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Skjaldbakka
2010-12-07, 02:21 PM
Elemental Supplicant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Prayers Known

1st|
+0|
+2|
+2|
+2|Elemental Blast (Basic), Prayer (Initiate), Bonus Feat, Graduation Gift|
1

2nd|
+1|
+3|
+3|
+3|Elemental Affinity, Elemental Manipulation|
1

3rd|
+2|
+3|
+3|
+3||
2

4th|
+3|
+4|
+4|
+4|Elemental Training|
2

5th|
+3|
+4|
+4|
+4|Bonus Feat|
3

6th|
+4|
+5|
+5|
+5|Mark of the Elements|
3

7th|
+5|
+5|
+5|
+5|New Prayer (Initiate or Novice)|
4

8th|
+6/+1|
+6|
+6|
+6|Elemental Resilience 1, Elemental Blast (Advanced)|
4

9th|
+6/+1|
+6|
+6|
+6|Elemental Shield|
5

10th|
+7/+2|
+7|
+7|
+7|Bonus Feat|
5

11th|
+8/+3|
+7|
+7|
+7|New Prayer (Initiate, Novice, or Disciple)|
6

12th|
+9/+4|
+8|
+8|
+8|Elemental Control|
6

13th|
+9/+4|
+8|
+8|
+8|Elemental Resilience 2|
7

14th|
+10/+5|
+9|
+9|
+9||
7

15th|
+11/+6/+1|
+9|
+9|
+9|Bonus Feat|
8

16th|
+12/+7/+2|
+10|
+10|
+10|Elemental Blast (Master)|
8

17th|
+12/+7/+2|
+10|
+10|
+10|New Prayer (Initiate, Novice, Disciple, Adept)|
9

18th|
+13/+8/+3|
+11|
+11|
+11|Elemental Resilience 5|
9

19th|
+14/+9/+4|
+11|
+11|
+11||
10

20th|
+15/+10/+5|
+12|
+12|
+12|Bonus Feat|
10[/table]

Game Rule Information:
Elementalists have the following statistics.
Abilities: Depending on the supplicant's focus, Charisma or Intelligence will be important, or both. Dexterity is important to any supplicant, and Constitution is valuable to any character.
Alignment: Any
Hit Die: d6

Class Skills:The Elementalist's class skills are as follows: Balance, Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (all skills, taken individually), Perform, Profession, Speak Language, Spellcraft, and Tumble.
Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points after First Level: 4 + Intelligence Modifier

Class Features:
All the following are the class features of the Elementalist.
Weapon and Armor Proficiencies: Elementalists are proficient with all simple weapons, plus one of the following martial weapons, which indicates which temple they studied at: Throwing Axe (Fire Temple), Longbow (Air Temple), Trident (Water Temple), Light Hammer (Earth Temple). They are also proficient with light armor, but not shields. Since there is no arcane spell failure in this campaign, it doesn't matter if they wear armor.

Prayers: The elementalist is a servant of the elemental forces that compose the universe, and they answer his prayers. Prayers are supernatural abilities that are usable at will. At first, the elementalist can only learn the simplest of prayers (Initiate), but as he advances in level, he can utter more complex prayers. An elementalist must be able to speak the language associated with an element in order to learn a prayer, so he must learn that language, and must be able to speak. Ongoing effects require a continuous chant, so the character cannot speak or activate command word or spell completion items while maintaining them.

It is a swift action to initiate a prayer, which requires the supplicant be able to speak. Earth and Fire prayers last a number of rounds equal to the supplicant's charisma modifier. Air and Water prayers last a number of rounds equal to the supplicant's intelligence modifier. Any prayer can be renewed earlier with a swift action (so the duration is not normally important, but it might come up). Prayers must be spoken at at least a whisper.
An intiate begins play knowing Auran, Aquan, Terran, or Ignan as a free bonus language, typically the one associated with his temple, but not necessarily. These languages are also added to the Supplicant's bonus languages available based on his race.

Elemental Blast:The elementalist is able to call on his chosen element to attack his foes. The effects of this vary by element and by level.

Fire:
Level 1(basic): The elementalists shoots a blast of fire from his outstrectched palm, or draws a blast of fire from an open flame upon his target. This has a range of Close, is a ray, and is subject to SR. The flame inflicts 1d6 fire damage per 2 levels, minimum 1d6. If the blast is drawn from an existing open flame, both the elementalist and the target must be within range of the fire, but not necessarily within range of each other, and the elementalist adds his charisma modifier to pierce any SR, and to the damage.

Level 8(advanced): The elementalist hurls a ball of flame, which explodes on impact, or causes an explosion to burst forth from an existing flame. This has a range of Close, and is a 10ft radius blast, which is subject to SR. The flame inflicts 1d6 fire damage per 2 levels, minimum 1d6. If the blast is drawn from an existing open flame the elementalist adds his charisma modifier to pierce any SR, and to the damage. A successful reflex save halves the damage.

Level 16(master): The elementalist shoots a deadly bolt of lightning into his target's heart. This has a range of close, is a ray, and is subject to SR. The target must make a Fortitude save or take 2d6 lightning damage per level. If they make the save, they instead take 5d6 lightning damage. A target reduced to 0 HP or fewer by this attack is killed, and cannot be revived with Raise Dead (as if he had taken a Death Attack). Against targets wearing or carrying a lot of metal, the elementalist adds his charisma modifier to the attack roll and to pierce SR.

