Elementalist Class Brainstorming Thread

Merlion

First Post
I have decided to finaly begin real work on creating an Elementalist base class. Theres a couple things I'm not sure how I want to aproach so I thought I'd start a thread to get some suggestions.
First the basics...the class is going to be much similiar to the wizard...prepares spells etc. The base class will focus on all 4 elementls, with the option of specialization (also much like the wizard). The spell list (which I can post if wanted) includes only elemental spells, and absolute basics such as Detect Magic.
This leads me to the first thing I am undecided on. I have considered creating a secondary spell list that contains spells that are not directly elemental in nature, but that do things oft associated with certain elements (for instance, mind affecting for air, healing and form-changing for water etc), that the class gains access to at a certain level (I was thinking 12th). So what I wonder is, should I do that, or stick to purely elemental spells throughout?
Second thing, I want them to have sort of an elemental companion...somewhat like the Druid/Ranger animal companion. I could just do it exactly like that...they can summon an elemental companion ( I was planning on the ability starting at 5th or 6th level), and it increases in power as they do. Or, I could do an upgrade based ability...say for instance at 6th level they can permanently sacrifice a 3rd level spell slot and gain the ability to summon a Small elemtnal at will...and then the elemental, and sacrfice gets upgraded every so often. The first option is probably best and easiest, but I'd just like some feedback.
I also planned on giving them the Rebuke/Command elementals ability,and bonus feats as per wizard. I also thought about allowing them to take Spell Focus as bonus feats, but each applying only to a single element.Any ideas for other class abilities would be apreciated. ANd I already have the spell lists so I can post those if wanted
Thanks in advance :-)
 

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Well... a couple thoughts for now -- will add more later.

If you aren't going to add different "themed" spells with the elemental ones themselves, then I say make it a little easier on yourself and simply mimic the current school specialization rules for an element

Adding feats (or bonus abilities) to grant bonus to DC for a specified element. Basically, an elemental version of the things like School Specialization and Spell Penetration, and their Greater Counterparts. Again, this could be a feat or a bonus ability (much like th elemantal savant in T&B)

Familiar: Mephits from MM are good candidates (currently you could get an Ice Mephit with the Improved Familiar feat at 5th level, so changing the type of mephit isn't a big deal. But, having said that, just making it a base ability rather than requiring a feat wouldn't be broken if the spell list is drasitically reduced to elemental only)

hmm.. will add more later if i think of stuff but that's a couple thoughts of the top of my head right now :)
 

If you aren't going to add different "themed" spells with the elemental ones themselves, then I say make it a little easier on yourself and simply mimic the current school specialization rules for an element

I dont follow this. What kind of themed spells do you mean? And my base Elementalist class is going to use all 4 elements...with the option of specializing in one in exactly the same way as a Wizard specializes in a single school of magic.

Adding feats (or bonus abilities) to grant bonus to DC for a specified element. Basically, an elemental version of the things like School Specialization and Spell Penetration, and their Greater Counterparts. Again, this could be a feat or a bonus ability (much like th elemantal savant in T&B)

Yea I figured I'd do that, and put them on the list of feats avaible as bonus feats at 1st 5th 10th 15th and 20th. Along with metamagic feats...probably wont include item creation.


Familiar: Mephits from MM are good candidates (currently you could get an Ice Mephit with the Improved Familiar feat at 5th level, so changing the type of mephit isn't a big deal. But, having said that, just making it a base ability rather than requiring a feat wouldn't be broken if the spell list is drasitically reduced to elemental only)

Thats not a bad idea. However, I am not thinking in terms of a familiar...more something like a Druid's animal companion. Probably a common elemental that gains power...probably HD, Str/Dex and AC, as the elementalist gains levels.

I am also seriously considering an "Elemental Shape" class feature.
 

Me again... :p

I know its not what you wanted, but I'd like to see a few more opinions on it as well.

I've been thinking about this recently.

I did something different (came home for the weekend so I can't post directly from my notes).

I used the Sorcerer spell progression.

At first level, the elementalist chose a doman from the the obvious list: Air, Earth, Fire or Water. They gained the domain powers of the list and got learned the spells like a Mystic (from DLCS) does with their domains. The elementalist can not cast spells from opposed domain type.

At 5th level, the elementalist with the Fire Domain gained Fire Resistance 5. This increased to 10 at 10th level, 15 at 15th and finally 20 at 20th.

I toyed with an elemental companion too.

My spell list was greatly expanded to include stuff from Magic of Faerun and beyond.

I used Sor base attack and save progression.
 


Merlion said:
I have decided to finaly begin real work on creating an Elementalist base class. Theres a couple things I'm not sure how I want to aproach so I thought I'd start a thread to get some suggestions.
First the basics...the class is going to be much similiar to the wizard...prepares spells etc. The base class will focus on all 4 elementls, with the option of specialization (also much like the wizard). The spell list (which I can post if wanted) includes only elemental spells, and absolute basics such as Detect Magic.

I think the Druid is much closer to an Elementalist than a Wizard. Elementalism is a type of spirit-based magic, more akin to what Druids practice. So I'd recommend making a Druid variant that allows certain spells from the Sor/Wiz list and disallows others from the Druid list, based on their sub-type, or some other obvious measure. Perhaps make it somewhat like the specialty wizards, in which you get benefits for a particular element type, but can't cast the opposite element.
 

Some suggestions

HD d6
BATT as wiz
good save fort
Prime casting stat: CHA
spells per day, as sorc
cast spells as sorc

spell lists: as wiz/sorc w druid added: elemental only - include smoke, ash, dust and all sub-elements.

elemental: use spell pen, spell focus, etc focusing on element instead of school
language of elements open to them, learn 1 free at 1st
Rebuke elements
Gain element power at 1, 4, 8, 12, 16, 20
low (no pre-req)
earth*1: +10' move as long as in flesh contact with earth & stone
swim: may take 10, even when not normally allowed
earth*2: may take 10 climbing, even when not normally allowed - only on natural rock and earth surface (not worked stone)
etc
medium (pre-req)
element: summon small elemental (uses up a turn/rebuke)
fire: walk along the top surface of flame w/out harm
air: all falls are for 1/2 damage
etc
high (lv & pre-req)
element: gain permanent elemental companion
element: gain 5 resist vs element (may take extra times to increase potency)
air: use rebuke to cast fly
fire: use rebuke to cast fire shield
earth: use rebuke to cast stone meld
water: use rebuke to cast frost sheild
 



bobh said:
. Elementalism is a type of spirit-based magic, more akin to what Druids practice. .

...according to who? I mean thats a perfectly valid aproach or opnion, but it isnt mine. Druids are great with the elements because the elements are part of nature and vice versa. But I dont think of elemental magic as being spirit based in any way.
I am going for more of a classical/semi clinical elementalism...or better yet, a form that can be used many different ways.
The Wizard is going to be the base for my Elementalist in the sense of spell progression, casting type (prepared) and HD/BAB/BSB. There are some spells from the Druid list on my Elementalists spell list..which I shall post soon...and I may end up giving them an Elemental Form ability somewhat akin to Wildshape
At this point I am looking for suggestions for class abilities, ways to handle the class abilities I've already thought off, and feedback on which combination of class abilities to actualy include. I already know what I want it based on and basicaly what I want it to be. I'm looking for suggestions on the additions, not the basics.
 

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