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View Full Version : 3.5 Elementalist PrC: feedback please?



Tragak
2013-07-10, 07:13 PM
Hello everyone. This is my most major attempt at homebrewing so far, so Great Wall of Text Warning :smalleek:

I recently got the idea to try my own Elementalist Prestige Class, and since I'm told that the theme has been done to death, I wanted to come up with a significantly different system for spellcasting in addition to other specific differences.

I'm thinking that the PrC should require the ability to cast 3rd-level spells (5 class levels for Wizards/Druids/Clerics, 6 for Sorcerors, 7 for Bards, not Paladin/Ranger friendly), and would advance the class's spells/day. It would not provide access to new spells known from the base class's list, since there would be no reason to continue the base class if the PrC gained further access to the base class list in addition to the PrC's new spells. As compensation, the PrC would not only provide additional spells, but also numerous meta-magic feats so that the caster can use their original spells in the higher level slots if they wish to do so instead of only using their new spells.

Also, each Elementalist spell would function as meta-magic spells in the sense that they can be used in any spell slot for differing levels of power based (partially to keep the spell lists small enough to be managable while still going from 1st to 9th level slots). However, some extremely powerful spells also take penalties to both Spell and Caster Levels, so if a spell would last for 1 round/[SL+CL] and a 15th level caster prepares it in a 5th level slot, but the spell takes a -2 penalty to effective SL and CL, then the spell only lasts for 13+3=16 rounds instead of 15+5=20.

I'm thinking that the Elementalist spell list would be divided into 4 basic elements (Earth, Air, Fire, Water), 4 para-elements (Earth/Fire makes Magma, Earth/Water makes Slime, Air/Fire makes Smoke, Air/Water makes Ice), and 4 energies (3-not-Earth makes Electricity, 3-not-air makes Acid, 3-not-Fire makes Cold, 3-not-Water makes Heat). Each element behaves a different way, mostly so that there is a tangible, strategic reason to pick each (and so that it's easier to keep track of each spell list if there is a reason for each).

Earth is used for direct defense by physically blocking an enemy. Fire is used for direct offense by physically harming them. Air is used for indirect offense, buffing so that the person does damage better instead of the spell doing it's own damage. Water is used for indirect defense, de-buffing enemies so that they attack less effectively instead of the spell itself stopping them.

However, when an Elementalist learns a para-elemental combination of two elements, s/he can use each element the way that s/he would normally use the other (Example: the Magma spell list contains an Earth spell used for offense and a Fire spell used for defense). Opposing elements cannot be used together except through an intermediary element (Earth and Air cannot be combined directly, but Smoke and Magma can be), which creates a form of energy. For example, if an Elementalist has access to Smoke (Air/Fire) and Ice (Air/Water), then using Air to keep Fire and Water together creates Electricity spells (Smoke is used as a de-buff the way Water would be; Ice is used as a damage spell the way Fire would be.)

Since this class focuses on the new spells that are learned, I feel like it would benefit Sorcerers more than any other caster. Wizards, Druids, and Clerics can cast any of the dozens of spells that they have the level for and would probably need more slots/day more than they would need even more spells to choose from to fill those slots. Only Bards have fewer spells known than Sorcerors, and their prepared casting + fewer slots/day mean that even these new spells don't go as far as they would for a Sorcerer.

Skills Points at Each Level: 2 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells/day

1st|+0|+0|+0|+2|+1 Element, Metamagic Bonus Feat| +1 Spellcasting class

2nd|+1|+0|+0|+3|+1 Element| +1 Spellcasting class

3rd|+1|+1|+1|+3|+1 Paraelement| +1 Spellcasting class

4th|+2|+1|+1|+4|+1 Element, Metamagic Bonus Feat| +1 Spellcasting class

5th|+2|+1|+1|+4|+1 Paraelement| +1 Spellcasting class

6th|+3|+2|+2|+5|+1 Element| +1 Spellcasting class

7th|+3|+2|+2|+5|+1 Paraelement, +1 Energy, Metamagic Bonus Feat| +1 Spellcasting class

8th|+4|+2|+2|+6|+1 Paraelement, +1 Energy| +1 Spellcasting class

9th|+4|+3|+3|+6|+1 Energy| +1 Spellcasting class

10th|+5|+3|+3|+7|+1 Energy, Metamagic Bonus Feat| +1 Spellcasting class[/table]

Spells per day: When a new elementalist level is gained, the character gains new spells per day as if he had also gained a level in any one spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of elementalist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became an elementalist, he must decide to which class he adds each level of elementalist for the purpose of determining spells per day.