Air:
Level 1(basic): The elementalist conjures a powerful burst of air to buffett his target. This has a range of 50 ft +5ft/lvl, is a targetted effect, and is not subject to SR. This deals 1d6 non-lethal damage per 2 levels, minimum 1d6. A successful Fortitude save halves the damage. If there are sufficient small unattended objects that could be picked up by a gust of wind (knives, small rocks, sticks, etc.), then the damage is lethal instead of non-lethal, the damage type is appopriate to whatever is picked up (piercing for knives, bludgeoning for pebbles), the elementalist adds his intelligence modifier to the damage, and instead of a Fortitude save for half damage, it is a Reflex save.

Level 8(advanced): The elementalist's can modify his attack to hit a line emanating from his square, either a 5'x120' line, or a 10'x60' line.

Level 16(master): The elementalist takes a deep breath, and then expels it in an incredible blast of air that damages creature in a 60ft cone in front of the elementalist. This is not subject to SR. Creatures caught in the blast are stunned for 1d4 rnds, and take 1d6 sonic damage per 2 levels. A Fortitude save negates the stun effect, and halves the damage. If there is a strong wind or better in the area, the damage is increased by the elementalist's intelligence modifier, and is not halved by a successful Fort save.

Water:
Level 1(basic): The elementalist conjures a blast of water to strike at his foes. This is 15' cone, originating either from the caster or from a source of water within close range of the elementalist. This is not subject to SR, and deals 1d4 bludgeoning damage per 2 levels, minimum 1d4. This sudden blast of water distracts and blinds its targets briefly, and the targets must make a Will save or be flat-footed until the beginning of their next turn. If the blast is conjured from an available source of water, the targets are also knocked off-balance, and anyone attacking them gains a bonus to hit equal to your Intelligence modifier.

Level 8(advanced): The elementalist's attack freezes the water, changing the damage to cold damage, and leaving the ground slick and frozen for 1 round, as the grease spell. If the blast is conjured from an available source of water, the targets are also entangled if they fail the reflex save against the grease effect.

Level 16(master): The elementalist controls the water in all living creatures to hold them in place. 1 creature is effected per level, and any creature with a significant amount of water or blood can be effected, even if they would ordinarily be immune to effects that require a fortitude save, or to paralysis or petrification. The creatures effected must all be within 60 ft of the elementalist. Creatures that fail their fortitude save are paralyzed, and take 1d6 cold damage per round until the effect ends. A new saving throw can be made each round as a full round action. If there is enough water in the area to completely coat a creature, the elementalist can elect to instead effect one target, who is petrified instead of paralyzed, and receives only the initial save. They gain an additional saving throw on any round in which they take fire damage.

Earth:
Level 1 (basic): The elementalist causes the earth to explode beneath his oppenent, sending shrapnel flying at him. This has a range of close, and does not allow SR. This requires an attack roll, and the target is flat-footed against this attack unless he has uncanny dodge or blindsight. This attack deals 1d6 piercing damage per 2 levels, minimum 1d6. If his target is standing on the ground, he is also knocked prone unless he makes a Fortitude save, and takes additional damage equal to the elementalist's charisma modifier.

Level 8 (advanced): The elementalist conjures a fist from the earth, which strikes his target and then collapses. This requires a normal attack roll with a bonus equal to elementalist level + charisma modifier, and deals bludgeoning damage equal to 1d6 + elementalist level + charisma modifier. This can strike any opponent with close range of the elementalist and the ground. Flying creatures struck must make a Reflex save or be pulled to the ground, taking additional falling damage as appropriate.

Level 16 (master): The elementalist conjures a large size boulder and sends it in a line to strike down his enemies, who are pushed along the path of the boulder and pinned underneath it. Only medium sized creatures are moved and pinned in this fashion, but all creatures in the 10'x100' line take 1d6 per 2 levels bludgeoning damage. Any medium sized or smaller creatures who fail a Reflex save are knocked back to the end of the line and pinned under the boulder, requiring a grapple or escape artist check against the save DC to break the pin, and then to escape the effective 'grapple'. This line can originate from anywhere within medium range of the elementalist. If there is already a large size or larger boulder in the area, the elementalist can use it instead, potentially pinning larger size creatures with the boulder, which can pin any creatures of smaller size in this way.
Bonus Feat: At 1st level, and at every 5th level, the Elementalist gains a bonus feat, which must be a feat with the [Elemental] descriptor, or a feat in the Point Blank Shot feat tree.

Graduation Gift: At 1st level, the Elementalist is given a gift from his temple, which is a masterwork weapon associated with the temple: A Masterwork Throwing Axe for Fire, Masterwork Longbow for Air, Masterwork Trident for Water, and Masterwork Light Hammer for Earth.

Elemental Affinity: Starting at 2nd level, the elementalist gains a +2 competence bonus to charisma based checks and knowledge (planes) checks related to elementals and elemental planes.

Elemental Shield: The elementalist learns to use an element to defend himself against attack.

