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Old 07-16-2010, 11:00 PM   Top  -  End  -  #1
jiriku
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Join Date: Aug 2009
Default Elemental Prestige Classes and Feats [3.5 PEACH]

LATEST: Elemental guardsman is uploaded! Click the link to jump right into the action!

This is a collection of options intended for use with my arcane elemental casters:

Fire, the emberhaunt
Air, the storm lord
Earth, the earth dreamer
Water, the wavekeeper
Void, the void disciple

Below you'll find feats intended for elemental casters, both homebrew feats of my own creation and official WotC material. Also included are the master of elements, a class similar in role to the archmage, and the elemental guardsman, a gish class for those seeking a more martial spellcaster (think swiftblade meets jade phoenix mage).

Current Status: All items are uploaded. Please critique.
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 07-30-2010 at 02:50 AM.
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Old 07-16-2010, 11:05 PM   Top  -  End  -  #2
jiriku
Troll in the Playground
 
 
Join Date: Aug 2009
Default Feats and other options for Elemental Casters [3.5 PEACH]

Blistering Spell (PH2 91)

Death Frost Spell (DU 109)

Earth Spell (RoS 138)

Earthbound Spell (PH 91)

Elemental Admixture [Metamagic]

You can modify a spell that uses one element to add an equal amount of another element.
Spoiler

Elemental Essence (CC 58)

Elemental Spell Focus [General]
Your spells of a particular element are more potent than normal.
Spoiler

Elemental Spell Focus, Greater [General]
Select an element to which you have already applied the Elemental Spell Focus feat. Your spells of that element are even more potent than normal.
Spoiler

Elemental Study [General]
Select air, earth, fire, void, or water. You have broadened your elemental focus to include spells of that element.
Spoiler

Energy Admixture (CA 78)

Energy Substitution (CA 79)

Flash Casting (DR314 21)

Flash Frost Spell (PH2 91)

Lord of the Uttercold (CA 80)

Magic of the Land (RotW 152)

Radiant Spell (DR314 21)

Spell Thematics (PGF 44)

Steam Magic (SW 93)
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 01-07-2011 at 12:17 AM.
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Old 07-16-2010, 11:09 PM   Top  -  End  -  #3
jiriku
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Join Date: Aug 2009
Default Master of Elements PrC [3.5 PEACH]

MASTER OF ELEMENTS




This is a 5-level prestige class based on the archmage from the Dungeon Master's Guide (pp. 178-179). The Master of Elements presents options for players of my arcane elemental casters who are interested in branching out and learning to manipulate spells of more than one element. Characters can focus on two or three elements and greatly enhance their power when casting spells of those elements, or expand their versatility and learn to cast from four or even all five elements.

TL;DR comments are spoilered here.
Spoiler


Changes made in response to Playgrounder feedback will be spoilered here:


REQUIREMENTS
To qualify to become a master of elements, a character must fulfill all of the following criteria:
Skills: Knowledge (arcana) 15 ranks, Spellcraft (15 ranks).
Feats: Elemental Study in two different elements, Elemental Focus in one element
Spells: Ability to cast 7th level arcane spells, including spells from at least two of the following elements: air, earth, fire, void, and water.
Special: Must have either Call the Storm, Channel the Dream, Crashing Waves, Ritual of Flame, or Sense Void.

Hit Die: d6

LevelBase AttackFortRefWillSpecialSpells Per Day
1st
+0
+0
+0
+2
Expanded learning, continued study, elemental secret+1 level of existing class
2nd
+1
+0
+0
+3
Elemental secret+1 level of existing class
3rd
+1
+1
+1
+3
Elemental secret+1 level of existing class
4th
+2
+1
+1
+4
Elemental secret+1 level of existing class
5th
+2
+1
+1
+4
Elemental secret+1 level of existing class


CLASS SKILLS (2 + Int mod per level, x4 at 1st level)
A master of elements' class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Knowledge (any) (Int), Profession (Wis), Search (Int), Spellcraft (Int), and Swim (Str).