Metamagic Bonus Feat: An Elementalist gains one Metamagic Feat at each of levels 1, 4, 7, and 10.

Spell lists: Elementalist spells are divided into 12 lists (4 for the basic elements, 4 for the paraelements, and 4 for different types of energy). At each level, an Elementalist gains access to the appropriate number of spell lists.

At Level 1, an Elementalist gains one of 4 Element spell lists that are available.

For example: You might start with Earth, Air, Fire, or Water

At Level 2, an Elementalist gains one of the 2 Element spell lists that are available.

If you have Earth, then you might add Fire or Water [not Air, which opposes Earth]

At Level 3, an Elementalist gains the Paraelement spell list that is available

If you have Earth and Fire, then you add Earth/Fire (Magma)

At Level 4, an Elementalist gains one of the 2 Element spell lists that are the available

If you have Earth and Fire, then you might add Water or Air

At Level 5, an Elementalist gains the Paraelement spell list that is available

If you have Earth, Fire, Water, and Earth/Fire (Magma), then you add Earth/Water (Slime) [not Smoke or Ice, which require Air]

At Level 6, an Elementalist gains the final Element spell list

If you have Earth, Fire, and Water, then you add Air

At Level 7, an Elementalist gains one of the 2 Paraelement spell lists available and the Energy spell list that becomes available with the chosen Paraelement

If you have Magma and Slime, then you might add Smoke + Magma/Smoke (Heat) or Ice + Slime/Ice (Cold) [not Smoke + Slime/Ice (Cold) or Ice + Magma/Smoke (Heat)]

At Level 8, an Elementalist gains the last Paraelement spell list and one of the 3 available Energy spell lists

If you have Magma, Slime, and Smoke, then you add Ice
If you have Heat, then you might add Electricity, Cold or Acid

At Level 9, an Elementalist gains one of the 2 available Energy spell lists.

If you have Heat and Electricity, then you might add Cold or Acid

At Level 10, an Elementalist gains the last Energy spell list

If you have Heat, Electricity, and Cold, then you add Acid



The spells in each list specifically are as follows:

Elements


Earth: direct DEF (shield)

Stone Shield (Conjuration; personal/target, 1 round/CL; VM): A thin block of stone hovers next to the target, providing a +1/SL bonus to AC [material component: small, flat rock]
Air: indirect ATK (buff)

Whirlwind (Trasmutation; personal/touch; 1 round/CL; V): the target of the spell gains an attack bonus of +1/SL and increases base speed by +5 ft/SL
Fire: direct ATK (damage)

Dragon’s Fire (Evocation; 5 ft/SL ray; VS): Ranged attack that emanates from the caster's arm and deals 1d3/SL + 1/CL damage
Water: indirect DEF (de-buff)

Quickwater (Conjuration; close range; target; 1 round/CL; M): Ground water climbs up the target and clings to their body up to their neck, obstructing their movement and inflicting a -1 penalty/SL to any attack/damage rolls [material component: small piece of sponge]

Para-elements

Magma (Direct)

Fire (shield): Ring of Fire (Evocation; personal; 1 minute/CL; VS)

Adjacent spaces deal 1d4 damage/round/SL and risk of catching fire, caster gains +1/SL Cold resistance
Earth (damage): Boulder Missile (Conjuration; long range; target; SM)

Ranged attack that deals 1d3/SL + 1/CL damage, recieves an attack bonus of + 1/CL, and the target must make a Fortitute save [DC = damage dealt] or fall prone [material component: fist-sized rock]
Magma (-1 SL/CL): Felsic Apotheosis (Transmutation; personal/touch; 1 minute/[SL+CL]; VM)

The target is transformed into a being of pure magma, recieving fire immunity and a bonus to damage rolls & AC equal to +1/SL, while anyone adjacent to the target takes 1d4 heat damage/round [material component: piece of obsidian worth 5 gp/SL]

Slime (Defense)

Earth (de-buff): Medusa Calluses (Transmutation; medium range; target; 1 round/[SL+CL]; V)