Fire: As an immediate action, the elementalist surrounds himself with flame. Anyone attacking him in melee takes 1d6+elementalist level fire damage. The elementalist also gains cold resistance equal to his charisma modifier. This lasts until the beginning of his next turn. If standing near a medium or larger size fire, even ranged attackers within 30ft. take damage from striking him, as he reflexively sends a retributive lash of flame from the fires surrounding him.

Air: As an immediate action, the elementalist surrounds himself with rapidly swirling winds, gaining a deflection bonus equal to his intelligence modifier, which is doubled against projectile weapons. This effects only a single attack normally, but if already in a strong or better wind, this lasts until the beginning of his next turn.

Water: As an immediate action, the elementalist conjures a blast of water to deflect an attack, effectively gaining hardness against that attack equal to his intelligence modifier. This hardness is doubled if there was an existing source of water to deflect the attack with, as the elementalist insteads pulls the water in front of the attack and freezes it.

Earth: As an immediate action, the elementalist encases himself in stone, gaining DR/adamantine equal to his charisma modifier. If he is standing on stone or metal, he doubles the amount of DR gained. This lasts until the beginning of his next turn.

Elemental Manipulation: An elemental supplicant of at least 2nd level can control the elements in small ways, such as creating a cooling breeze, or pulling a flower of ice out of a bucket of water, or causing the flames in a campfire to dance. The supplicant can generally cause effects equivalent to what could be accomplished with prestidigitation or mage hand, and should not have a greater mechanical benefit that a +1 circumstance bonus to a d20roll.

Elemental Training: Starting at 4th level, the elementalist can activate spell completion magic items such as scrolls and wands as if he were a Shugenja of equal level.

Mark of the Elements: The elementalist learns to create a ritual tatoo that marks him as the servant of the elements. The elementalist can bear the mark of one element at a time, and the ritual requires 24 hours to complete. Elementals of that element treat the elementalist with respect, and are mystically incapable of doing him harm, even if commanded to do so through magic.

The elementalist can perform this ritual for an ally as well, but without his power behind it, it only confers a +2 circumstance bonus to diplomacy checks involving the appropriate type of elemental.

Elemental Resilience: As the Warlock's Fiendish Resilience.

Elemental Control: The elementalists gains the following spell like abilities.

Fire/Earth: Fire and Earth are both tied to strength of will and force or personality. You can use the following spell like abilities once per day per point of charisma modifier (total, not each). You can have one of the following spell like abilities active at a time, and any save DCs are based off of Charisma.

Protection from Energy (Fire), Pyrotechnics, Wall of Fire, Move Earth, Stoneshape, Wall of Stone

Water/Air: Water and Air are both tied to intellect and ingenuity. You can use the following spell like abilities once per day per point of intelligence modifier (total, not each). You can have one of the following spell like abilities active at a time, and any save DCs are based off of Intelligence.

Control Plants, Control Water, Wall of Ice, Control Winds, Gust of Wind, Wind Wall


Flavor and What I am Looking For:

This class is for a specific campaign, but feel free to steal/use/borrow/modify for your own use. In this campaign, the human nation worships the elements, so that is where the reference to temples comes in, as this class is something of a holy warrior in the setting.

I'm not happy with the master elemental blast for water, so any advice on something different that would still be on the power level of the other master elemental blasts, I'd appreciate it.

I'm generally looking for comment on formatting, wording of certain mechanics which could probably be phrased better, possible exploits that I haven't seen, ideas for a capstone, that kind of thing. An assessment of where this class would fall tier-wise would be nice as well as ideas for more Prayers and Feats.

Please do not post until I have claimed the next two spots in the the thread to post prayers and feats.

Please Proceed.

Edit - 1st batch of changes will be in blue. Original wording is in black, struck through if changed.

Skjaldbakka
2010-12-07, 02:23 PM
Initiate Prayers:

Initiate of [Element]
While this prayer is maintained, the supplicant is able to use the most basic form of the elemental blast for [element]. If the supplicant is at least 9th level, they can also use the elemental shield for [element].

Inner Warmth [Fire]
While this prayer is maintained, the supplicant gains cold and fire resistance equal to his supplicant level. He can share this resistance with up to one ally per point of charisma modifier. All allies effected must be within 30 ft of the supplicant when the prayer is initiated or renewed.

Purity of Water [Water]
While this prayer is maintained, the supplicant gains a sacred bonus to all saves against poison, disease, charms, or compulsions equal to his intelligence modifier. This benefit is shared with all allies within 60 ft of the supplicant when the prayer is initiated or renewed.

Stability [Earth]
While this prayer is maintained, the supplicant gains the stability trait. The supplicant also gains a number of temporary hit points equal to his charisma modifier when beginning this prayer.

Leap of the Clouds [Air]
While this prayer is maintained, the supplicant and one ally per supplicant level gains the benefit of the jump spell, and can use feather fall at will.