CLASS FEATURES
All of the following are class features of the master of elements.
Weapon and Armor Proficiency: The master of elements gains no proficiency with weapons or armor.
Spells: At each level, the master of elements gains increased caster level, new spells known, and spells per day as if he had also gained a level in the arcane spellcasting class that qualified him for this class.
Expanded Learning (Ex): A master of elements learns to blend the elements he has mastered, combining them to produce new effects. Consult the list of multi-element spells below. If the master of elements is capable of casting both elements listed for a spell (either directly from his spell list or via the Elemental Study feat), he adds that spell to his list of spells known.
Continued Study (Ex): A master of the elements continues his study in the iconic abilities of his previously mastered elements. From now on, he progresses Call the Storm, Channel the Dream, Crashing Waves, Ritual of Flame, and Sense Void with his character level, rather than his level in the class that granted the feature, gaining additional uses per day and unlocking additional abilities and other level-based benefits accordingly. He does not learn these features if he did not already know them.
Elemental Secret (Ex): A master of elements learns hidden secrets that are unknown to more specialized elemental casters. At each level, you may learn one of the secrets below. You may choose each secret only once unless otherwise noted.
Elemental Mastery: Select an element you are capable of casting, either directly from your spell list or via the Elemental Study feat. Your caster level for all spells of this element increases by +1. Additionally, you gain the class feature associated with your element, as shown on the table below, or you gain two additional uses per day of the feature if you already have it. You may select this secret more than once.
ElementClass FeatureFrom Class
AirCall the StormStorm Lord
EarthChannel the DreamEarth Dreamer
FireRitual of FlameEmberhaunt
VoidSense VoidVoid Disciple
WaterCrashing WavesWavekeeper
Elemental Metamagic: Whenever you cast a spell that has two or more elemental descriptors and you modify this spell with a metamagic feat, reduce the final spell level adjustment (after all metamagic has been applied) by one, to a minimum of +0. You may use this ability a number of times per day equal to your Intelligence bonus + your master of elements class level.
Elemental Study: Your mastery of the elements grows even broader. You gain Elemental Study as a bonus feat. You may take this option twice. Each time you do, it applies to a different element for which you do not yet have the Elemental Study feat.
Elemental Synergy: Your spells are more powerful when you blend the elements you have mastered. Whenever you cast a spell that includes two or more elemental descriptors, the spell gains +2 caster level and +1 save DC.
Elemental Versatility: You can alter an arcane spell when you cast it to use any element you have mastered. When you cast a spell with an elemental descriptor, you may change its descriptor to any element you are capable of casting (either directly from your spell list or via the Elemental Study feat). The spell's casting time is unaffected.
Secret of Swift Casting: Applying metamagic to any spell with an elemental descriptor no longer increases its casting time for you. This benefit extends to any increase in casting time from an ability that functions “as if you were applying a metamagic feat”, such as spontaneously converting a prepared spell or using the Elemental Study feat to cast a spell from another class list.

MASTER OF ELEMENTS SPELL LIST
The master of elements spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
1st Level: jet of steam (fire, water) (CM 108)
2nd Level: black sand (earth, void) (SS 111), blood snow (void, water) (FB 89), flash-freeze (earth, water) (FB 94), obscuring snow (air, water) (FB 103), thaw (fire, water) (FB 105)
3rd Level: control temperature (fire, water) (FB 92), flash-freeze (air, water) (FB 94), haboob (air, earth) (SS 117), steam breath (fire, water) (CA 124), storm mote (air, water) (SS 121)
4th Level: burning blood (fire, water) (SC 40), cometfall (water, earth) (SC 50), metal melt (fire, earth) (SC 140), murderous mist (air, water) (SC 145), passage of the shifting sands (air, earth) (SC 70)
5th Level: airy water (air, water) (Storm 113), blizzard (air, water) (FB 89), earth reaver (earth, fire) (SC 75), flaywind burst (air, earth) (SS 115), ice flowers (earth, water) (SC 119), transmute mud to rock (earth, water) (PHB 295), transmute rock to mud (earth, water) (PHB 295), wall of magma (earth, fire) (SS 126)
6th Level: blood sirocco (air, earth) (SC 33), death hail (void, water) (FB 92), haze of smouldering stone (earth, fire) (SC 68), ice rift (earth, water) (FB 99), mudslide (earth, water) (Storm 119), sandstorm (air, earth) (SS 119), scalding mud (fire, earth) (SS 120), storm of fire and ice (fire, water) (CM 119)
7th Level: adamantine wings (earth, fire) (CM 95), body of war (earth, fire) (SC 35), control weather (air, water) (PHB 214), energy absorption (all) (CM 103), glorious master of elements (all) (SC 67), storm of elemental fury (all) (SC 209), vitrify (earth, fire) (SS 117), whiteout (air, water) (FB 106)
8th Level: deadly lahar (earth, fire) (PH2 101), iron body (PHB 245)
9th Level: shadow landscape (air, void) (SC 184), transcend mortality (earth, void) (SC 121), transmute rock to lava (earth, fire) (SC 222)
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 07-28-2010 at 02:57 PM.
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Old 07-16-2010, 11:11 PM   Top  -  End  -  #4
jiriku
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Join Date: Aug 2009
Default Elemental Guardsman PrC [3.5 PEACH]

