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Thread: Base Class Challenge X - Name That Class

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    Barbarian in the Playground
    sengmeng's Avatar

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    Apr 2011

    Default Re: Base Class Challenge X - Name That Class

    If it's relevant, my username means "colorblind." I chose to make my class one that is colorblind to the differences between the four classical elements, and wields them at will.

    Disciple of the Elements

    I don't see the world the way you do; your vision is colored by illusion and strife between the universal energy that you call four separate 'Elements.'
    The ferocity of fire, the strength of stone, the speed of lightning and the adaptability of water, the Disciple of the Elements combines all of these different qualities and uses them to beat his foes. He draws the elements into his own body and projects them through his weapons or his fists, while becoming gradually more like an elemental as he learns more about truth of the oneness of all elemental energy.

    Adventures: Disciples of the Elements adventure to gain further knowledge of the power of elemental oneness. It is likely that he was an adventurer before he gained the initial insight; he may have been on some far traveling pilgrimage that allowed him to witness the elements interacting in an extraordinary manner, such as a firestorm or a volcanic eruption.

    Characteristics: Disciples of the Elements are a melee or ranged class, with the capability to become somewhat stealthy with multiclassing or the correct feats. They are a blaster of sorts as well, channeling incredible amounts of elemental energy into their attacks.

    Alignment: The philosophy of believing that the elements are one requires a bit of impartiality on the part of its adherents; Disciples of the Elements are therefore neutral on at least one axis of the alignment chart.

    Religion: Most Disciples of the Elements worship gods of nature if they have any religion at all. Most gods with an elemental domain are not impartial enough for a Disciple of the Elements to agree with completely. Many worship the elements themselves, or an idea of universal energy.

    Background: Disciples of the Elements are colorblind, whether this is a defect or normal for their race. This is what leads to their initial insight that all four elements are the same.

    Races: Any race who can be colorblind can be a Disciple of the Elements. Humans have a great capacity for eclectic, inclusive thought, so make good Disciples of the Elements. Elves are as common as humans because of their connection with nature, but all races come into contact with the elements and could produce one.

    Other Classes: A philosophical melee class, the only real connections Disciples of the Elements make with other classes are the nature-loving druids and rangers; other melee classes are too focused on destroying evil or bettering their melee skills and don't have enough in common with them to really make them want to work together. Their neutrality and all-inclusive thinking does allow them to tolerate other methods, however. They are sometimes at odds with wizards and sorcerers because of their casual use of the elements, or are just as likely to find them the only ones willing to discuss the Disciples of the Elements odd views.

    Role: Disciples of the Elements are damage dealers, plain and simple. They are able to take some punishment, but not as much as a fighter or barbarian, and can wear armor, but the vast elemental power of their attacks is just itching to be used to prove their ideas are worthwhile.

    Adaptation: There is very little that should need to be done to adapt the Disciple of the Elements for any campaign unless the elements, elementals, and energy damage do not exist, and if they don't, they still can be a singularly odd individual who does use these energies.

    Disciples of the Elements have the following game statistics.
    Abilities: Strength or Dexterity are important to the Disciple of the Elements to determine whether or not they are a melee or ranged fighter. Strength is less important than in other melee classes, however, because they deal so much damage with their elemental abilities. Constitution will help with their relative frailty (compared to fighters), and the mental abilities are purely a fluff decision to perhaps explain their mastery of the elements.
    Alignment: Disciples of the Elements must be True Neutral, Neutral Evil, Neutral Good, Chaotic Neutral, or Lawful Neutral.
    Hit Die: d8
    Starting Age: as Wizard
    Starting Gold: as Cleric

    Class skills
    The Disciple of the Elements' class skills are Climb (Str), Jump(Str), Handle Animal (Cha), Intimidate(Cha), Listen(Wis), Ride(Dex), and Spot(Wis).

