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Elementalist

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Old version of Elementalist
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(( WIP: this class is meant as a prestige class for Dae'run, and when not finalized and approved may be subject to frequent change and/or brokeness. ))

Fluff

Provide reason for the class, something with improving ties with the elements and gleaning powers from them through the use of wildshape.

Elementalists favor interactions with the elements and their different manifestations throughout the planes. They are druids who have spent “too much time” in the Elemental form. It is not uncommon for an Elementalist to spend days or even weeks in an elemental form, or to shift from form to form regularly, without returning to whatever humanoid form he started with.

Requirements

Skills: Knowledge (nature) 4 ranks, Survival 6 ranks

Special:

  • Wild shape class feature, allowing you to shift into an Elemental shape.
  • Must speak at least one of the following languages: Auran, Terran, Ignan, or Aquan
  • Must have come in contact with a raw expression of an element (visiting and elemental plane, an ecounter with a primal elemental, etc.)

Class Skills

The Elementalist's class skills are: Climb (Str), Handle Animal (Cha), Heal (Wis), Knowledge (the planes) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Hit Die: d8.

Table

Level BAB Fort Ref Will Special Spells per Day
1st +0 +1 +0 +1 Shifter's Speech, Elemental Shape +1 level of divine spellcasting class
2nd +1 +1 +1 +1 Fast Wildshape +1 level of divine spellcasting class
3rd +2 +2 +1 +2 +1 level of divine spellcasting class
4th +3 +2 +1 +2 Elemental Essence +1 level of divine spellcasting class
5th +3 +3 +2 +3 +1 level of divine spellcasting class
6th +4 +3 +2 +3 +1 level of divine spellcasting class
7th +5 +4 +2 +4 Gargantuan Elemental Shape +1 level of divine spellcasting class
8th +6/+1 +4 +3 +4 Improved Elemental Essence +1 level of divine spellcasting class
9th +6/+1 +5 +3 +5 +1 level of divine spellcasting class
10th +7/+2 +5 +3 +5 Elemental Union +1 level of divine spellcasting class

Class Features

Weapon and Armor Proficiency

Elementalists gain no proficiency with any weapon or armor.

Shifter's Speech (Ex)

While shifted into an elemental form, the elementalist maintains her ability to speak normally (including verbal components of spells) regardless of the form taken.

Furthermore, he can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.

Elemental Shape (Su)

The Elementalists' class levels stack with other class levels that grant Wild shape for the purpose of determining access to Elemental forms, as well as the total number of uses of Wild shape per day.

Fast Wildshape (Su)

As you grow more accustomed to the different forms, you are able to transform yourself more easily. Using Wildshape to change into an new form now takes a move-equivalent action.

Modeled after Fast Wildshape feat - You gain the ability to use wild shape as a move-equivalent action. (complete divine, pag. 81 , dnd 3.5)

Elemental Essence (Su)

At 4th level you can choose one type of energy: acid, cold, electricity, or fire. This choice cannot thereafter be changed. You can spend one daily use of your wild shape ability to surround your limbs and weapons with an aura of the chosen energy. While this effect is active, each melee attack you make deals an extra ld6 points of the appropriate type of energy damage. Additionally, you gain resistance 5 against that type of energy. These effects last for class level rounds.

Gargantuan Elemental Shape (Su)

At 7th level, a druid can also use wild shape to change into a Gargantuan elemental. You are now able to take the form of a gargantuan elemental. When taking the form of an elemental, druid's wild shape now functions as elemental body IV, with the following additional bonuses:

boni to be calculated

Improved Elemental Essence (Su)

At 8th level, the bonus gained from ELemental Essence improves to 2d6 extra damage and resistance 10.

Elemental union (Ex)

needs better name

You gain the Elemental Subtype regardless of the form you are in. probably a 10th level power, given the power of the subtype

An elemental has the following features.

  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.

WIP powers wishes

  • the ability to wild shape into larger sizes then permitted by Elemental Body
  • the ability to obtain more powers related to that element which Elemental body doesn't give access to, such as Air Mastery
  • Turn/Command/Channel elementals, like the cleric's Channel Energy class feature possible wild shape use spender
  • Elemental Essence - When you first select this feat, choose one type of energy: acid, cold, electricity, or fire. This choice cannot thereafter be changed. You can spend one daily use of your wild shape ability to surround your limbs and weapons with an aura of the chosen energy. While this effect is active, each melee attack you make deals an extra ld6 points of the appropriate type of energy damage. Additionally, you gain resistance 5 against that type of energy. These effects last for 1 minute. (complete champion pag. 58, dnd 3.5) i'd model this feat around the elemental form