andarilhor
First Post
My Unofficial Elemental Power Source
During de Dawn War not every mortal fought besides the gods. Some mortals believed the elementals as the foundation of the universe, and the primordial as the embodiement of this fundamental power. After the Dawn War some mortals started cults on the primordial behalf and orders which tried to tame the chaotic power of the elements. Some believed the gods has tricked the mortals, negating then the true raw power of the primordials, other wanted to awaken the elemental power inside thenselves, and there was the ones who wanted to dive into the chaos and became the power instead of only having the power.
Besides heroes of other power sources can use the power of the elements, this power is diminished or wwarped by the other power sources. Elemental characeters unleash the untamed power of the elemental chaos, sometimes in a unpredictable way.
During ages they hide thenselves on ancient monasteries, in the shadows, in secret temples. Now, with the end of last great empire, and civilization reduced to some few points of light, the world need despairingly of heroes, even the forsaken heroes of the forbidden paths of the elemental classes.
Game Design Concepts:
- Elemental classes deal with a untamed and sometimes uncontrollable power. To represent that most of their power will have a "critical" and "miss" line.
- "Critical" effects will represent a stronger discharge of elemental energy, hightening effects, but many times will bring a cost. A kind of mixed blessing feel.
- "Miss" effects will have negative effects on the character. Puting it on a condition or making it take damage. Daily power will be the ones of lesser negative conditions if all.
- All Elemental classes will have some kind of "elemental attunement", representing a conection with a determined element over others, giving some bonuses or penalties.
- The elemental powers will be called "manifestations" as the release of something locked on the world by the gods and the primal spirits.
Guardian
Elemental Defender
Design Concepts:
- Ancient monastic orders which dedicates themselves to awaken and control the elemental power in their own bodies.
- Will channel elemental energy of his own body through will. (wis primary, Con and Dex secondary, maybe a future build will use strength)
- Striker as a Secondary Role
- Will have a "elemental weapon" which will channel their powers
- Each build will attune to two elements, represented by damage types
- The image of a guardian will be a warrior with mystical tatoos in each arm (representing the elements of his guardian tradition) wielding a weapon of pure elemental energy (a blade of frost wind, a hammer of stone)
- Will use ki focus as a implement, and his powers will be implement powers instead of weapon powers. Most of his powers will target Ref or Fort, the few to target AC will be stronger to compesate the lack of a proficiency bonus.
- Daily powers will grant special abilities to elemental weapon during the encounter
Heretic
Elemental Leader
Design Concepts:
- Vessels of the elemental powers. Believers in ways on disagreement with the gods. Some cults believe in a active opposition at the gods, others in a awakening of the elemental power within the mortals.
- Will carry the elemental power within thenselves (Con primary), channeling through their believes or meditations (Wis and Cha as secondary)
- One build with defender (becomer heretic) as secondary, other build with striker (awakener heretic) secondary.
- Will attune to the four basic elements, one each round, gaining and granting allies bonus and penalties.
- Daily powers will allow attunement with more complex elements. Something based on the paraelemental and quasielemental of older D&D editions
Elementalist (possible name change)
Elemental Controller
- Will be a lot more of a uncontroller than a controller.
- Will channel the elemental energy through his very soul (Cha primary). Not sure about secondary abilities yet.
- Striker as a secondary role.
- His powers will focus in changing the battlefield, instead of giving debuffs
- Three possible builds: Havoc Elementalist (focused in area and zone powers), Summonner Elementalist (conjuration and summonning powers), and Blaster Elementalist (focused in ranged and close powers)
- Elemental Attunement each short or extended rest. Powers with the same damage type will be strongers. Possibly higher chance for critical?
Erupter
Elemental Striker
- He will perceive the fundamental "blocks" inside of everything and will have the power to "erupts" this block in pure energy.
- The striker ability will be similar to the assassin's shroud, but will raise the chance to get a critical against the target.
- Primary ability: Int, secondary ability and builds will be Wis (higher perception and concentration to perceive the fundamental blocks; controller secondary role) and Str (brute force in powers; pure striker role).
- I am thinking to make this the only class with one element only, chosen at 1st level, but not sure about that yet.
- Slightly based in a certain alchemist of white gloves
Until now I already have some material to the guardian and the heretic, the elemetalist and the striker are still in a starting development. Any ideas? I promise to post the material as it will develops.