The target's flesh and muscles harden nearly to the point of stone, obstructing their movement and removing their bonuses to attack rolls and AC from any ability modifier(s).
Water (shield): Wall of Water (Conjuration; personal; 1 minute/SL; SM)

The target is surrounded by water 10ft deep, forcing enemies adjacent to the caster to take penalties for fighting underwater and granting the caster +1/[SL+CL] fire resistance
Slime (-1 SL/CL): Fenbog Apotheosis (Transmutation; personal/touch; 1 minute/SL; V)

The target is transformed into a being of pure ooze, granting DR (2/- at CL ≤8, 3/- at CL 9-15, 4/- at CL 16-24… ) and acid immunity

Smoke (Offense)

Air (damage): Choking Cloud (Conjuration; medium range; target; 1 round/SL; VM)

The target is surrounded by a cloud of toxic gas: (Fort DC = 10+SL, 1 HP damage/[SL+CL] => 2 CON) [material component: one vial of poison]
Fire (buff): Burning Steel (Evocation; personal/touch; 1 minute/CL; M)

The target weapon becomes surrounded by flame, granting a +1 bonus to the critical modifier and a +1/SL bonus to damage rolls [material component: one vial of alchemist's fire]
Smoke (-1 SL/CL): Miasmal Apotheosis (Tramsutation; personal/touch; 1 minute/[SL+CL]; VM)

The target is transformed into a being of pure smoke, granting a bonus of +1/CL to attack & damage rolls, a movement bonus of +5 ft/SL, poison immunity, and forcing anybody adjacent to the target to breath smoke [material component: a handful of burning plant matter]

Ice (Indirect)

Air (de-buff): Pandemonium Storm (Conjuration; medium range; 5 ft/[SL+CL] radius; 1 round/SL; VS)

Powerful winds force everybody within the area to make a Fortitude save every turn [DC: SL+CL - number of rounds that have passed] or fall prone
Water (buff): Amphibious (Transmutation; personal/touch, 1 minute/[SL+CL]; VM)

The target is granted the effects of "Water Breathing" + "Freedom of Movement" [material component: one small fish]
Ice (-1 SL/CL): Polar Apotheosis (Transmutation; personal/touch, 1 minute/[SL+CL]: VM)

The target is transformed into a being of pure ice, granted them cold immunity, no movement or balance penalties on ice, the effects of "Perfect Two-Weapon Fighting," +1d6 cold damage on successful attacks, the ability to manifest the ice from an unarmed hand into a Morningstar (Mundane Crystal, +1/[2 SL] enhancement), and adjacent spaces are frozen over [material component: crystal worth 5 gp/SL]

Energies

Heat (Earth/Air//Fire)

Magma (buff) (-2 SL/CL): Summon Warrior (Conjuration; long, 1 round/[SL+CL]; VM)

Summons a being of pure magma [3d8/SL, STR=10+2/SL, INT=10+SL, +1d3 fire/SL, HD as elemental, move 25ft + 5ft/SL] to aid the caster in battle (material component: one-half pound of obsidian, one vial/SL of alchemist's fire)
Smoke (shield) (-2 SL/CL): Pyroclaustic Vortex (Evocation; long range; radius up to 5ft*[SL+CL]; 1 minute/[SL+CL]: VS)

The area is pulverized by Strong winds, blinding anybody inside the cloud and dealing 1d6/SL + 1/CL fire damage. The caster and any allies in physical contact at the time of the casting are safe from the wind, fire, and are granted dark-vision out to 10ft+5ft/SL.
Heat (-3 SL/CL): Lava Dragon Apotheosis (Transmutation; personal/touch; 1 minute/[SL+CL]; VM)

The target is transformed (as the Shapechange spell) into a Red, Brass, or Gold Dragon (HD = the larger of either own HD or SL+CL) [material component: one-half pound of broken egg shell from any type(s) of dragon]

Cold (Earth/Air//Water)

Slime (buff) (-2 SL/CL): Flesh to Marsh (Transmutation; personal/touch; 1 round/[SL+CL]; V)

The target is transformed into a monster of the swamps, granting Damage Reduction (2/- at CL ≤8, 3/- at CL 9-15, 4/- at CL 16-24… ), Energy Resistance (+1/SL to all forms of energy), and the effects of "Perfect Two-Weapon Fighting"
Ice (shield) (-2 SL/CL): Flash-freeze (Conjuration; medium range, 1 minute/[SL+CL]; VSM)