    Skill Points at First Level
    : (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    {table]level|BAB|Ref Save|Fort Save|Will Save|Special
    1st|+1|+2|+2|+2| Colorblind, Dog Companion, Elemental Stance
    2nd|+2|+3|+3|+3| Bonus Feat
    3rd|+3|+3|+3|+3| Elemental Resistance 5
    4th|+4|+4|+4|+4| Elemental Stance II
    5th|+5|+4|+4|+4| Rebuke Elementals
    6th|+6|+5|+5|+5| Elemental Resistance 10
    7th|+7|+5|+5|+5| Bonus Feat
    8th|+8|+6|+6|+6| Elemental Stance III
    9th|+9|+6|+6|+6| Elemental Resistance 15
    10th|+10|+7|+7|+7| Blindsight 60ft
    11th|+11|+7|+7|+7| Elemental Shield
    12th|+12|+8|+8|+8| Elemental Resistance 20, Bonus Feat
    13th|+13|+8|+8|+8| Elemental Stance IV
    14th|+14|+9|+9|+9| Blindsight 120ft
    15th|+15|+9|+9|+9| Elemental Immunity
    16th|+16|+10|+10|+10| Absorb Elements
    17th|+17|+10|+10|+10| Bonus Feat
    18th|+18|+11|+11|+11| Elemental Succor
    19th|+19|+11|+11|+11| Elemental Stance V
    20th|+20|+12|+12|+12| Elemental Perfection, Infusium, Blindisght 600 ft. Bonus Feat[/table]

    Weapon and Armor Proficiencies: Disciples of the Elements are proficient with all armors and all shields, including tower shields.

    Colorblind: A Disciple of the Elements is someone who is naturally colorblind. This is the source of their original insight that all elements are essentially the same. They cannot distinguish colors under any circumstances.

    Dog Companion: A Disciple of the Elements realizes that their weakness is shared by dogs, and as such, they feel an affinity with them. A Disciple of the Elements has a dog companion identical to a druidís animal companion except that it is always a dog.

    Elemental Stance (Su): The core of the Discipleís power comes from his mastery over all four elements, and the Elemental Stance is the main way that he demonstrates that mastery. As a move action, the Disciple imbues himself with elemental power, which is added to all ranged, melee, or unarmed attacks he makes for one round. As long as the Disciple doesnít move, he may discharge the elemental power at any time in the future. At first level, one use of the Elemental Stance causes every ranged, melee, or unarmed attack to deal 1d6 extra damage of acid, cold, lightning, or fire damage. If the Disciple uses the Elemental Stance ability multiple times without discharging it, he may add additional energy types until he has all four (at twentieth level, he discovers Infusium, a fifth elemental damage type that is a combination of all four). At fourth level, the damage dice increase to 1d8. At eighth level, the damage dice increases to 1d10 and the Disciple may use Elemental Stance as a swift action. At thirteenth level, the damage dice increases to 2d6 and the Disciple gains a second swift action per round that may only be used for the Elemental Stance ability. At nineteenth level, the damage dice increases to 2d8.

    Bonus Feat: The Disciple of the Elements gains bonus feats at second, seventh, twelfth, seventeenth, and twentieth level. They must be chosen from the fighter bonus feat list or one of the special Disciple of the Elements feats.

    Elemental Resistance (Ex): At third level, the Disciple of the Elements gains resistance 5 to cold, fire, acid, and lightning. This increases at levels six, nine, and twelve and becomes total immunity at level fifteen. At level eighteen, Elemental Succor replaces this ability. He is also immune to the effects of extreme weather.

    Rebuke Elementals (Su): The fifth level Disciple of the Elements gains a special type of the Turn Undead ability: they may rebuke elementals as if they were a cleric of four levels lower than their Disciple of the Elements level, and as if they had the corresponding domain to the elementalís type; i.e., a fifth level Disciple of the element who encounters a fire elemental may rebuke it as a first level cleric with the Fire domain.