Sorry for my bad english, it's not my natal language.
During de Dawn War not every mortal fought besides the gods. Some mortals believed the elementals as the foundation of the universe, and the primordial as the embodiement of this fundamental power. After the Dawn War some mortals started cults on the primordial behalf and orders which tried to tame the chaotic power of the elements. Some believed the gods has tricked the mortals, negating then the true raw power of the primordials, other wanted to awaken the elemental power inside thenselves, and there was the ones who wanted to dive into the chaos and became the power instead of only having the power.
Besides heroes of other power sources can use the power of the elements, this power is diminished or wwarped by the other power sources. Elemental characeters unleash the untamed power of the elemental chaos, sometimes in a unpredictable way.
During ages they hide thenselves on ancient monasteries, in the shadows, in secret temples. Now, with the end of last great empire, and civilization reduced to some few points of light, the world need despairingly of heroes, even the forsaken heroes of the forbidden paths of the elemental classes.
Game Design Concepts:
- Elemental classes deal with a untamed and sometimes uncontrollable power. To represent that most of their power will have a "critical" and "miss" line.
- "Critical" effects will represent a stronger discharge of elemental energy, hightening effects, but many times will bring a cost. A kind of mixed blessing feel.
- "Miss" effects will have negative effects on the character. Puting it on a condition or making it take damage. Daily power will be the ones of lesser negative conditions if all.
- All Elemental classes will have some kind of "elemental attunement", representing a conection with a determined element over others, giving some bonuses or penalties.
- The elemental powers will be called "manifestations" as the release of something locked on the world by the gods and the primal spirits.
Guardian
Elemental Defender
Design Concepts:
- Ancient monastic orders which dedicates themselves to awaken and control the elemental power in their own bodies.
- Will channel elemental energy of his own body through will. (wis primary, Con and Dex secondary, maybe a future build will use strength)
- Striker as a Secondary Role
- Will have a "elemental weapon" which will channel their powers
- Each build will attune to two elements, represented by damage types
- The image of a guardian will be a warrior with mystical tatoos in each arm (representing the elements of his guardian tradition) wielding a weapon of pure elemental energy (a blade of frost wind, a hammer of stone)
- Will use ki focus as a implement, and his powers will be implement powers instead of weapon powers. Most of his powers will target Ref or Fort, the few to target AC will be stronger to compesate the lack of a proficiency bonus.
- Daily powers will grant special abilities to elemental weapon during the encounter
Heretic
Elemental Leader
Design Concepts:
- Vessels of the elemental powers. Believers in ways on disagreement with the gods. Some cults believe in a active opposition at the gods, others in a awakening of the elemental power within the mortals.
- Will carry the elemental power within thenselves (Con primary), channeling through their believes or meditations (Wis and Cha as secondary)
- One build with defender (becomer heretic) as secondary, other build with striker (awakener heretic) secondary.
- Will attune to the four basic elements, one each round, gaining and granting allies bonus and penalties.
- Daily powers will allow attunement with more complex elements. Something based on the paraelemental and quasielemental of older D&D editions
Elementalist (possible name change)
Elemental Controller
- Will be a lot more of a uncontroller than a controller.
- Will channel the elemental energy through his very soul (Cha primary). Not sure about secondary abilities yet.
- Striker as a secondary role.
- His powers will focus in changing the battlefield, instead of giving debuffs
- Three possible builds: Havoc Elementalist (focused in area and zone powers), Summonner Elementalist (conjuration and summonning powers), and Blaster Elementalist (focused in ranged and close powers)
- Elemental Attunement each short or extended rest. Powers with the same damage type will be strongers. Possibly higher chance for critical?
Erupter
Elemental Striker
- He will perceive the fundamental "blocks" inside of everything and will have the power to "erupts" this block in pure energy.
- The striker ability will be similar to the assassin's shroud, but will raise the chance to get a critical against the target.
- Primary ability: Int, secondary ability and builds will be Wis (higher perception and concentration to perceive the fundamental blocks; controller secondary role) and Str (brute force in powers; pure striker role).
- I am thinking to make this the only class with one element only, chosen at 1st level, but not sure about that yet.
- Slightly based in a certain alchemist of white gloves

Until now I already have some material to the guardian and the heretic, the elemetalist and the striker are still in a starting development. Any ideas? I promise to post the material as it will develops.
Sorry for my bad english, it's not my natal language.
Last edited: