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Elementalist- Essence Spell Caster
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<blockquote data-quote="pyrokineticist" data-source="post: 2580814" data-attributes="member: 36598"><p>This is the elementalist that I and a player from my D&D group came up with for a homebrew campaign we're working on. (The forums for our homebrew are at <a href="http://www.1-2-free-forums.com/mf/homebrewcamp.html" target="_blank">www.1-2-free-forums.com/mf/homebrewcamp.html</a>, come check it out). They use an alternate method of spellcasting (different from arcane and divine) called Essence Magic. </p><p></p><p><u><strong>Elementalist</strong></u> </p><p></p><p> The Elementalist is a channeler of pure magical force. He draws upon one of six elements to power his unique brand of spellcasting. Elementalists are a strange breed, walking the line between intuition and conscious guidance. The passion, the drive, the fury, must be there to to call forth the intense, unadulterated energy of one of the elemental planes, but will is needed to give it direction. Elementalists are often marked by this raw power. Skilled elementalists typically display some sort of physical sign of their close association with a particular element. Elementalists “specialize” in one of six disciplines: Fire, Earth, Air, Water, Life, and Death. </p><p><strong>Adventures:</strong> Elementalists are hard to classify as a group. Most elementalists adventure because they find that it lends them the unique experience necessary to the progress of their art that meditations and sedentary concentration cannot provide.</p><p><strong>Characteristics:</strong> The Elementalist’s abilities vary widely depending on their discipline, and which paths they have practiced. All elementalists display the ability to channel an element in its most pure form, drawing directly from one of the Inner Planes. </p><p><strong>Alignment:</strong> Water tends toward neutrality on the ethical axis and good on the moral axis, air tends towards chaos on the ethical axis and neutrality on the moral axis, fire tends towards chaos on the ethical axis and evil on the moral axis, earth tends towards law on the ethical axis and neutrality on the moral axis, death tends towards neutrality on the ethical axis and evil on the moral axis, and life tends neutrality on the ethical axis, and good on the moral axis. </p><p><strong>Religion:</strong> Religion is very much a personal thing for an elementalist. A fire elementalist who sees fire as an agent of cleansing may worship the god of rebirth, whereas a fire elementalist who sees fire as an all-consuming inferno may worship the god of destruction. </p><p><strong>Background:</strong> Elementalists are found just as often among the uncivilized races as they are among the more cultured peoples. Talent for elementalism is innate, and does not appear in any race more than others. Though many have tried, elementalism cannot be learned through study, no matter how arduous. Elementalists are not as closely tied to nature as one might think. Elementalists’ power represents an element in a much purer form than is ever found in the natural world, save in extreme circumstances (the middle of the ocean, the caldera of a volcano, etc.).</p><p><strong>Races:</strong> Talent for elementalism is found equally among races, though it is considered more acceptable among some races than others.