Wind's Grace [Air]
While this prayer is maintained, the supplicant and his allies gain a sacred bonus to balance, jump, and tumble equal to his intelligence modifier, and also gain a +2 sacred bonus to Dexterity. All affected allies must be within 60 ft when the prayer is initiated or renewed

Novice Prayers:

Elemental Ally [Element]
While maintaining this prayer, a servant of [Element] appears to aid you. This prayer summons a medium elemental of the appropriate element. You can communicate with it telepathically. If summoned from an appropriate medium (a large fire, windstorm, well, or large chunk of stone), the elemental summoned has maximum hp per hit die.

Mantra of Dragon's Breath, Lesser [Fire]
While maintaining this prayer, the supplicant can breath fire in a 15' cone in front of him as a swift action once per 1d4 rounds. This cone deals 3d6+cha modifier fire damage, reflex save for half damage. This can be modified by feats that modify a breath weapon.

Weapons of Fire [Fire]
While maintaining this prayer, the weapons of the supplicant's allies burst into flame. This functions as a Weapon of Energy [fire] spell, except that it can effect one weapon within 60 ft per supplicant level. All effected weapons must be within range when the prayer is initiated or renewed.

Bend Light [Water]
While maintaining this prayer, the supplicant bends the light around him, creating duplicate images of himself. This functions as the spell mirror image.

Water Walking [Water]
While maintaining this prayer, the supplicant and one ally per supplicant level gain the benefit of the water walking spell. All effected allies must be within 60 ft when this prayer is initiated or renewed.

Binding Winds [Air]
The air supplicant bids the winds to ensnare his foes, and they heed his request. This functions as the web spell, with the following changes: Allies are not effected, and this effect provides neither cover nor concealment. Projectile attacks into or through the area of the effect suffer a 20% miss chance, however.

Titan's Blessing [Earth]
As long as the earth supplicant is standing on stone or earth, they gain temporary hit points equal to their charisma modifier that refresh at the beginning of their turn every round, and they gain a +2 sacred bonus to constitution.

Grounding [Earth]
While maintaining this prayer, the supplicant channels harmful energies into the ground, harmlessly dissipating them. The supplicant automatically passes any saving throw against any electricty or negative energy effect, and has electricity resistance 20. The supplicant may also add his charisma modifier to all reflex saves against blasts and spreads. This benefit is shared with all allies within 60 feet when the prayer is initiated or renewed.
Disciple Prayers:

Disciple of [Element]
While maintaining this prayer, the supplicant gains the use of the basic and advanced [element] blast.

Master Fire [Fire]
While maintaining this prayer, the supplicant gains the following:
May rebuke creatures with the [fire] subtype as an evil cleric rebukes undead.
May attempt to dispel any spell effect with the [fire] descriptor as if using greater dispel magic once per round as a free action.
Is aware of any spell being cast with the [fire] descriptor within 120 ft, and may counter any such spell once per round as an immediate action, as if countering it with a greater dispel magic.
Gains immunity to fire damage and automatically passes any saving throw against any spell or effect with the [fire] descriptor.

Mantra of Dragon's Breath, Greater [Fire]
While maintaining this prayer, the supplicant can breath fire in a 30' cone in front of him as a swift action once per 1d4 rounds. This cone deals 6d6+cha modifier fire damage, reflex save for half damage. This can be modified by feats that modify a breath weapon.

Master Earth [Earth]
While maintaining this prayer, the supplicant gains the following:
May rebuke creatures with the [earth] subtype as an evil cleric rebukes undead.
May attempt to dispel any spell effect with the [earth] descriptor as if using greater dispel magic once per round as a free action.
Is aware of any spell being cast with the [earth] descriptor within 120 ft, and may counter any such spell once per round as an immediate action, as if countering it with a greater dispel magic.
Gains immunity to trip and bullrush attempts and automatically passes any saving throw against any spell or effect with the [earth] descriptor.

Repel Metal or Stone [Earth]
While maintaining this prayer, the supplicant produces the spell effect repel metal or stone.

Master Water [Water]
While maintaining this prayer, the supplicant gains the following:
May rebuke creatures with the [water] subtype as an evil cleric rebukes undead.
May attempt to dispel any spell effect with the [water] descriptor as if using greater dispel magic once per round as a free action.
Is aware of any spell being cast with the [water] descriptor within 120 ft, and may counter any such spell once per round as an immediate action, as if countering it with a greater dispel magic.
Gains water breathing and a swim speed equal to his base movement rate and automatically passes any saving throw against any spell or effect with the [water] descriptor.

Merfolk's Blessing [Water]
While maintaining this prayer, the supplicant and one ally per supplicant level gain the benefit of the water breathing spell, and gain a swim speed equal to their land movement rate. If the supplicant's ally can normally breathe water but not air, they instead gain the benefit of the air breathing spell. All effected allies must be within 60ft when the prayer is initiated or renewed.

Master Air [Air]
While maintaining this prayer, the supplicant gains the following:
May rebuke creatures with the [air] subtype as an evil cleric rebukes undead.
May attempt to dispel any spell effect with the [air] descriptor as if using greater dispel magic once per round as a free action.
Is aware of any spell being cast with the [air] descriptor within 120 ft, and may counter any such spell once per round as an immediate action, as if countering it with a greater dispel magic.
Automatically passes any saving throw against any spell or effect with the [air] descriptor.
Is immune to all negative effects of winds of any strength.
Gains a flight speed equal to his land speed, with perfect manueverability.

