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    Barbarian in the Playground
     
    Baron Corm's Avatar

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    Default A base class inspired by recent weather

    It's difficult to put a name on a mage who uses both fire and ice to their maximum potential. These two opposing forces usually don't come in contact. Pyrocryomancer, fireiceomaniac, meteorologist; the two words just weren't meant to be together. In the extrementalist, we find a highly unstable person who has managed to devote himself to the beautiful moment when a creature is subjected to both heat and cold. It is torn asunder.

    Extrementalist


    Table:

    Level 1: Summon familiar, Fission, Purity of Focus +1/+0
    Level 5: Purity of Focus +2/+1
    Level 9: Purity of Focus +3/+2
    Level 11: Elemental Insight
    Level 13: Purity of Focus +4/+3
    Level 17: Purity of Focus +6/+4
    Level 20: Fusion

    Alignment: Any chaotic
    Hit Die: d6
    Skill Points at Each Additional Level: 2 + Int modifier.
    Base Attack Bonus: as wizard
    Base Saves: Low Fort, Low Reflex, High Will
    Class Skills: Concentration, Decipher Script, Knowledge (nature), Spellcraft, Survival


    Class Features

    Weapon and Armor Proficiency

    Extrementalists gain no proficiency with any weapon or armor. Armor of any type interferes with an extrementalist’s movements, which can cause his spells with somatic components to fail.

    Spells

    The extrementalist gains spells per day as a sorceror and casts spells spontaneously. To learn or cast a spell, the extrementalist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an extrementalist's spell is 10 + the spell level + the extrementalist’s Intelligence modifier. He may cast any spell on his spell list, provided that he can cast spells of that level.

    Fission

    The extrementalist must choose either fire or ice to be his main focus at level 1. That decision cannot be changed.

    Familiar

    An extrementalist can obtain a familiar in exactly the same manner as a sorceror can. His familiar is either a fire mephit or an ice mephit, depending on which element is his dominant. The mephit has damage reduction 1/magic and +1 strength when his master reaches 2nd level. These bonuses increase by +1 every even level. The mephit does not have a breath weapon or any spell-like abilities.

    Purity of Focus (Ex)

    The extrementalist gains a bonus to his DCs with his spells and a bonus to caster level checks to overcome spell resistance at the specified levels. If an extrementalist gains a level in another class or takes a spell focus feat, these bonuses are lost. He may still take spell penetration feats.

    These bonuses affect the extrementalist's preferred element to a greater degree, as noted on the table.

    Elemental Insight (Ex)

    Beginning at 11th level, the extrementalist may make a Will save to negate any effects of a spell with the fire or cold descriptor, whichever he chose at first level. This save is in addition to any other saves the spell may allow. He also gets a bonus to all saves against such spells equal to his higher Purity of Focus bonus, including his special Will save.

    Fusion

    At 20th level, the extrementalist assumes control of both flame and frost. He may make an Elemental Insight save on both types of spells, his Purity of Focus bonuses increase to +8 for both types of spells, and his familiar gains the opposing subtype, granting it immunity to both fire and cold (the vulnerabilities are ignored in all cases). His familiar's elemental damage changes to being 1d6 fire damage and 1d6 cold damage, and its fast healing now works all the time.

    Spell List

    Spoiler
    Show
    Endure Elements
    Level: Extrementalist 0

    As the normal spell.

    Lesser Parch

    Transmutation [Fire]
    Level: Extrementalist 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Short
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    This spell drives a small amount of water from a target creature, causing 1d4 fire damage per caster level (maximum 5d4). If the creature has been affected by a Lesser Parch spell within 2 rounds of a Lesser Chill spell, he takes 2d4 extra damage.

    Lesser Chill

    Transmutation [Cold]
    Level: Extrementalist 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Short
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    This spell imbues a creature with small amounts of frost, dealing it 1d4 cold damage per caster level (maximum 5d4). If the creature has been affected by a Lesser Chill spell within 2 rounds of a Lesser Parch spell, he takes 2d4 extra damage.