</p><p><strong>Other Classes:</strong> Elementalists get along well with sorcerers and monks, respecting their dedication to learning their arts. They hold no particular grudge against any other class, however wizards and elementalists tend to come into conflict, just as sorcerers and wizards do, because the nature of the elementalist is that of inborn talent, something truly foreign to the studious habits of the wizard. </p><p></p><p><u>Game Rule Information</u> </p><p></p><p>Elementalists have the following game statistics. </p><p></p><p><strong>Abilities:</strong> Dexterity and constitution make up for the low hit die of the Elementalist. As with anyone, it is important to stay alive long enough to use their abilities. Intelligence affects the capability with which elementalists evoke talents (talents are elementalist “spells”, evoking is “casting” by elementalists). </p><p><strong>Alignment:</strong> Any </p><p><strong>Hit Die:</strong> d4 </p><p></p><p><u>Class Skills</u> </p><p>Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Int), Spellcraft (Int). </p><p>Skill Points at 1st Level: (2 + Int mod.) x 4 </p><p>Skill Points at Each Additional Level: 2 + Int mod. </p><p></p><p><u>Class Features</u></p><p>All of the following are class features of the elementalist.</p><p><strong>Weapon and Armor Proficiency:</strong> Elementalists are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.</p><p></p><p><strong>Discipline:</strong> Every elementalist is born with an innate disposition towards one of the six elements: fire, earth, air, water, life, or death. This predisposition determines which discipline the elementalist has access to, and precludes him from access to any other elementalist disciplines. An elementalist cannot multiclass as an elementalist of a different discipline. Each discipline allows access to different paths. Paths are, basically, progressions of the same ability. Each time an elementalist increases in level, he receives either one or two discipline points. These discipline points may be spent to increase his proficiency with different paths. One discipline point will increase the proficiency of a path by one. The paths available to the different disciplines are listed here: </p><p><strong>Fire, Earth, Air and Water:</strong> Conjuration (creating the element), Kinesis (moving already existing element), Transmutation (alters properties of one’s element), Animation (Giving a semblance of life to the element), Discovery (Using element to determine information), Morphism (Changing one’s form, or parts of one’s form into the element), Alteration (Turning other objects into the element), Abjuration (Protecting from or with the element) </p><p><strong>Life:</strong> Animation (creating positive energy elementals), Instillation (Infusing oneself with positive energy), Invigoration (Infusing others with positive energy), Vivification (Healing oneself and others), Projection (Diffusing positive energy into the environment and turning undead), Abjuration (Protecting from or with positive energy), Morphism (Changing one’s form, or parts of one’s form into positive energy)</p><p><strong>Death:</strong> Animation (creating negative energy elementals), Instillation (Infusing oneself with negative energy), Mortification (Infusing others with negative energy), Degeneration (Harming others), Projection (Diffusing negative energy into the environment and rebuking undead), Abjuration (Protecting from or with negative energy), Morphism (Changing one’s form, or parts of one’s form into negative energy).</p><p><strong>Paths:</strong> The talents an elementalist can evoke are dependent on his proficiency with the relevant path. If an Earth Elementalist wanted to create a mound of dirt, he would have to have proficiency in Conjuration. Each path has a base range and duration which do not cost any effect levels. You can have a maximum proficiency in a path equal to your elementalist level +1. </p><p></p><p><u><strong>Essence Magic:</strong></u> </p><p>Essence magic, the means by which Elementalists evoke talents, uses a different system than that of arcane spellcasting. In order to evoke a talent, an Elementalist must succeed on a spellcraft check. The DC for the spellcraft check is 10 + Cumulative Effect Level. Effect level is a reflection of the power of a talent, similar to spell level. You can spend a number of effect levels on a single talent equal to your proficiency with the correct