Wind Dance [Air]
While maintaining this prayer, the supplicant and one ally per supplicant level gains the benefit of the air walk spell, gains a +20ft sacred bonus to their movement rate, and gains a +2 sacred bonus to dexterity and charisma. Effected allies must be within 60 ft when the prayer is initiated or renewed.
Adept Prayers:

Adept of [Element]
While maintaining this prayer, the supplicant gains full use of the elemental blast and elemental shield for [element].

Elemental Guardian [Element]
While maintaining this prayer, a servant of [Element] appears to aid you. This prayer summons a greater elemental of the appropriate element. You can communicate with it telepathically. If summoned from an appropriate medium (a huge fire, tornado, lake, or huge block of stone), the elemental summoned has maximum hp per hit die.

Pillars of Flame [Fire]
When initiating this prayer, the supplicant calls down a flamestrike, and may continue to call down a flamestrike each round as a standard action while maintaining this prayer.

Power of Stone [Earth]
While maintaining this prayer, the supplicant takes on the dreadful gaze of the basilisk, and is able to turn his foes to stone with a glance. He is immune to petrification, and gains a gaze attack that deals 1d6 Dexterity drain, and a foe reduced to 0 Dexterity is turned completely to stone. Any allies he designates are immune to his gaze, which has a range of 30 feet.

Blood to Ice [Water]
While maintaining this prayer, he freezes the water in the body of his enemies. Any enemies within 60ft are effected as by a greater creeping cold spell when this prayer is initiated or renewed and any enemy entering the area while it is being maintained is also effected by that spell. Enemies affected take the full effect of the spell, even if they later leave the area.

Wind Walk [Air]
While maintaining this prayer, the supplicant and up to one ally per level gains the benefit of the wind walk spell. All effected allies must be within 60 feet of the supplicant when the prayer is initiated or renewed.

Skjaldbakka
2010-12-07, 02:26 PM
Earthborne Whispers [Earth]
Prereq: One or more novice or better earth prayers
Benefit: While maintaining an earth prayer, the supplicant gains blindsight at a range of 10 ft.

Extra Prayer [Elemental]
Prereq: Supplicant Level 3+
Benefit: The supplicant gains the use of an additional prayer.

Fires of Creativity [Fire]
Prereq: One or more fire prayers.
Benefit: Your fire elemental blast, elemental shield, prayers, and other fire element class features that are based on charisma are instead based on intelligence.
Special: There should be an equivalent feat for each element.

Initiate of Aether [Aether]
Prereq: Intelligence 13+, Supplicant Level 3+
Benefit: You gain the use of the Initiate of Aether prayer.
While maintaining this prayer, the supplicant gains access to the basic elemental blast for aether. If the supplicant is 9th level or higher, they also gain access to the elemental shield for aether.

Blast: The supplicant fires an unerring bolt of pure eldritch force, which strikes his target for 1d4 + intelligence modifier force damage. This effect automatically strikes its target, as a magic missile spell. If the subject is protected by a shield spell, it blocks the attack, but is dispelled in the process. This has a range of medium, and is subject to SR. If the target has any spells or spell like abilities, they must make a Will save or lose their highest level spell slot, or a daily use of their highest level spell like ability.

Shield: As an immediate action, the supplicant weakens the power of a spell that is being cast, reducing its caster level and save DC by the supplicant's intelligence modifier. If the caster level is reduced to 0, the spell fails, and the caster takes 1d6+intelligence modifier force damage from the backfire.
Special: This is feat is a prerequisite for the Supplicant of Aether prestige class (not yet written up).

Initiate of Shadow [Shadow]
Prereq: Wisdom 13+, Supplicant Level 3+
Benefit: You gain the use of the Initiate of Shadow prayer:
While maintaining this prayer, the supplicant gains access to the basic elemental blast for shadow. If the supplicant is level 9 or higher, they also gain the elemental shield for shadow.

Blast: The supplicant shoots a ray of shadow at the target, which deals 1d6 cold damage per 2 levels, minimum 1d6. This requires a ranged touch attack. If in an area of shadowy illumination, the target is also blinded for 1 round if he fails a Will save, and the damage is increased by the supplicant's wisdom modifier.

Shield: The supplicant surrounds himself in shadows, gaining a 20% miss chance until the beginning of his next turn. If he is already in an area of concealment, he instead gains a 50% miss chance.
Special: This is feat is a prerequisite for the Supplicant of Shadow prestige class (not yet written up).

Initiate of Sun [Sun]
Prereq: Wisdom 13+, Supplicant Level 3+
Benefit: You gain the use of the Initiate of Sun prayer.
While maintaining this prayer, the supplicant gains access to the basic elemental blast for sun. If the supplicant is 9th level or higher, they also gain access to the elemental shield for sun.

Blast: The supplicant shoots a beam of impossibly bright light into the eyes of his target. This deals 1d6 non-lethal damage per 2 levels, minimum 1d6, and also blinds the target for 1 round. Against undead and aberrations, the damage is 1d8 damage per 2 levels, and is fire damage instead of non-lethal. A successful fortitude save negates the blindness and halves the damage.