    Minor Warmth

    Evocation [Healing] [Fire]
    Level: Extrementalist 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Short
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude half (harmless)
    Spell Resistance: Yes (harmless)

    The extrementalist may naturally be a creature of chaos and destruction, but that's not to say he can't use his powers for constructive purposes. This spell cures 1d8 points of damage +1 per caster level (maximum 5), but also deals 1d6 points of fire damage. All versions of this spell may also perform minor functions such as heating tea or lighting a torch.

    Char

    Evocation [Fire]
    Level: Extrementalist 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes

    This spell draws lethal heat energy into a creature's body, causing 1d6 damage per caster level (maximum 10d6).

    Frostbite

    Evocation [Cold]
    Level: Extrementalist 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    This spell draws lethal cold energy into a creature's body, causing 1d4 damage per caster level (maximum 10d4) with a Fortitude save for half damage. It also causes the creature to be slowed for 1 round/level, as the spell, unless they pass a second Fortitude save. Creatures that make the first save don't have to make the second.

    Lesser Warmth

    Evocation [Healing] [Fire]
    Level: Extrementalist 2

    This spell functions like Minor Warmth, except that it cures 2d8 points of damage +1 point per caster level (maximum +10) and deals 2d6 fire damage.

    Fireball

    Level: Extrementalist 3

    As the spell, except there is no material component.

    Frost Nova

    Evocation [Cold]
    Level: Extrementalist 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Long
    Area: 20-ft.-radius spread
    Duration: Instantaneous
    Saving Throw: Reflex half; Fortitude negates
    Spell Resistance: Yes

    This spell functions as fireball, except that the bead appears frozen and the resulting blast cannot melt or set flame to anything. This spell deals 1d4 damage per caster level (maximum 10d4). However, creatures who fail their Reflex save must also make a Fortitude save or be slowed, as the spell, for 1 round/level.

    Moderate Warmth

    Evocation [Healing] [Fire]
    Level: Extrementalist 3

    This spell functions like Minor Warmth, except that it cures 3d8 points of damage +1 point per caster level (maximum +15) and deals 3d6 fire damage.

    Parch

    Transmutation [Fire]
    Level: Extrementalist 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes

    This spell drives a large amount of water from a target creature, causing 1d6 fire damage per caster level (maximum 10d6). If the creature has been affected by a Parch spell within 2 rounds of a Chill spell, he takes 2d6 extra damage.

    Chill

    Transmutation [Cold]
    Level: Extrementalist 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes

    This spell imbues a creature with large amounts of frost, dealing it 1d6 cold damage per caster level (maximum 10d6). If the creature has been affected by a Chill spell within 2 rounds of a Parch spell, he takes 2d6 extra damage.

    Serious Warmth

    Evocation [Healing] [Fire]
    Level: Extrementalist 4

    This spell functions like Minor Warmth, except that it cures 4d8 points of damage +1 point per caster level (maximum +20) and deals 4d6 fire damage.

    Hail

    Conjuration [Creation] [Cold]
    Level: Extrementalist 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Long
    Area: Cylinder (20-ft. radius, 40 ft. high)
    Duration: Instantaneous
    Saving Throw: Reflex half; Fortitude negates
    Spell Resistance: No

    This spell conjures massive hailstones and then drops them on the unwitting creatures below, dealing 1d4 cold damage per level (maximum 15d4) and slowing them for 1 round/level on a failed Fortitude save. Creatures that make the Reflex save need not make the Fortitude save.

    Firebolt Swarm

    Conjuration [Creation] [Fire]
    Level: Extrementalist 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Long
    Area: Cylinder (20-ft. radius, 40 ft. high)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    This spell conjures many small balls of fire and then drops them on the unwitting creatures below, dealing 1d6 fire damage per level (maximum 15d6).

    Critical Warmth

    Evocation [Healing] [Fire]
    Level: Extrementalist 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Short
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude half (harmless)
    Spell Resistance: Yes (harmless)

    This spell takes the healing powers of flame one step further, curing adverse conditions as the spell Heal. It also cures 10 points of damage per caster level (maximum 150), and deals 5d6 fire damage.