path. So, for example. A 1st level Elementalist attempts to evoke a 1 effect-level-talent. He must succeed at a Spellcraft check (DC 11 = 10 + 1 for current talent). The CEL (Cumulative Effect Level) does not increase if you fail the spellcraft check. So, the next round he attempts to evoke a 2 effect-level-talent. He must succeed at a Spellcraft check (DC 13 = 10 + 1 for previous talent + 2 for current spell). The Elementalist fails the check, and the next time he tries to evoke a talent, the DC is still 11 because he failed to evoke the second power. The CEL decreases by one for every 15 minutes that the Elementalist does not evoke a talent. The CEL is reduced to 0 with 8 hours of rest. The save DC for a talent is 10 + Ability Modifier + Feats + 1/2 Cumulative Effect Level of Talent(maximum 9). Evoking a talent is always a move equivalent action (just like casting a spell), unless something (a feat, item, etc.) dictates otherwise. </p><p> </p><p><u><strong>Talent List</strong></u></p><p></p><p><u>Animation</u></p><p>Save: N/A</p><p>Base Range: Touch </p><p>Base Duration: 3 Rounds </p><p>Duration: 1 Effect Level- 1 Additional Round/2 Levels </p><p>3 Effect Levels- 1 Additional Round/ Level</p><p>Range: 1 Effect Level- Close Range </p><p>3 Effect Levels- Medium Range</p><p>5 Effect Levels- Long Range</p><p>Effect: Can imbue animation into any collection of your element of appropriate size. It takes the statistics of an elemental of the size of the collection, or less (your choice). In the case of Life or Death, one does not need a collection of positive or negative energy. </p><p>Maximum size: 1 Effect Level- Small </p><p>3 Effect Levels- Medium, Minimum Proficiency: 9</p><p>5 Effect Levels- Large, Minimum Proficiency: 11</p><p>7 Effect Levels- Huge, Minimum Proficiency: 13</p><p>9 Effect Levels- Greater, Minimum Proficiency: 15</p><p>11 Effect Levels- Elder, Minimum Proficiency: 17</p><p> </p><p></p><p><u>Conjuration </u></p><p>Save: To avoid element being manifested in your space, Reflex half</p><p>Base Range: Touch </p><p>Base Duration: 5 Rounds</p><p>Base size: Fine </p><p>Duration: 1 Effect Level- 1 Additional Round/ 2 Levels</p><p>2 Effect Levels- 1 Additional Round/ Level</p><p>3 Effect Levels – Permanent (As long as possible: fire dies out if there is not enough fuel. May mantain with concentration)</p><p>Range: 1 Effect Level- Close Range </p><p>3 Effect Levels- Medium Range</p><p>5 Effect Levels- Long Range</p><p>Effect: Can create a mass of their element. </p><p>Maximum size: 1 Effect Level- Small</p><p>3 Effect Levels- Medium, Minimum Proficiency: 6</p><p>5 Effect Levels- Large, Minimum Proficiency: 8</p><p>7 Effect Levels- Huge, Minimum Proficiency: 10 </p><p>9 Effect Levels- Gargantuan, Minimum Proficiency: 12,</p><p>11 Effect Levels- Colossal, Minimum Proficiency: 14</p><p> </p><p><u>Kinesis</u> </p><p>Save: Will negates</p><p>Base Range: 10 ft. </p><p>Base Duration: 1 Round </p><p>Base target size: Small </p><p>Base Rate of Movement: 5 ft./round </p><p>Duration: 2 Effect Levels- Concentration</p><p>3 Effect Levels- 1 Round/level</p><p>Range: 1 Effect Level- Close Range</p><p>2 Effect Levels- Medium Range</p><p>3 Effect Levels- Long Range</p><p>Effect: May move their element. </p><p>Maximum Rate of Movement: 1 Effect Level- 15 ft./round (30 lb. of force behind the movement)</p><p>+1 Effect Levels- +10 ft./round (+20 lb. of force behind the movement)</p><p>Maximum Size: 1 Effect Level- Medium</p><p>2 Effect Levels- Large, Minimum Proficiency:4</p><p>4 Effect Levels- Huge, Minimum Proficiency:7</p><p>6 Effect Levels- Gargantuan, Minimum Proficiency: 10</p><p>8 Effect Levels- Colossal, Minimum Proficiency: 13 </p><p></p><p><u>Transmutation</u></p><p>Save: Get out of the way of enlarging element/stay on shrinking- Reflex negates</p><p>Base Range: Touch</p><p>Base Duration: 1 Round </p><p>Base max. target size: Tiny</p><p>Range: 1 Effect Level- Close Range </p><p>3 Effect Levels- Medium Range</p><p>5 Effect Levels- Long Range </p><p>Duration: 1 Effect Level- 1 Round/ 2 levels</p><p>3 Effect Levels- 1 Round/ level </p><p>3 Effect Levels- Concentration </p><p>Effect: May increase or decrease the amount of an existing element. Can increase or decrease the temperature of a fire. Can maintain fire without fuel. Change types within elements (dirt to rock). Alter temperature of water.