Creates an ice wall up to 10ft high/thick, 10ft/CL radius, and spaces within 5ft/SL of the wall are frozen over and subject to Extreme cold [material component: one crystal worth 10 gp/SL]
Cold (-3 SL/CL): Glacier Dragon Apotheosis (Transmutation; personal/touch; 1 minute/[SL+CL]; VM)

The target is transformed (as the Shapechange spell) into a White or Silver Dragon (HD = the larger of either own HD or SL+CL) [material component: one-half pound of broken egg shell from any type(s) of dragon]

Acid (Fire/Water//Earth)

Magma (de-buff) (-2 SL/CL): Corrosive Marsh (Evocation; long range; radius up to 5ft*[SL+CL]; 1 minute/[SL+CL]; VM)

The ground in the chosen area exudes toxic gas (Fort DC = 10+CL, 2 CON => 8 STR) and all equipment worn takes 1d4+SL acid damage/round [material component: one vial/SL of acid]
Slime (damage) (-2 SL/CL): Acid Bath (Conjuration; medium range; target; 1 round/SL; VSM)

The target is totally immersed in acid, and the DC for the Fortitude save is increased by SL+CL [material component: one vial/SL of acid]
Acid (-3 SL/CL): Acid Dragon Apotheosis (Transmutation; personal/touch; 1 minute/[SL+CL]; VM)

The target is transformed (as the Shapechange spell) into a Black or Copper Dragon (HD = the larger of either own HD or SL+CL) [material component: one-half pound of broken egg shell from any type(s) of dragon]

Electricity (Fire/Water//Air)

Smoke (de-buff) (-2 SL/CL): Hellstorm (Evocation; long range; radius up to 5ft*[SL+CL]; 1 minute/[SL+CL]; VSM)

All people in the area are subjected to Severe wind, blindness, and 1 person/round is paralyzed for 1d3 rounds by lightning strikes. The caster and any allies in physical contact at the time of the casting are safe from the wind, lightning, and are granted dark-vision out to 10ft+5ft/SL [material component: one-half pound of silver, one vial/SL of alchemist's fire]
Ice (damage) (-2 SL/CL): Blizzard (Evocation; long range; radius up to 5ft*SL*CL; 1 minute/[SL+CL]; VSM)

The area is subjected to powerful winds [Strong at SL ≤3, up to Severe at 4… up to Tornado at 7+], and everybody in the area takes 1d6/SL cold damage/round [material component: crystal worth 10 gp/SL]
Electricity (-3 SL/CL): Thunder Dragon Apotheosis (Transmutation; personal/touch; 1 minute/[SL+CL]: VMS)

The target is transformed (as the Shapechange spell) into a Bronze Dragon (HD equal to the larger of either own HD or SL+CL) [material component: one-half pound of broken egg shell from any type(s) of dragon]

:smallsigh: OK, I'm done talking now. What do you guys think?

vinihigino
2013-07-11, 08:21 AM
I have not finished reading yet, but how about a table listing the class abilities per level?

Here's a guide (http://www.giantitp.com/forums/showthread.php?t=205677)

Xerlith
2013-07-11, 08:44 AM
The first great problem that I see with this PrC - nobody, literally no-one would sacrifice their casting levels for this.
This would be a nice base class (a warlock-ish blaster maybe, with specialization paths) and a pretty fun standalone magic system, but as a PrC I can't really find out how it'd be appealing for a Wizard, who can pick an IotSV or Incantatrix instead.

Tragak
2013-07-11, 10:31 AM
I have not finished reading yet, but how about a table listing the class abilities per level? And a big DUH on my part, thanks :smallredface:

OzymandiasX
2013-07-11, 12:19 PM
The first great problem that I see with this PrC - nobody, literally no-one would sacrifice their casting levels for this.
I agree. A casting PrC that doesn't fully add to casting levels is quite unappealing in that it doesn't scale well at all.

How about allowing spell progression as normal except that any new spells learned (or prayed for) have to be elemental in nature.Like you could still progress to gain higher levels spells, but (as an example) when your cleric can cast 8th level spells, he can only pick from stuff like Fire Storm or Earthquake, not Brain Spider or Greater Spell immunity.

This would allow for progression along a narrower path, but it is at least still decent progression. And can be pretty potent combined with the other benefits they'd be getting.