    Firebolts and Hailstones

    Conjuration [Creation] [Fire] [Cold]
    Level: Extrementalist 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Long
    Area: Cylinder (20-ft. radius, 40 ft. high)
    Duration: Instantaneous
    Saving Throw: Reflex half; Fortitude negates
    Spell Resistance: No

    This spell conjures fire and ice and drops it on the creatures below, dealing 7d6+3 fire damage and 7d4+2 cold damage. Any creature who fails his Reflex save must make a Fortitude save or be stunned for 2 rounds.

    Greater Fireball

    Evocation [Fire]
    Level: Extrementalist 7

    As Fireball, except that it deals 1d8 damage per level (maximum 20d8).

    Greater Frost Nova

    Evocation [Cold]
    Level: Extrementalist 7

    As Frost Nova, except that it deals 1d6 damage per level (maximum 20d6).

    Immolate

    Transmutation [Fire] [Evil]
    Level: Extrementalist 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: 1 hour/level
    Saving Throw: Will partial
    Spell Resistance: Yes

    Immolate causes a massive amount of pain and psychological damage as burn induced blisters and seared flesh are brought to the target's attention. This deals 5d6 fire damage with no save, and on a failed Will save the target creature takes -4 to attack rolls, skill checks, and ability checks. If the creature has been affected by an Immolate spell within 2 rounds of a Freeze spell, he takes 2d6 extra damage with no save.

    Once a creature has failed his save, Immolate may not be cast on it until the duration has expired, except to renew the duration (doing no extra damage). The penalties from Freeze and Immolate stack.

    Freeze

    Transmutation [Cold] [Evil]
    Level: Extrementalist 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: 1 hour/level
    Saving Throw: Will partial
    Spell Resistance: Yes

    This spell freezes key points within a target creature's body to cause a large amount of pain. It deals 5d4 cold damage with no save, and on a failed Will save the target creature takes -6 to attack rolls, skill checks, and ability checks. If the creature has been affected by a Freeze spell within 2 rounds of an Immolate spell, he takes 2d4 extra damage with no save.

    Once a creature has failed his save, Freeze may not be cast on it until the duration has expired, except to renew the duration (doing no extra damage). The penalties from Freeze and Immolate stack.

    Greater Parch

    Transmutation [Fire]
    Level: Extrementalist 9
    Components: V, S
    Casting Time: 1 round
    Range: Long
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    This spell drives the water from a target creature, causing it to make a Fortitude save or die. It still takes 6d6 fire damage on a successful save. If the creature has been affected by a Greater Parch spell within 2 rounds of a Greater Chill spell, the DC of the Greater Parch spell is increased by +2 and the damage is increased by 2d6.

    Greater Chill

    Transmutation [Cold]
    Level: Extrementalist 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Long
    Target: One creature/level
    Duration: Instantaneous
    Saving Throw: Fortitude half; see text
    Spell Resistance: Yes

    This spell covers a creature in frost, dealing 1d6 cold damage per level (maximum 25d6). If the creature has been affected by a Greater Chill spell within 2 rounds of a Greater Parch spell, he must make a Fortitude save or be paralyzed for 2 rounds and he takes 3d6 extra damage.


    needs more Will save spells in there; I couldn't think of any! any additional spells or spell ideas would be helpful. also, of course, is it balanced?

  2. - Top - End - #2
    Orc in the Playground
     
    NinjaGuy

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    Default Re: A base class inspired by recent weather

    this is a base class.... it should have access to at least some weapons

    This seems like a blaster caster.... and the sorcerer seems to have more spells known. Also the 'healing' spells.... is it like
    extreme... casts critical warmth on the fighter. Fighter is cured for x health, but then damaged for 5d6? or is the damage dealt first?

    I doubt it would be imbalanced if you gave it sorcerer spells/day since all that this class can do is Direct Damage and mediocre healing with the occasional slow or a stun.