</p><p>Temperature: 1 Effect Level- + or – 10 degrees per 2 levels</p><p>3 Effect Levels- + or – 10 degrees per level.</p><p>Maximum Target Size: 1 Effect Level- Small</p><p>2 Effect Levels- Medium</p><p>4 Effect Levels- Large</p><p>6 Effect Levels- Huge</p><p>8 Effect Levels- Gargantuan</p><p>10 Effect Levels- Colossal</p><p>Change Properties: 1 Effect Level- + or – 5 Hardness</p><p>1 Effect Level- Soil to loose stone (or vice versa)</p><p>1 Effect Level- Loose stone to solid stone (or vice versa)</p><p>1 Effect Level- Maintain fire without fuel </p><p>2 Effect Levels- Soil to solid stone (or vice versa)</p><p>2 Effect Levels- One Non-Precious Metal to Another (or vice versa)</p><p>3 Effect Levels- Stone to Non-Precious Metal (or vice versa)</p><p></p><p><u>Discovery</u></p><p>Save: N/A</p><p>Base Range: Touch</p><p>Base Temporal Range: 1 Round</p><p>Base Sensory Range: 10 ft. </p><p>Temporal Range: 1 Effect Level- 5 Rounds</p><p>2 Effect Levels- 1 minute</p><p>3 Effect Levels- 10 minutes</p><p>4 Effect Levels- 1 hour</p><p>5 Effect Levels- 12 hours</p><p>6 Effect Levels- 1 day</p><p>7 Effect Levels- 10 days</p><p>8 Effect Levels- 1 month</p><p>9 Effect Levels- 6 months</p><p>10 Effect Levels- 1 year</p><p>11 Effect Levels- 2 years</p><p>12 Effect Levels- 5 years</p><p>13 Effect Levels- 7 years</p><p>14 Effect Levels- 10 years</p><p>15 Effect Levels- 20 years</p><p>16 Effect Levels- 50 years</p><p>17 Effect Levels- 100 years</p><p>18 Effect Levels- 200 years</p><p>19 Effect Levels- 400 years</p><p>20 Effect Levels- 700 years</p><p>21 Effect Levels- 1 millenium</p><p>Sensory Range: 1 Effect Level- Doubles range of previous effect level.</p><p>Effect: Can ask the element to “remember” sights, sounds, etc. Max length of time ago is “temporal range”. Information is colored by nature of element. May see or hear through one element to another (one fire to another, one rock to another). Max range of clairvoyance or clairaudience is “sensory range”.</p><p>Augmentations: 3 Effect Levels- can see with ‘true seeing’ when looking through elements, Minimum Proficiency: 19 </p><p></p><p><u>Morphism </u></p><p>Save: N/A</p><p>Base Range: Self</p><p>Base Max. Target Size: Finger</p><p>Base Duration: 1 Round</p><p>Duration: 1 Effect Level- 1 Round/ 2 levels</p><p>3 Effect Levels- 1 Round/level </p><p>Effect: Changes portions of your body into the element. Treat the body part just like the element, except that it retains the shape of your body part, and you can manipulate it like normal. Thus, fire is not damaged by fire and is extinguished by water. Water can be boiled away. Air is invisible, etc. One does not harm oneself through morphism. For example, if one turns oneself entirely to stone, you are still mobile, and can eat, and breath, etc. You just are treated as though your flesh was stone.</p><p>Max. Target Size: 1 Effect Level- Hand</p><p>3 Effect Levels- Arm</p><p>5 Effect Levels- Torso</p><p>7 Effect Levels- Upper body</p><p>9 Effect Levels- Entire Body</p><p>11 Effect Levels- Entire Body and +2 to one Phys. Ability Score </p><p>13 Effect Levels- Entire Body and +2 to one Phys. Ability Score and +1 to another Phys. Ability Score. </p><p>15 Effect Levels- Entire Body and +4 to one Phys. Ability Score and +2 to another Phys. Ability Score.</p><p>17 Effect Levels- Entire Body and +6 to one Phys. Ability Score and +4 to another Phys. Ability Score. And +1 to a third Phys. Ability Score.</p><p>19 Effect Levels- Entire Body and +8 to one Phys. Ability Score and +6 to another Phys. Ability Score. And +2 to a third Phys. Ability Score.