ELEMENTAL GUARDSMAN




This is a 10-level prestige class for my previously published elemental casters. Inspired by its namesake, the Elemental Guardsmen originally presented in the Rokugan Campaign Setting (pp. 68-70), it also borrows from the Swiftblade and Jade Phoenix Mage. The elemental guardsman enables an elemental caster to adopt a more martial role in combat, taking the fight to his foes with spell and steel.

TL;DR comments are spoilered here.
Spoiler


Changes made in response to Playgrounder feedback will be spoilered here:


REQUIREMENTS
To join the elemental guardsmen, a character must fulfill all of the following criteria:

Base Attack Bonus: +3.
Skills: Concentration 6 ranks, Knowledge (arcana) 9 ranks, Spellcraft 6 ranks.
Feats: Elemental Spell Focus, Smiting Spell.
Spellcasting: Must be able to cast 3rd level arcane spells (without early entry tricks)
Weapon Proficiency: Must be proficient with at least one martial weapon.
Special: Must fulfill either of the following requirements;
  1. Possesses one of the following class features: Call the Storm, Channel the Dream, Crashing Waves, Ritual of Flame, or Sense Void; or
  2. Must have spent the entire previous level using all 3rd-level spell slots to exclusively cast spells of the element for which you have Elemental Spell Focus.


Hit Die: d8

LevelBase AttackFortRefWillSpecialSpells Per DayMan. KnownMan. ReadiedStances Readied
1st
+1
+2
+0
+2
Chosen element, elemental smite, elemental guard stance, soul of the elements 1/day (clarity)--111
2nd
+2p
+3
+0
+3
Spell and steel+1 level of existing class000
3rd
+3
+3
+1
+3
Swift elemental smite+1 level of existing class100
4th
+4
+4
+1
+4
Elemental infusion, soul of the elements 2/day (repose)--010
5th
+5
+4
+1
+4
Purity of the elements+1 level of existing class100
6th
+6
+5
+2
+5
Elemental aspect 1/day (medium)+1 level of existing class001
7th
+7
+5
+2
+5
Greater elemental spell focus, soul of the elements 3/day (stillness)--110
8th
+8
+6
+2
+6
Elemental aspect 2/day (large)+1 level of existing class000
9th
+9
+6
+3
+6
Elemental archon stance+1 level of existing class100
10th
+10
+7
+3
+7
Mastery of elements, elemental aspect 3/day (huge), soul of the elements 4/day (fury)--010


CLASS SKILLS (4 + Int mod per level)
An elemental guardsman’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int) and Spot (Wis).
An elemental guardsman learns an additional class skill based on his chosen element: Tumble (Dex) for fire, Sense Motive (Wis) for air, Balance (Dex) for earth, Swim (Str) for water, and Hide (Dex) for void.