Shield: The supplicant vanishes momentarily from sight in response to an attack. As an immediate action, the supplicant becomes invisible to one creature. This lasts until the beginning of his next turn. If used in sunlight, the supplicant can shield himself from one creature per point of wisdom modifier.
Special: This is feat is a prerequisite for the Supplicant of Sun prestige class (not yet written up).

Prayer Focus: Element [Elemental]
Prereq: Supplicant Level 3+
Benefit: Your prayers of the chosen element that allow a saving throw add a +2 bonus to the save DC.

Prayer of Courage [Fire]
Prereq: Access to one or more fire prayers, bardic music.
Benefit: You may combine a fire prayer with a use of bardic music to create a prayer that also inspires courage. Your supplicant levels stack with your bard levels to determine the effectiveness of your inspire courage. Your bard levels stack with your supplicant levels for determining the effects of any fire prayers you have access to.

Prayer of Life [Water]
Prereq: Access to one or more water prayers, ability to cast any [healing] spell.
Benefit: You may cast spells with the healing descriptor while maintaining a water prayer. Your supplicant levels add to your caster level for any healing spells you cast while maintaining a water prayer. Your levels in any class that grants you the ability to cast healing spells stack with your supplicant levels for determing the effects of any water prayers you have access to.

Prayer of Stillness [Earth]
Prereq: Access to one or more earth prayers, sneak attack +1d6.
Benefit: You may maintain earth prayers in silence, allowing you to gain their benefit without revealing your position or that it is you that orignated the effect (unless the effect itself makes it obvious). You gain Hide and Move Silently as class skills as a supplicant, and levels taken in classes that grant sneak attack stack with your supplicant level for determing the effects of your earth prayers.

Windborne Blade [Air]
Prereq: Access to the elemental shield for Air, Grace +1
Benefit: Your supplicant and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler’s dodge bonus to AC.For example, a 6th-level supplicant/5th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. The supplicant is surrounded by strong winds whenever making a melee attack, sufficient to gain the improved benefit from his elemental shield class feature in any round in which he makes an melee attack.

Windswept Prayers [Air]
Prereq: Access to two or more air prayers
Benefit: The supplicant is able to maintain two air prayers simultaneously whenever there is at least a light wind

Princess
2010-12-07, 03:04 PM
The free masterwork weapon at level one seems like a bit much. Otherwise, I like it, but it feels like it might be under powered. I'll need to think about this more.

Benly
2010-12-07, 03:42 PM
The free masterwork weapon at level one seems like a bit much.

...seriously?

By level 2, masterwork weapons are the default. At best you're getting a head start, and if you're a fire or earth supplicant, not even that - the only time you would ever use the throwing axe instead of your fire blast is if you're fighting a fire resistant enemy, and likewise you would only use the hammer against an enemy with DR/bludgeoning (which is to say, skeletons). Those two are absolutely awful weapons.

The trident and longbow are both decent weapons you might actually use, since their associated blasts have some problems. The water blast does poor damage and is AoE-only so there are a number of circumstances where stabbing your enemy with a trident is a reasonable plan. The longbow is definitely the best weapon out of the lot, and the air blast is kind of unreliable since it's DM fiat whether you've actually got anything lying around to lethal up your blast. Even in those cases, I'd be surprised if you kept using the weapon after the very low levels - and personally I'd rather take Initiate of Earth for situations like that, as most of the initiate prayers are a bit rubbish anyway and Earth has far and away the best basic blast.

Going over other criticisms of the class, it's not clear what delivery mechanism different blasts have. As written, the Earth blast has no attack roll, save, or SR and the best damage out of the basic blasts. This seems odd. It's also not clear whether the Initiate of Aether blast has an attack roll. I assume Shadow does because it's described as a ray.

Initiate prayers are a bit rubbish. Some of the novice and higher prayers would be nice, except that it's not clear whether you can use any of your other class features while sustaining one. Can you use blasts while maintaining a prayer? Do you need to maintain the summoning prayers to keep the elemental from going home? What kind of action is required to initiate a prayer? In general I think the "can't talk while maintaining a prayer" thing is kind of awkward both from a roleplaying standpoint and a mechanical one. Talking and bantering during fights is one of the things that makes D&D combat actually fun rather than just being another wargame.

My recommendation would be to make them similar to auras or stances: one prayer at a time, initiate or change them as a swift action, they don't prevent you from using your other non-prayer abilities or talking. Yes, this means you can summon an elemental buddy as a swift action, but you can't use your other nifty buffs and debuffs while he's active.

The Elemental Control abilities seem a bit limited for when you get them, and I'm not a big fan of per-day abilities in a class that's otherwise all about at-will abilities. Maybe remove the per-day restriction but require that only one Elemental Control be active at a time? (Thus, your Wall of Stone disappears when you start up Pyrotechnics, and so on.) Alternately, put them on a "recharge timer": each Elemental Control power can only be used once every five rounds, or each is once per encounter, or whatever.

FishAreWet
2010-12-07, 03:58 PM
Agree with Benly. To add onto what he says;

Why even have prayers for the blasts and defenses? What if those were usable by everyone and the prayers were saved for special effects? Consider making some defenses passive, to many counters gets convoluted. Why not wrap up the Elemental Control SLAs into prayers? I'd even suggest granting multiple SLAs per prayer.

