Suggested compromise: Allow them to summon "X Hit Dice of elementals" and leave it up to the DM to decide upon the types.![]()
I just noticed the air monlith has a higher benefit from air mastery (imposing a -2 rather than -1 penalty). Although the primal elementals didn't use this, I like it, and could see going even higher for the air elemaster. Maybe as high as -5?
Skills: 15 at 89 ranks
I figure all elemasters should have: Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (the planes), Knowledge (religion), Listen, Sense Motive, Spellcraft, Spot, Use Magic Device
The air elemaster might additionally have Balance and Tumble as well (like the air monolith). Maybe also Escape Artist and Move Silently?
Feats: 29 (22 can be epic)
Air monolith has Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Iron Will, Mobility, Power Attack, Spring Attack
Primal air elemental has Alertness, Blinding Speed (x2), Combat Reflexes, Dodge, Epic Prowess (x2), Epic Toughness (x4), Epic Will, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (slam)
Yan-C-Bin (Prince of Evil Air Creatures) has Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Corrupt Summoning B, Dodge, Epic Will, Flyby Attack, Great Cleave, Improved Critical (slam), Improved Initiative (B), Mobility, Power Attack, Spring Attack, Weapon Finesse (B), Whirlwind Attack
Chan (Prince of Good Air Creatures) has Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Epic Skill Focus (Gather Information), Epic Will, Flyby Attack, Great Cleave, Improved Critical (slam), Improved Initiative (B), Mobility, Power Attack, Purify Summoning (B), Spring Attack, Weapon Finesse (B), Whirlwind Attack
It's missing the air version of Master of [Element] Magic
They've also got a size changing power we haven't written up, but is something like:Size Change (Su): An elemaster can become any size, from Fine to its natural size of Colossal.
Great idea! -5 seems a bit too high, but I like -4.
I'd add Knowledge (nature) as Elemasters supposedly oversee natural processes. That's one skill too many, so I'd cut Escape Artist (since it can assume fine size and gaseous form at will the skill seems superfluous).Air Elemaster: Balance, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Tumble, Sense Motive, Spellcraft, Spot, Use Magic DeviceFor the Fire Elemaster, I don't think they should have Move Silently - they're crackling flames, not whispering winds! Fire's tricksy, so I'd give it Bluff or Escape Artist. Let's say Escape Artist since it doesn't get gaseous form from Master of Fire Magic:
Fire Elemaster: Balance, Concentration, Diplomacy, Escape Artist, Gather Information, Intimidate, Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Tumble, Sense Motive, Spellcraft, Spot, Use Magic DeviceFor the Earth Elemaster, Appraise instead of Tumble? I'd also drop Escape Artist. Guess we can give them Bluff, since it's very difficult to read a rock's expression.
Earth Elemaster: Appraise, Balance, Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Sense Motive, Spellcraft, Spot, Use Magic DeviceFinally, Escape Artist seems appropriate for a Water Elemental.
Water Elemaster: Balance, Bluff, Concentration, Diplomacy, Escape Artist, Gather Information, Intimidate, Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Sense Motive, Spellcraft, Spot, Use Magic Device
I'll add it.
That'll probably work. Do we need to say it functions as enlarge/reduce person?
I'm fine with -4.
That all appeals.
My feat suggestions:
Alertness, Blind-Fight, Blinding Speed (x2), Cleave, Combat Expertise, Combat Reflexes, Devastating Critical (slam), Dire Charge, Divine Might, Dodge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Knowledge [the planes]), Epic Will, Flyby Attack, Great Cleave, Improved Combat Reflexes, Improved Critical (slam), Improved Flyby Attack, Improved Initiative (B), Improved Whirlwind Attack, Iron Will, Mobility, Overwhelming Critical (slam), Power Attack, Spring Attack, Stand Still, Superior Initiative, Weapon Finesse (B), Weapon Focus (slam), Whirlwind Attack
In what way? -2 Strength and +2 Dex per size shift plus the size adjustments to AC, grapple, weapon damage and attacks of the new size?
Something like:
Size Change (Su): An elemaster can become any size, from Fine to its natural size of Colossal. For every size decrease from Colossal the elemaster has a -2 Strength penalty and a +2 Dexterity penalty and its slam attack damage is reduced by 1 step. Its size modifiers to AC, grapple and attacks become those of its new size.
Would it be easier to include the changes in a little table?
That looks good, except Stand Still doesn't seem very "airy" to me.
How about Fleet of Foot instead?