CLASS FEATURES
All of the following are class features of the elemental guardsman.
Weapon and Armor Proficiency: The elemental guardsman gains no proficiency with weapons or armor.
Spells: At each level except 1st, 4th, 7th, and 10th levels, the elemental guardsman gains improved caster level, spells known, and spells per day as if he had advanced a level in another arcane casting class he possesses.
Maneuvers: At each odd-numbered level, you gain an additional martial maneuver known. You may select your maneuvers from the Iron Heart or Tiger Claw disciplines. You also have access to an additional discipline based on your elemental focus: Desert Wind for fire, Setting Sun for air, Stone Dragon for earth, Diamond Mind for water, or Shadow Hand for void.
You gain an additional maneuver readied at 1st, 4th, 7th, and 10th level.
Stances Known: At 1st level and again at 6th level, you learn a martial stance from one of your disciplines listed under Maneuvers above.
Chosen Element (Ex): Upon taking your first level in the elemental guarsdsman class, declare one element for which you have the Elemental Spell Focus feat. This element becomes your chosen element, and it is this division of the guardsmen that you join. Your choice of element influences your list of class skills and available martial disciplines, as described above. It also determines what benefit you gain from most of your other class abilities, as described below. Your chosen element is the defining characteristic for this class, and once made, the choice cannot be changed, even if your DM normally allows retraining.
Elemental Smite (Ex): When casting a spell of your chosen element, you can apply the Smiting Spell metamagic feat to the spell without increasing its casting time or spell level.
Elemental Guard Stance (Su): You learn how to channel the energy from one of your stances in a new way, adopting the traditional martial stance of the elemental guard. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of elemental guard stance. This ability lasts as long as you would maintain the stance. You can also stop using elemental guard stance and resume gaining the normal benefit of the stance as a swift action.
While you use this ability, your caster level increases by half your class level (minimum +1), up to a maximum of your Hit Dice. You also gain a +2 dodge bonus to AC. In addition, when you first activate this ability, you can choose to expend an arcane spell slot or prepared arcane spell of your chosen element. If you do, you also gain an elemental aura that damages your attackers. Any creature that strikes you takes 3 points of damage per spell level, with a type shown on the table below (select a type of your choice when assuming this stance).
ElementDamage Type
AirElectricity or nonlethal
EarthAcid or bludgeoning
WaterAcid or cold
FireFire or light
VoidUntyped
Reach weapons, such as longspears, do not endanger their users in this way. Creatures that are in a grapple with you take the damage once per round at the beginning of their turn. To those who can see you, your aura appears as pulsating sheath of your chosen element visible just below your skin (turbulent winds or crackling electricity for air, blowing ash or whirling stones for earth, globules of acid or eddies of snow for water, licking flames or motes of light for fire, and pitch blackness broken by twinkling stars for void).
Soul of the Elements (Su): The elemental guardsman learns to embody his chosen element to empower himself, and possibly affect nearby allies or enemies as well. An elemental guardsman can activate Soul of the Elements as an immediate action, once per day. To use this ability, the elemental guardsman must currently be under the effect of elemental guard stance, elemental archon stance, or elemental aspect. Each ability described below requires both a minimum elemental guardsmen level and a minimum number of ranks in the Knowledge (arcana) skill to qualify. If the elemental guardsman does not have at least 9 ranks in Knowledge (arcana), he does not gain Soul of the Elements until he acquires the needed ranks. Soul of the Elements has the descriptor of the elemental guardsman's chosen element.
Soul of the Elements is similar to several other class features, such as Call the Storm, Channel the Dream, Crashing Waves, Ritual of Flame, and Sense Void. The elemental guardsman may expend daily uses of any of these abilities to activate Soul of the Elements, and vice versa, provided the abilities share the elemental descriptor of his chosen element. For example, an emberhaunt/elemental guardsman has Chosen Element (fire) and possesses both Ritual of Flame and Soul of the Elements. Both of these abilities have the fire descriptor, so he may pool his uses per day in the two abilities.
At 1st level, an elemental guardsman with at least 10 ranks in Knowledge (arcana) can embody elemental clarity, gaining an ability from the menu below according to his chosen element. He gains the benefit listed below, and may also provide a benefit or hindrance for allies or foes within 30 ft as well. If the effect is not immediate, it lasts until the beginning of the elemental guardsman's next turn.