At will abilities are not nearly as strong as people fear them to be. Just don't grant abusive SLAs. If you're really worried but a 5 round recharge on the abilities like Binds.

Skjaldbakka
2010-12-07, 04:02 PM
Thanks for the input. I knew there were likey some issues with wording, so I'll clear those up quick in this post, then update them.

Prayers: Maintaining a prayer is a free action, and prevents the supplicant from speaking (because he is chanting, so he can't say anything except the incant). Even with Prayer of Stillness, he still can't speak, should make that explicit somehow, as the silence replaces the invocation.

So elemental blasts are usable, but spellcasting (if multiclassed), activating wands and what not, can't be used (w/o silent spell, anyway). Also, speaking to discuss things can't be done.

Beginning a prayer is a standard action, not sure if that is explicitly stated anywhere or not.

The earth blast was left unspecified, but there should definitely be an attack roll or a saving throw. since it is shards of rock that deal piercing damage, I think a normal ranged attack roll would make sense. what do you think?

edit - actually, what are your thoughts on some mechanism for the earth blast to target flat-footed AC instead? maybe require a save or a skill check or be flat footed against the attack? or make it work like the feint mechanic, except the supplicant rolls spellcraft instead of bluff?

no worries there about it stacking badly with sneak attack, since multiclassing with sneak attack wouldn't greatly speed up the damage progression, and piercing damage progression is better than sneak attack damage progression anyway.

Hyooz
2010-12-07, 04:03 PM
Could probably use an ability to overcome resistances.

FishAreWet
2010-12-07, 04:07 PM
What's the point of the no speaking? It's lame and unfun. If you want to avoid Verbal components just say so.

Skjaldbakka
2010-12-07, 04:10 PM
Because the supplicant is literally praying aloud in Auquan, Auran, Terran, or Ignan to maintain the effect. This also makes it difficult to be sneaky while using prayer. Most people can't say two different things at the same time.

edit -

I left the additional blasts/shields as prayers as a an option to branch out. Also, leaving them as prayers opens up the feats for the other three elements in the settings, Sun, Shadow, and Aether, which are going to be PrCs, meant to be entered from elemental supplicant.

Also, missed this before - the elemental blast for Aether automatically hits. That is why the damage is lower. It is kind of a magic missile type deal.

Benly
2010-12-07, 04:10 PM
Thanks for the input. I knew there were likey some issues with wording, so I'll clear those up quick in this post, then update them.

Prayers: Maintaining a prayer is a free action, and prevents the supplicant from speaking (because he is chanting, so he can't say anything except the incant). Even with Prayer of Stillness, he still can't speak, should make that explicit somehow, as the silence replaces the invocation.

The problem is that playing a character who can't talk in combat just isn't fun or conducive to roleplaying. Yeah, it's neat having to mime things out when the field gets Silenced but it's just tiresome when your character can't talk during fights at all.

If you need a logical reason, have the prayer uttered on initiation and maintained as a meditative prayer that precludes spellcasting. If you want to preclude sneaking, require that the PC utter his prayer at the beginning of each round to maintain it.



Beginning a prayer is a standard action, not sure if that is explicitly stated anywhere or not.


The mechanics of most of them remind me more of stances and auras than anything else, which is why I suggested a swift action. A number of them give you new standard-action options, so it seems most reasonable to be able to initiate a prayer and then use its actual ability on the same round.


The earth blast was left unspecified, but there should definitely be an attack roll or a saving throw. since it is shards of rock that deal piercing damage, I think a normal ranged attack roll would make sense. what do you think?

My tendency is to lean towards ranged touch attack as the fallback for single-target warlock-esque blasts. Left to my own devices, I would use ranged touch as default for all the non-AoE supplicant blasts.

Skjaldbakka
2010-12-07, 04:20 PM
I suppose it might punch through armor, and be a touch attack for that reason - but what are your thoughts on the earth blast being against flat-footed AC, instead of touch? It would make it different, but there is the disadvantage of not being able to rely on invisible + touch attack for near auto-hit. Also, flat footed AC is frequently higher, so might make it touch.

I think I am sold on making the prayers allow speaking, and swift actions to initiate. What are your thoughts on some better prayers, and also, I'd need a new ability for the Prayer of Stillness feat. Thoughts?

Also, what prayers do you consider decent, and which ones are complete rubbish? Which ones are 'ok, but are a little weak'?

Benly
2010-12-07, 04:45 PM
I suppose it might punch through armor, and be a touch attack for that reason - but what are your thoughts on the earth blast being against flat-footed AC, instead of touch? It would make it different, but there is the disadvantage of not being able to rely on invisible + touch attack for near auto-hit. Also, flat footed AC is frequently higher, so might make it touch.

That's flavorful and reasonably effective - Earth blast is still the best blast in regards to its other properties, and having a slightly worse hit rate isn't going to neuter it.



I think I am sold on making the prayers allow speaking, and swift actions to initiate. What are your thoughts on some better prayers, and also, I'd need a new ability for the Prayer of Stillness feat. Thoughts?