</p><p>21 Effect Levels- Entire Body and +10 to one Phys. Ability Score and +8 to another Phys. Ability Score. And +4 to a third Phys. Ability Score.</p><p></p><p><u>Alteration</u></p><p>Save: Fort negates</p><p>Base Range: Touch</p><p>Base Max. Target Size: Fine </p><p>Base Duration: 1 Round </p><p>Range: 2 Effect Levels- Close Range</p><p>5 Effect Levels- Medium Range</p><p>7 Effect Levels- Far Range </p><p>Duration: 1 Effect Level- 1 Round/2 Levels </p><p>3 Effect Levels- 1 Round/Level</p><p>3 Effect Levels- Concentration </p><p>Effect: Changes other materials into the element, or parts of others. </p><p>Max Target Size (Inanimate Objects): 1 Effect Level- Tiny</p><p>3 Effect Levels- Small</p><p>5 Effect Levels- Medium </p><p>7 Effect Levels- Large, Minimum Proficiency: 9</p><p>9 Effect Levels- Huge, Minimum Proficiency: 13</p><p>11 Effect Levels- Gargantuan, Minimum Proficiency: 15 </p><p>13 Effect Levels- Colossal, Minimum Proficiency: 17</p><p>Max Target Size (Friendly, Creatures): 1 Effect Level- Hand</p><p>3 Effect Levels- Arm</p><p>5 Effect Levels- Torso</p><p>7 Effect Levels- Upper body</p><p>9 Effect Levels- Entire Body</p><p>11 Effect Levels- Entire Body and +2 to one Phys. Ability Score </p><p>13 Effect Levels- Entire Body and +2 to one Phys. Ability Score and +1 to another Phys. Ability Score. </p><p>15 Effect Levels- Entire Body and +4 to one Phys. Ability Score and +2 to another Phys. Ability Score.</p><p>17 Effect Levels- Entire Body and +6 to one Phys. Ability Score and +4 to another Phys. Ability Score. And +1 to a third Phys. Ability Score.</p><p>19 Effect Levels- Entire Body and +8 to one Phys. Ability Score and +6 to another Phys. Ability Score. And +2 to a third Phys. Ability Score.</p><p>21 Effect Levels- Entire Body and +10 to one Phys. Ability Score and +8 to another Phys. Ability Score. And +4 to a third Phys. Ability Score. </p><p></p><p><u>Abjuration</u></p><p>Save: Will negates</p><p>Base range: Touch</p><p>Base target size: Diminutive</p><p>Base duration: 1 round</p><p>Base Max Number of Targets: 1</p><p>Range:1 Effect Level- Self </p><p>1 Effect level- Touch</p><p>Duration: 1 Effect Level- 1 Round/2 Levels </p><p>3 Effect Levels- 1 Round/Level</p><p>3 Effect Levels- Concentration </p><p>Max Target Size: 1 Effect Level- Medium</p><p>2 Effect Levels- Large</p><p>3 Effect Levels- Huge</p><p>4 Effect Levels- Gargantuan</p><p>5 Effect Levels- Colossal</p><p>Max Number of Targets: 1 Effect Level- Two targets, no more than 5 ft. apart</p><p>1 Effect Level- Increases allowed distance between targets by 10 ft.</p><p>2 Effect Levels- Affects one more target</p><p>Effect- Protects against an element or protects using the element.</p><p>Max Protection: 1 Effect Level- (Fire, Acid, Electricity, Cold, Pos. or Neg.) Res. or +1 to AC</p><p>3 Effect Levels- Element resistance 4 or +2 to AC</p><p>5 Effect Levels- Element Resistance 8 or +4 to AC</p><p>7 Effect Levels- Element resistance 14 or + 7 to AC</p><p>10 Effect levels- Element Resistance 20 or +11 to AC</p><p>12 Effect levels- Element Resistance 30 or +15 to AC</p><p></p><p><u>Instillation (Life)</u></p><p>Save: N/A</p><p>Base range- Self</p><p>Base Target size- Finger</p><p>Base duration- 1 round</p><p>Duration: 1 Effect Level- 1 Round/ 2 Levels </p><p>3 Effect Levels- 1 Round/Level</p><p>3 Effect Levels- Concentration </p><p>Effect: Infuses oneself with positive energy. (only gives bonuses if the character is nonevil)</p><p>Max. Target Size: 1 Effect Level- Hand, increases attack bonus</p><p>1 Effect Level- Foot, increases base speed</p><p>2 Effect Level- Arm, increases strength</p><p>2 Effect Level- Legs, increases dexterity</p><p>3 Effect Level- Torso, increases constitution</p><p>6 Effect Level- Whole body, increases all physical stats (str, dex, con)</p><p>Max Stat increase:1 Effect Level 1- +1 (1=10 for base speed)</p><p>3 Effect levels- +2 </p><p>5 Effect Levels- +3</p><p>7 Effect levels- +4 min proficiency, 9</p><p>9 Effect levels- +6 min proficiency 13</p><p>10 Effect Levels- +8 min proficiency 15</p><p>11 Effect Levels- +10 min proficiency 18 </p><p></p><p><u>Invigoration</u></p><p>Save: Fortitude negates</p><p>Base range- Touch</p><p>Base Target size- Finger</p><p>Base duration- 1 round</p><p>Duration: 1 Effect Level- 1 Round/ 2 Levels </p><p>3 Effect Levels- 1 Round/Level</p><p>3 Effect Levels- Concentration </p><p>DC Against Evil: 1 Effect Level- 10</p><p>3 Effect Levels- 15</p><p>5 Effect Levels - 20</p><p>Effect: Infuses another with positive energy. (only works if the character is nonevil, gives penalties to evil characters)</p><p>Max. Target Size: 1 Effect Level- Hand, increases attack bonus</p><p>1 Effect Level- Foot, increases base speed</p><p>2 Effect Levels- Arm, increases strength</p><p>2 Effect Levels- Legs, increases dexterity</p><p>3 Effect Levels- Torso, increases constitution</p><p>6 Effect Levels- Whole body, increases all physical stats (str, dex, con)</p><p>Max Stat increase:1 Effect Level- +1 (1=10 for base speed)</p><p>3 Effect levels- +2 </p><p>5 Effect Levels- +3</p><p>7 Effect levels- +4 min proficiency, 9</p><p>9 Effect levels- +6 min proficiency 13</p><p>10 Effect Levels- +8 min proficiency 15</p><p>11 Effect Levels- +10 min proficiency 18 Vivification</p><p></p><p><u>Vivification</u></p><p>Save: Will negates</p><p>Base Range- Touch</p><p>Base Duration: Instantaneous</p><p>Base HP Healed: 1 hp</p><p>Base Radius: One creature</p><p>Max Range: 3 Effect Levels- Close</p><p>Max Radius: 2 Effect Levels- 10 feet</p><p>4 Effect Levels- 20 feet</p><p>6 Effect Levels- 30 feet</p><p>Effect- Heals and cures yourself and others.</p><p>HP Healed: 1 Effect level- cures 1d4 damage</p><p>2 Effect level 2- cures 1d6 damage</p><p>3 Effect level 3- cures 2d8 damage, or delays poison for a number of rounds equal to the amount of dice that would be otherwise healed</p><p>4 Effect Levels- cures 3d6 damage</p><p>5 Effect Levels- cures 4d8 damage, cures poison or removes disease</p><p>6 Effect Levels- cures 5d6 damage, </p><p>7 Effect Levels- Cures 5d8 damage</p><p>8 Effect levels- Cures 6d6 damage</p><p>9 Effect levels- Cures 7d8 damage</p><p>10 Effect Levels- Cures 8d6 damage</p><p>11 Effect Levels- Cures 8d8 damage</p><p>12 Effect Levels- Cures 9d6 damage</p><p>13 Effect Levels- Cures 10d8 damage</p><p>14 Effect Levels- Cures 11d6 damage</p><p>15 Effect Levels- Cures 11d8 damage</p><p>16 Effect Levels- Cures 12d6 damage</p><p>17 Effect Levels- Cures 13d8 damage, Raises Dead (requires corpse, takes 1 minute, target loses 1 con, returns to life with 1 hp, max period dead: 1 week)</p><p>18 Effect Levels- Cures 14d6 damage</p><p>19 Effect Levels- Cures 14d8 damage</p><p>20 Effect Levels- Cures 15d6 damage</p><p>21 Effect Levels- Cures 16d8 damage or Ressurects Dead (requires at least finger-sized part of corpse, target returns to life with half hp, max period dead: 1 year)</p><p></p><p><u>Projection (Life)</u></p><p>Save: Will negates</p><p>Base Range: Self</p><p>Base Duration: 1 Round</p><p>Base Effect: Creates discomfort in evil characters or undead</p><p>Range: 1 Effect Level- 10 ft. radius from elementalist (moves with elementalist)</p><p>1 Effect Level- additional 10 ft. radius from elementalist</p><p>Duration: 1 Effect Level- 1 round/2 caster levels</p><p>3 Effect Levels- 1 Round/ Level</p><p>3 Effect Levels- Concentration</p><p>Effect: Diffuses positive energy into the environment and turns undead or grants bonuses to good-aligned beings and penalties to evil ones.</p><p>1 Effect Level- Gives +1 bonus to all saving throws to good Creatures and -1 penalty to evil creatures.</p><p>4 Effect levels- Gives +2 bonus to all saving throws made by good creatures and turns undead as 2nd level cleric</p><p>6 Effect Levels- Gives +3 bonus to all saving throws made by good creatures and turns undead as a 3th level cleric</p><p>8 Effect levels- Gives +4 bonus to all saving throws made by good creatures and turns undead as a 4th level cleric</p><p>10 Effect Levels- Gives a +6 bonus to all saving throws made by good creatures and turns undead as a 6th level cleric.