ElementEffect on selfEffect on others
Airsee through illusionsfoes' invisibility is suppressed
Earthignore cover and penalties for attacking/defending while pronefoes cannot claim cover
Waterimmune to surprisefoes cannot make Hide checks
Fireignore concealment and total concealment penaltiesfoes cannot feint or demoralize
Voidgain blindsight 60 ft rangeallies gain uncanny dodge
At 4th level, the elemental guardsman gains an additional use per day of Soul of the Elements, and if he has at least 13 ranks in Knowledge (arcana), he can embody elemental repose, gaining an ability from the menu below according to his chosen element.
ElementEffect on selfEffect on others
Airnext ranged attack or ranged touch attack is reflected on attackerallies may use normal AC against next ranged touch attack
Earthgain DR 20/-, immune to trip, grapple, stunallies gain DR 5/-
Waterheal all damage, up to ½ maximum hpallies automatically stabilize
Firecure all fatigue/exhaustion and fear on selfcure either fatigue/exhaustion or fear on allies
Voidnext damaging effect is reflected on attackerallies gain improved uncanny dodge against next attack
At 7th level, the elemental guardsman gains an additional use per day of Soul of the Elements, and if he has at least 16 ranks in Knowledge (arcana), he can embody elemental stillness, gaining an ability from the menu below according to his chosen element.
ElementEffect on selfEffect on others
Airimmune to ranged attacks and ranged touch attacks--
Earthimmune to all damage--
Waterignore all effects that limit mobility--
Fireignore all magical penalties to attacks, saves, checks, and AC--
Voidgain spell immunity--
At 10th level, the elemental guardsman gains an additional use per day of Soul of the Elements, and if he has at least 19 ranks in Knowledge (arcana), he can embody elemental fury, gaining an ability from the menu below according to his chosen element.
ElementEffect on selfEffect on others
AirMighty cyclone, as the 17th level storm lord ability--
EarthRock storm deals 1d6/level bludgeoning damage to all foes--
WaterMaelstrom, as the 17th level wavekeeper ability--
FireBurning heat, as the 17th level emberhaunt ability--
VoidVoid pulse deals 1d6/level damage to all foes; slain foes are disintigrated--
Spell and Steel (Su): An elemental guardsman knows that some foes cannot be defeated with magic alone, but must be put down with cold steel. Upon reaching 2nd level, you may expend an arcane spell slot or a prepared arcane spell of your chosen element as a swift action to refresh an expended martial maneuver of equal or lower level.
Swift Elemental Smite (Ex): When an elemental guardsman of 3rd level or higher applies the Smiting Spell metamagic feat to a spell of his chosen element, the spell is also quickened, as if with the Quicken Spell feat, without increasing its spell level.
Elemental Infusion (Su): An elemental guardsman of 5th level or develops profound insight into his chosen element, and gains the class feature associated with his element, as shown on the table below.
ElementClass FeatureFrom Class
AirCloud SightStorm Lord
EarthEarth SightEarth Dreamer
FireConstant Searing SpellEmberhaunt
VoidSelf/No SelfVoid Disciple
WaterFog SightWavekeeper
While you are using your elemental infusion, your eyes acquire a distinctive otherwordly appearance appropriate to your element.
Purity of the Elements (Su): One cannot harm the mountain, the ocean, the wind, or the raging volcano. One cannot harm the world. As an immediate action, an elemental guardsman of 5th level or higher can embrace this truth and immerse himself within his element to gain protection from hostile magic. By expending an arcane spell slot or a prepared arcane spell of his chosen element, he gains spell resistance equal to his character level +10. This benefit lasts for a number of rounds equal to the level of the spell or spell slot expended.
Elemental Aspect (Su): At 6th level, an elemental guardsman gains the ability to encase his form in a protective shell of his chosen element once per day. He may increase his size if he wishes, up to a maximum of Medium. His gear also grows to match his size, although any piece of equipment returns to its normal size one round after leaving his possession. He gains racial bonuses to Strength, Dexterity, Constitution and natural armor as if he were an appropriately sized elemental of his chosen element, and gains the elemental’s slam attack (although he can use weapons instead, if he prefers), movement modes, and extraordinary and supernatural abilities. He also gains the feats listed for an elemental of his size. He retains his own type and racial attributes, but gains the subtype of his chosen element.
The effect lasts one minute per character level, or until the elemental guardsman changes back. Changing form is a standard action and doesn’t provoke an attack of opportunity. Elemental Aspect is a wild shape ability (and counts as such when meeting prerequisites) and has the descriptor of the elemental guardsman’s chosen element. It doesn’t interfere with the elemental guardsman's spellcasting.
