LEW Feats: Elementalist

Rystil Arden

First Post
NakuruSai said:
What makes sonic too powerful but ice/fire ok? does this damage do something I'm not familiar?
Almost nothing is resistant to Sonic vis-a-vis everything else. Also, there's no tower for Sonic. Note that the 3.5 designers knew this and took Sonic out of the choices for Energy Substitution.
 

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Patlin

Explorer
NakuruSai said:
What makes sonic too powerful but ice/fire ok? does this damage do something I'm not familiar?

It's simply the oddball element. Most things don't have sonic resistance, and WotC has been excluding sonic from similar feats, such as ennergy substitution. If sonic was allowed, I expect you'd find it to be by far the most popular choice, at least among power gamers.

A metamagic feat would be a good way to go, but we allready have a similar metamagic feat, don't we? I was thinking something vaguelly similar to the Sudden Metamagic Feats.
 

NakuruSai

First Post
Rystil Arden said:
Or make it a metamagic feat at +0. And agreed that sonic shouldn't be allowed--there is no tower for it anyway (though there are towers for negative and positive energy...hmm....)

if only there was a "wind" damage or an "earth" damage - you can substitute ice for water, as at least the tower is in a cold region on the water, and ice/water...it fits. Acid doesnt really fit any of the towers, nor really electricity or sonic. Electricity and/or sonic could conceivably be air but nothing really fits for earth...physical damage?

as for sonic, it's not what I'm shooting for but wanted to allow it as an option, I have no problem with dropping it if it's seen as too "power-gamerish". The problem with the #/day and the +0 metamagic feat is it gives the caster the ability to (for instance) still cast fireball as full fire even if they're ice specialized, which doesn't make sense to me. Could there be a bonus to the spell if it's required they cast it with their specialization?
 
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Rystil Arden

First Post
NakuruSai said:
if only there was a "wind" damage or an "earth" damage - you can substitute ice for water, as at least the tower is in a cold region on the water, and that fits. acid doesnt really fit any of the towers, nor really electricity or sonic. Electricity and/or sonic could conceivably be air but nothing really fits for earth...
By WotC standards, acid is associated with earth and electricity with air.
 

Knight Otu

First Post
Rystil Arden said:
Also, there's no tower for Sonic. Note that the 3.5 designers knew this and took Sonic out of the choices for Energy Substitution.
Wait, the designers specifically tailored Energy Substitution for our campaign? ;)

As others have said, there is currently a rule against new base classes. The last time this was discussed, it was with the variant paladins. I guess if we can accept those variant paladins, we can accept this wizard variant. However, I'd write it as a variant as well, such as.

Rather than gaining Scribe Scroll, the opportunity to specialize in a school and the ability to call a familiar, a cryomancer gets XXX. At fifth level, rather than gaining a bonus feat, he gets the ability to call a small Water Elemental as a familiar, as if the cryomancer had the Improved Familiar feat.

That would also keep the possibility open to have other such specializations.
 

NakuruSai

First Post
Rystil Arden said:
By WotC standards, acid is associated with earth and electricity with air.

acid=earth doesn't "fit" logically with me though. When I think of earth I think of something solid. If someone says "Acid" the general thought is a vial or vat of liquid green stuff that dissolves items put in it. I can kinda get the whole "mineral acid" kinda thing, but it feels like a big stretch.
 

Velmont

First Post
I agree, variant are interesting to give another flavor to a class. We already have the Savage Bard and the paladin are interesting in my opinion.

The domain wizard told earlier in this thread is just a no brainer. It is more powerfull than a specialist, as you have no prohibited school, but it is more powerfull of a generalist, because of teh bonus spell he knows at each spell level and the extra spell he can cast. If someone would propose it like that, I would tell it shouldn't be approved.

But making one based on the towers could be very interesting. It would be interesting to see a variant for teh six tower, but I can hardly see what could be done for the positive tower (negative is not too hard, it is called a necromancer :p )

Also, the variant should not have a number of spell per day like a sorcerer, as it is written up here in teh base class submitted.
 

NakuruSai

First Post
I withdrew the starting class - I'm convinced there's not enough change to require an entirely new class. Let's discuss those feats. =D

also withdrew the sonic from the proposal (first post at the top)
 
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NakuruSai

First Post
Velmont said:
I agree, variant are interesting to give another flavor to a class. We already have the Savage Bard and the paladin are interesting in my opinion.

The domain wizard told earlier in this thread is just a no brainer. It is more powerfull than a specialist, as you have no prohibited school, but it is more powerfull of a generalist, because of teh bonus spell he knows at each spell level and the extra spell he can cast. If someone would propose it like that, I would tell it shouldn't be approved.

But making one based on the towers could be very interesting. It would be interesting to see a variant for teh six tower, but I can hardly see what could be done for the positive tower (negative is not too hard, it is called a necromancer :p )

Also, the variant should not have a number of spell per day like a sorcerer, as it is written up here in teh base class submitted.

I see positive and negative as the cleric side of things. While arcane can animate a body to make it "undead" they really can't channel pure positive or negative power like clerics can.
 

Bront

The man with the probe
New base class is not Modified/variant base classes, those have been allowed.

Domain wizard is a bit overpowered as is. Not sure what would be a good way of balancing it (remove familiar maybe? or remove extra wizard feats at 1st, 5th, 10th, and 20th?)
 

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