Differences on Elementalist
((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 brokenness. ))
((DM: First Three levels approved))
//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 Empathy || +1 level of divine spellcasting class ||
|| 5th || +3 || +3 || +2 || +3 || || +1 level of divine spellcasting class ||
|| 6th || +4 || +3 || +2 || +3 || Elemental Traveler || +1 level of divine spellcasting class ||
|| 7th || +5 || +4 || +2 || +4 || || +1 level of divine spellcasting class ||
|| 8th || +6/+1 || +4 || +3 || +4 || Gargantuan Elemental Shape || +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 Magic || +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 Empathy (Ex) ----
An Elementalist can improve the attitude of a creaturenon-sentient creatures of the elemental subtype. This ability functions just like a Diplomacy check to improve the attitude of a person. The Elementalist rolls 1d20 and adds his Elementalist and druid classlevel and his Charisma modifier to determine the elemental empathy check result.
To use elemental empathy, the Elementalist and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute, but as with influencing people, it might take more or less time.
You also gain a +4 bonus on diplomacy checks versus sentient creatures with the earth, air, water of fire subtype.
---- Elemental Traveler (SP) ----
At 6th level, the Elementalist gains the ability to travel between planes much easier. You may and can cast Planeshift once per day., using our Elementalists' caster level as caster level.
---- Gargantuan Elemental Shape (Su) ----
At 8th level, the Elementalist 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 are calculated based on Elemental Body I-IV, other added boni (such as fly) are ommitted to simplify the added effect of Gargantuan Size on ability modifiers //
^^ Type ^^ Small (I) ^^ Medium (II) ^^ Large (III) ^^ Huge (IV) ^^ Gargantuan (P = ||
|| Air || +2 prim, +1 NA)Dex, +2 NA || +4 Dex, +3 NA || +2 Str, +4 Dex, +4 NA || +4 Str, +6 Dex, +4 NA || +4 Str, +8 Dex, +5 NA ||
|| AirFire || +2 Dex, +2 NA || +4 Dex, +3 NA || +4 Dex, +2 Str, +4Con, +4 NA || +6 Dex, +4 Con, +4 NA || +4 Str, +68 Dex, +4 NA || +4 Str, +8 DexCon, +5 NA ||
||Earth || +2 Str, +4 NA || +4 Str, +5 NA || +6 Str, -2 Dex, +2 Con, +6 NA || +8 Str, -2 Dex, +4 Con, +6 NA || +10 Str, -24 Dex, +46 Con, +7 NA ||
|| Fire || +2 Dex, +2 NA || +4 Dex, +3 NA || +4 Dex, +2 Con, +4 NA || +6 Dex, +4 Con, +4 NA || +8 Dex, +4 Con, +5 NA ||
||Water || +2 Con, +4 NA || +4 Con, +5 NA || +2 Str, -2 Dex, +6 Con, +6 NA || +4 Str, -2 Dex, +8 Con, +6 NA || +46 Str, -24 Dex, +10 Con, +7 NA ||
---- Elemental Magic (Ex) ----
The Elementalist can target elementals (including her elemental summons) with any spell she casts that targets animals, even though elementals can’t normally be targeted by such spells.
==== ====
[ooc]
Below are other design notes and stuff.. They should be disregarded or.. maybe not. They are however, not part of the current class design.
[/ooc]
---- 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 //
---- Elemental Essence (Su) ----
At 4th level you can spend one daily use of your wild shape ability to surround your limbs and weapons with an aura of elemental energy. When you activated this ability, you can choose the type of energy: acid, cold, electricity, or fire.
While this effect is active, each melee attack you make deals an extra 1d6 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.
---- Improved Elemental Essence (Su) ----
At 7th level, the bonus gained from Elemental Essence improves to 2d6 extra damage and resistance 10.