Maybe work from the bit where it's not clear that you originated the effect? I'd need to review the prayers in more detail, though, and I don't really have time for that right now.



Also, what prayers do you consider decent, and which ones are complete rubbish? Which ones are 'ok, but are a little weak'?

Out of the initiate prayers, Purity of Water is a bit rubbish; it's bonuses on a small subset of saves and you've got all saves good anyway. Wind's Grace isn't great with Leap Of The Clouds around; the skill bonuses are to meh skills and Dex is a non-key stat for supplicants. Inner Warmth is decent but not amazing, Stability is okay for the level. The cross-element prayers are pretty decent depending which you pick. I would probably take Inner Warmth, Stability, or an Initiate prayer although the Initiate feats are flat-out better than the Initiate prayers are if you have the patience to wait a couple levels.

Skjaldbakka
2010-12-07, 04:48 PM
Should prayers be something that can be swapped out at higher levels, or just picked and you stick with them?

What if Purity of Water could be shared with allies as well? How much would that make it more worthwhile?

Benly
2010-12-07, 05:09 PM
Should prayers be something that can be swapped out at higher levels, or just picked and you stick with them?

What if Purity of Water could be shared with allies as well? How much would that make it more worthwhile?

I would be in favor of being able to retrain out abilities in case you make a mistake.

Being able to share Purity of Water would make it considerably more useful. I'm still not sure I'd take it usually, but I could certainly see taking it with the right party.

Is it deliberate that the initiate prayers are worse than the initiate feats? Not in terms of the actual blast itself, but in terms of the elemental initiate prayers requiring you to have them as your active prayer in order to use those abilities, while the feats don't.

Skjaldbakka
2010-12-07, 05:27 PM
I should have been more clear I guess. The Initiate feats give you "Initiate of X" as a prayer. Which then has to be used just like any other prayer.

Benly
2010-12-07, 05:43 PM
Personally, I would like it if they just added the basic blast and shield to your blast and shield options, but I can see a case for it either way.

Skjaldbakka
2010-12-07, 05:55 PM
First round of updates:

Summary:

-Took the advice to make initiating a prayer a swift action.
-Got rid of the constant chant, replaced it with needing to renew the prayer every few rounds, based on the element's 'casting stat'.
-Earth's basic blast now targets flat-footed AC (with a few exceptions that made sense).
-Aether's basic blast is clarified to function like magic missile, and now pops shield spells that block it. Makes sense since it is the element of magic (and anti-magic).
-Made some clerical adjustments.
-Prayers that effect allies now require the allies be within 60' when the prayer is initiated or renewed.
-Leap of the Clouds now effects only the supplicant, and Wind's Grace effects allies.
-Decided not to alter Prayer of Stillness.
-Modified Elemental Control to be at will, but only one at a time (actually two at a time).

Skjaldbakka
2010-12-07, 07:31 PM
Could probably use an ability to overcome resistances.

What do you mean exactly? I suppose the fire blasts are subject energy resistance/immunity pretty badly, but that can be gotten around by taking the elemental initiate prayer, or one of the feats, and eventually pillar of flame gives flamestrike at will, which is half divine damage.

The other elemental blasts really don't have problems with the energy resistance at all, since they don't always deal energy damage.

I suppose some kind of Piercing Flames feat that gives half damage is non-elemental would make sense though.

ForzaFiori
2010-12-07, 09:37 PM
For an Earth prayer, perhaps something that gives you tremor sense?

Also, can you have more than one prayer active at a time?

EDIT: Also, this class needs some sort of capstone. Maybe gain the subtype of your element, and various bonus that fit the theme? A permanent elemental companion (that you don't have to pray for)? Some sort of epic attack?

Skjaldbakka
2010-12-07, 09:41 PM
Not normally, no. But there is a feat that lets you combine two air prayers.

Actually, since I re-wrote how maintaining prayers works, that becomes an interesting possibility. I might change that and let multiple prayers be active at once. If you have a really high intelligence and/or charisma, you could potentially have all your known prayers active at once, taking a swift action every round.

Would you see that as a good or bad thing.

I agree on the gaining tremorsense from a prayer idea.

edit - I agree, it does need a capstone, just haven't come up with one. There is room for another elemental blast for each element, but I'd need to come up with one for each element, and better than what is already there.

ForzaFiori
2010-12-07, 09:48 PM
I think that having a maximum number of prayers would be best. maybe have it based on your level. Though considering it'd be limited by your ability modifier, it might not matter. With only 10 prayer's known though, every supplicant will wind up having all their prayers active at once, since getting a 30 ability score isn't difficult at high levels. Maybe put a cap at half your known prayers, minimum 1?

Benly
2010-12-07, 09:55 PM
My tendency would be to just make prayers on/off toggles which are activated with a swift action, with the note that the PC has to utter his maintaining prayer every round or every few rounds as a free action while it's active. Then have class features that let you toggle on two at once at later levels. It just seems like a bit less number juggling than sorting out overlapping durations.

Skjaldbakka
2010-12-08, 11:41 PM
I am thinking that I should normalize the basic elemental blasts to follow the same roughly 1d6/2 lvls pattern. Maybe have the fire blast deal d8s, since fire is commonly resisted.