.5. I have no intention of reviving this, especially since the theme and role of this class have been beaten to the death a thousand times over already.

Now let it die.

Dragonman
2013-03-09, 08:37 PM
@ Frogman...Ok dude. No need to be indignant. I realize its "over three years old" I can read, but so what? If your not interested your not interested as far as "letting it die" that's up to you.

Roland St. Jude
2013-03-14, 01:09 AM
Sheriff: Thread necromancy is prohibited on this forum. This thread provides an excellent example of the kind of problem necromancy can cause. Thread locked.