    Also for flavor purposes i'd give him staggering energy resistance like
    if he chose fire
    he'd get fire resistance
    1/level, immunity @ level 20 (no ice vulnerability)
    and he'd get ice resistance
    1/2levels

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    Ettin in the Playground
     
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    Default Re: A base class inspired by recent weather

    I like the idea, but instead of giving them spells, maybe give them spell-like abilities like the Warlock, so that they can throw fireballs around like a Warlock can throw Eldritch Blasts. Instead of weapons and armour then, you'd give them more powers than the Warlock, but related to fire and ice with only a few different spells.
    Nothing but a Nobody

    Quote Originally Posted by Cogwheel View Post
    Also, are you even human any more, or did you just transcend into some sort of in-joke singularity?

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    Ogre in the Playground
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    Default Re: A base class inspired by recent weather

    The name sounds dangerously close to an excrementalist.

    Some things are better left in the darkest places...
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    Barbarian in the Playground
     
    Baron Corm's Avatar

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    Default Re: A base class inspired by recent weather

    Quote Originally Posted by jlousivy
    this is a base class.... it should have access to at least some weapons
    that never made sense to me. i don't think mages should be proficient with any. they can still wield a magical staff or somesuch, but i wouldn't expect them to attack with it. to compensate, i gave him a better familiar.

    Quote Originally Posted by jlousivy
    Fighter is cured for x health, but then damaged for 5d6?
    precisely. i didn't want him to simply be the best of both a cleric and a wizard, although if his companions are immune to fire he sort of is.

    Quote Originally Posted by jlousivy
    I doubt it would be imbalanced if you gave it sorcerer spells/day since all that this class can do is Direct Damage and mediocre healing with the occasional slow or a stun.
    good point, added

    Quote Originally Posted by jlousivy
    Also for flavor purposes i'd give him staggering energy resistance
    yeah, classes like the elemental savant get that because they actually turn into elementals, while the extrementalist simply has a great knowledge of the powers he works with. i think the elemental insight ability deals with that well. i did add a bonus to saves against those spells though, since otherwise the ability is worse than resistance.

    Quote Originally Posted by Jibar
    I like the idea, but instead of giving them spells, maybe give them spell-like abilities like the Warlock, so that they can throw fireballs around like a Warlock can throw Eldritch Blasts. Instead of weapons and armour then, you'd give them more powers than the Warlock, but related to fire and ice with only a few different spells.
    i'm mildly familiar with the Warlock, but i'm still not quite sure what you mean. infinite uses of his spells seems overpowered to me.

    Quote Originally Posted by Saithis Bladewing
    The name sounds dangerously close to an excrementalist.
    it's really hard to think up a name for this dude, like i said in the first sentence. open to suggestions.

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    Dwarf in the Playground
     
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    Default Re: A base class inspired by recent weather

    Quote Originally Posted by flyingpoo22 View Post
    It's difficult to put a name on a mage who uses both fire and ice to their maximum potential.
    Thermalist, thermomancer.

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    Barbarian in the Playground
     
    knightsaline's Avatar

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    Default Re: A base class inspired by recent weather

    Why the chaos? is it something to do with the chaos of the storm's beginning or ceasing? why not meteor swarm or its banished cousin glacier strike that works just the same, but freezes and slows.

    going back to the chaos part, do they lose their abilities if they become lawful or neutral? if that happens, then the paradox mage (using this name because the real name is too hard to write and paradox mage seems right) is screwed because he has no way of contributing to the party if he loses his abilities
    Quote Originally Posted by knightsaline View Post
    Living Vengeful Gaze of God/Contingent True Resurrection: Kills you, kills itself, True rezzes itself, kills again, kills itself again, true rezzes itself again..........
    "On the other hand, maybe all of this could have been prevented if you had just managed to get laid once in a while. You can't tell me you would have been as tightly wound if you had been getting treasure type O once in a while"

    Roxas avatar made by Adghar. The keyblades are Diamond dust and One Winged Angel

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    Halfling in the Playground
     
    Thomix's Avatar

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    Default Re: A base class inspired by recent weather

    wich list of spell this class use? Maybe Wu-Jen spell list, but only for te fire/water based spell.

    Well, i like that class, but its not complete for now.

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