    Blindsight (Ex): The tenth level Disciple of the Elements adapts to his visual weakness in such a way that he alters the way he sees the world, discovering a whole other type vision. He gains Blindsight out to 60 ft. However, he loses his normal vision; the world beyond 60 ft is a shadowy, unknown blur. This increase to 120 ft at fourteenth level, and 600 ft at twentieth level.

    Elemental Shield (Su): At eleventh level, all enemies attacking the Disciple of the Elements with a natural or manufactured weapon in melee take damage if he has used his Elemental Stance ability without discharging it, equal to the amount he would add to his weapon damage rolls.

    Absorb Elements (Ex): At sixteenth level, any time the Disciple of the Elements would have been damaged by fire, cold, acid, or lightning damage, he may use an immediate action to use his Elemental Stance ability to gain that type of damage.

    Elemental Succor (Ex): Any time the Disciple of the Elements would be damaged by acid, lightning, cold, or fire damage, he instead is healed by one point of damage for every two points of damage he would have taken.

    Elemental Perfection (Ex): The Disciple of the Elements has absorbed so much elemental energy at this point that he almost becomes an elemental himself. He may choose to treat himself as his original creature type or an elemental at all times, whichever would be more advantageous to him; he may be summoned if he chooses, he is immune to critical hits, he does not need to eat, sleep, or breathe, and counts as having the cold, earth, fire, and air subtypes if it would benefit him.

    Infusium: The twentieth level Disciple of the Elements discovers that the four elements are truly the same, and the name for that energy is Infusium. He gains the ability to add Infusium to his list of damage types he can add to his ranged, melee, and unarmed attacks via his Elemental Stance ability. Infusium is a combination of all four classical elements, and a creature is only immune or resistant to Infusium if they are immune or resistant to acid, cold, fire, and lightning. If a creature had immunity to acid and cold, resistance to fire 20, and resistance to lightning 5, then they would subtract 5 from any source of Infusium damage. If they have a vulnerability to any of the four elemental types, then the Infusium damage is multiplied as if it was that damage type. If they have vulnerability to more than one type of elemental damage, then the infusium damage is multiplied more than once. However, Infusium never heals a creature, not even a Disciple of the Elements with the Elemental Succor ability.


    Greater Elemental Resistance

    Prerequisite: Resistance or immunity to Fire, Acid, Cold, and Lightning damage.

    Benefit: Increase any Elemental Resistances you have by 5. If this would increase it to 25, you gain immunity instead. If you have immunity to all four of the stated energy types, you are instead healed by those energy types as the ability Elemental Succor. If you have the Elemental Succor ability, you are instead healed by acid, fire, cold, and lightning damage on a one for one basis.

    Greater Elemental Stance

    Prerequisite: Elemental Stance ability.

    Benefit: Increase the dice size for the damage from your Elemental Stance ability. If it is 2d8, increase it to 2d10.

    Quick Stance

    Prerequisite: Able to use Elemental Stance as a swift action

    Benefit: you gain an additional swift action per round which may only be used for your Elemental Stance ability.

    Elemental Stalker

    Prerequisites: the character must be about to take their first level of Disicple of the Elements

    Benefit: The Disciple of the Elements adds Hide and Move Silently to his class skill list, and gains two more skill points per level and eight more skill points at first level, and loses his proficiency with medium and heavy armors and all shields.

    Special: The Elemental Stalker feat may only be taken at first level.

    Elemental Ascetic

    Prerequisites: Stunning Fist ability, Elemental Stance ability

    Benefit: The characterís monk and Disciple of the Elements levels stack when determining their Elemental Stance abilities and their unarmed damage.

    Elemental Rogue

    Prerequisites: Sneak Attack ability, Elemental Stance ability

    Benefit: The characterís rogue and Disciple of the Elements levels stack when determining their Elemental Stance abilities and their Sneak Attack damage.
    Last edited by sengmeng; 2012-02-27 at 03:30 PM.
    High Priest of Banjo

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