Upon activating Elemental Aspect, the elemental guardsman regains hit points (but nothing else) as if he had rested for the night. If slain in aspect form, he reverts to his normal shape (but remains dead).
The elemental guardsman gains an additional use per day of this ability at 8th level, and may assume up to Large size. He gains a further use per day at 10th level, and may assume up to Huge size.
If your chosen element is Void, you gain Strength and Dexterity bonuses appropriate to an air elemental of your size, and also gain the elemental’s fly speed and feats. You do not gain its special abilities. Instead, you gain the following abilities:
Airless Aura (Su): Your body is surrounded by an aura of near vacuum at all times. The means that any creatures adjacent to you have no air to breathe and must hold their breath.
Disrupt Essence (Su): Living creatures hit by your touch attack must succeed on a Fortitude save (DC 10 + ½ hit dice + Cha modifier) or take 1d2 points of Constitution drain. When you drain a victim’s Constitution, you gain 5 temporary hit points, no matter how many points you drain. These points last for up to 1 hour. Constitution drain will reduce the number of rounds of remaining breath for any creature affected by your airless aura.
Incorporeal (Su): You are incorporeal and gain the incorporeal subtype. You gain a deflection bonus to AC equal to your Charisma bonus (minimum 1). You gain an incorporeal touch attack that deals 1d4 points of damage. This damage does not increase when your size increases. If you are 8th level or higher, you may make 2 incorporeal touch attacks as a full attack; these are not weapon attacks and you do not qualify for iterative attacks.
Greater Elemental Spell Focus: Upon reaching 7th level, an elemental guardsman gains Greater Elemental Spell Focus for his chosen element as a bonus feat. If he already has Greater Elemental Spell Focus from an earlier feat slot, he may immediately retrain that earlier feat slot.
Elemental Archon Stance (Su): You learn how to channel the energy from one of your stances in a new way, adopting the traditional martial stance of the elemental guard. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of elemental archon stance. This ability lasts as long as you would maintain the stance. You can also stop using elemental archon stance and resume gaining the normal benefit of the stance as a swift action.
While you use this ability, your caster level for spells of your chosen element increases by +7, up to a maximum of your Hit Dice + 2. You gain Fortification and a +4 enhancement bonus to your natural armor. In addition, when you first activate this ability, you can choose to expend a 2nd level or higher arcane spell slot or prepared arcane spell of your chosen element. If you do, you also gain the ability to reroll any attack rolls, saves, skill checks, or ability checks that roll lower than the level of the spell slot you expended. You may not reroll any die roll that has already been rerolled, nor may you reroll if you rolled a natural 1 on an attack roll or saving throw. After rerolling, you must take the second result, even if it is worse than the first.
Your reroll abilitylasts for only one minute, although the other abilities of this stance persist normally thereafter. You can take a swift action to refresh this stance if you wish, expending another spell slot or prepared spell to activate the reroll ability as normal.
Mastery of Elements (Su): At 10th level, your connection to your chosen element grows so profound that when you assume an elemental aspect, you can become a mighty engine of destruction, overwhelming foes with your raw power. When you assume an elemental aspect, you may expend a 6th level or higher arcane spell slot or prepared arcane spell of your chosen element as part of the action required to change your form. If you expend a 6th level spell, you assume the form and abilities of a greater elemental of your chosen element, instead of a huge elemental. You also gain a +2 bonus to the save DCs of any abilities granted by elemental aspect. If you expend a 7th level spell, you assume the form and abilities of an elder elemental, and your bonus to save DCs increases to +4. If you expend a spell of 8th level or higher, you assume the form and abilities of an elemental monolith, and your bonus to save DCs increases to +10.
Invoking mastery of elements reduces the duration of your elemental aspect to 1 round/level.
If your chosen element is void, you gain the normal benefits as described under elemental aspect, but your stat bonuses and bonus feats are as for a greater air elemental, elder air elemental, or air elemental monolith of the appropriate size.
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 07-30-2010 at 05:47 PM.
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Old 07-17-2010, 08:09 AM   Top  -  End  -  #5
Tinydwarfman
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Join Date: Oct 2009
Default Re: Advanced Elemental Options [3.5 PEACH]

Just noticed something: If your character has one level in all of your elemental adept classes, Continued Study will allow you to have them all equal to your character level. Was this intended?
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Old 07-17-2010, 01:38 PM   Top  -  End  -  #6
jiriku
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Join Date: Aug 2009
Default Re: Advanced Elemental Options [3.5 PEACH]

That would be a bad thing, too much juice for a one-level dip. But check the last line of Continued Study, which states "He does not learn these features if he did not already know them." Since the iconic abilities are all granted at level 5 (except for Sense Void, at level 6), you'd need five levels in another class to pick up a second one.

Maybe I need a less wordy way to write this. What I'm trying to say with it is "You probably have one of the iconic abilities on this list. If you have it, you continue advancing it." Maybe I should say "If you already have features VWXYZ, your levels in master of elements stack with levels in classes ABCDE for the purpose of advancing those features." Better?
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Old 07-28-2010, 02:31 PM   Top  -  End  -  #7
un_known
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Default Re: Advanced Elemental Options [3.5 PEACH]

I like the looks of it. Though somethings seem a little iffy. I guess time(And testing) will tell how this class turns out but great job. I love all your elemental classes. One question though. Do you think you'll do prestige classes for ontop of your elemental classes. Ones that specialize even further? (Don't know how'd you do it! But just an idea)
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Old 07-28-2010, 02:57 PM   Top  -  End  -  #8
jiriku
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Join Date: Aug 2009
Default Re: Advanced Elemental Options [3.5 PEACH]

I'm about halfway through developing an elemental guard prestige class, which will sort of be like OA elemental guard meets swiftblade. It should make a good gishy class, with powerful, crunchy abilities, although you won't get 9th level spells if you take all 10 levels of it.

I doubt I'd make a prestige class to further specialize the elemental casters into their respective elements; feats and ACFs would be more appropriate for that.

What seems iffy about the master of elements?
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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Old 07-28-2010, 03:22 PM   Top  -  End  -  #9
ForzaFiori
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Default Re: Advanced Elemental Options [3.5 PEACH]

Quote:
Originally Posted by jiriku View Post
That would be a bad thing, too much juice for a one-level dip. But check the last line of Continued Study, which states "He does not learn these features if he did not already know them." Since the iconic abilities are all granted at level 5 (except for Sense Void, at level 6), you'd need five levels in another class to pick up a second one.

Maybe I need a less wordy way to write this. What I'm trying to say with it is "You probably have one of the iconic abilities on this list. If you have it, you continue advancing it." Maybe I should say "If you already have features VWXYZ, your levels in master of elements stack with levels in classes ABCDE for the purpose of advancing those features." Better?
If they take Elemental mastery, and gain one of the other classes features, do you want them to use their full character level, or their master of elements level + class ABCD or E level?
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Old 07-28-2010, 04:13 PM   Top  -  End  -  #10
jiriku
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Join Date: Aug 2009
Default Re: Advanced Elemental Options [3.5 PEACH]

Good point. It would have to be full character level, because Elemental Mastery can give you a class feature from a class you don't have, and there aren't enough levels in Master of Elements to go anywhere with it on your own.

So, example, an earth dreamer 14/master of elements 1 with the Elemental Study (fire) feat learns the Elemental Mastery (fire) secret. He gains +1 caster level for fire spells and Ritual of Flame as a 15th level emberhaunt. If it worked the other way, he'd get Ritual of Flame as a 1st level emberhaunt, which is useless because 1st level emberhaunts don't have Ritual of Flame yet.
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 07-28-2010 at 04:14 PM.
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Old 07-30-2010, 02:50 AM   Top  -  End  -  #11
jiriku
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Join Date: Aug 2009
Default Re: Elemental Prestige Classes and Feats [3.5 PEACH]

LATEST: Elemental guardsman is uploaded! Click the link to jump right into the action!
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 07-30-2010 at 02:50 AM.
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