</p><p>12 Effect Levels- Gives a +7 bonus to all saving throws made by good creatures and turns undead as a 7th level cleric.</p><p>14 Effect Levels- Gives a +8 bonus to all saving throws made by good creatures and turns undead as an 8th level cleric.</p><p>16 Effect Levels- Gives a +10 bonus to all saving throws made by good creatures and turns undead as an 10th level cleric.</p><p>18 Effect Levels- Gives a +11 bonus to all saving throws made by good creatures and turns undead as an 11th level cleric.</p><p>19 Effect Levels- Gives a +12 bonus to all saving throws made by good creatures and turns undead as an 12th level cleric.</p><p>20 Effect Levels- Gives a +13 bonus to all saving throws made by good creatures and turns undead as an 13th level cleric.</p><p>21 Effect Levels- Gives a +13 bonus to all saving throws made by good creatures and turns undead as an 15th level cleric.</p><p></p><p><u>Instillation (Death)</u></p><p>Effect: As Instillation (Life), but provides bonuses to nongood characters and penalizes good characters. </p><p></p><p><u>Degeneration (Death)</u></p><p>Save: Fort negates</p><p>Base Range- Touch</p><p>Base Duration: Instantaneous</p><p>Base HP Damage: 1 hp</p><p>Base Radius: One creature</p><p>Max Range: 3 Effect Levels- Close</p><p>Max Radius: 2 Effect Levels- 10 feet</p><p>4 Effect Levels- 20 feet</p><p>6 Effect Levels- 30 feet</p><p>Effect- Inflicts damage with negative energy.</p><p>HP Damage: 1 Effect level- deals 1d6 damage</p><p>1 Effect Level- +1d6 damage</p><p>21 Effect Levels- Instantaneous death (Fort Save DC 20 + Ability Mod + Feats)</p><p></p><p><u>Projection (Death)</u></p><p>Effect: As Projection (Life) but infuses negative energy into environment and rebukes/commands undead instead of turning, and gives bonuses to nongood creatures and penalizes good creatures.</p><p></p><p>The Elementalist</p><p>Level__BAB______Fortitude____Reflex____Will_____Special______________</p><p>1______+0________+0_________+0_______+2______2 additional Talent Points, Discipline</p><p>2______+1________+0_________+0_______+3______Additional Talent Point</p><p>3______+1________+1_________+1_______+3______Additional Talent Point</p><p>4______+2________+1_________+1_______+4______2 Additional talent Points</p><p>5______+2________+1_________+1_______+4______Aditional Talent Point</p><p>6______+3________+2_________+2_______+5______Additioanl Talent Point</p><p>7______+3_______ +2_________+2_______+5______2 Additional talent Points</p><p>8______+4________+2_________+2_______+6______Additional Talent Point</p><p>9______+4________+3_________+3_______+6______Additional Talent Point</p><p>10_____+5________+3_________+3_______+7______2 Additional Talent Points</p><p>11_____+5________+3_________+3_______+7______Additional Talent Point</p><p>12_____+6/+1_____+4_________+4_______+8______Additional Talent Point</p><p>13_____+6/+1_____+4_________+4_______+8______2 Additional Talent Points</p><p>14_____+7/+2_____+4_________+4_______+9______Additional Talent Point</p><p>15_____+7/+2______5_________+5_______+9______Additional Talent Point</p><p>16_____+8/+3_____+5_________+5_______+10_____2 Additional Talent Points</p><p>17_____+8/+3_____+5_________+5_______+10_____Additional Talent Point</p><p>18_____+9/+4____+6_________+6_______+11_____ Additional Talent Points</p><p>19_____+9/+4____+6_________+6_______+11______2 Additional Talent Points</p><p>20_____+10/+5___+6_________+6_______+12______Additional Talent Point</p><p> </p><p>So, what do you all think? I really need help probing the balance issues, especially with all of the paths. </p><p>Pyrokineticist!</p></blockquote><p></p>
[QUOTE="pyrokineticist, post: 2580814, member: 36598"] This is the elementalist that I and a player from my D&D group came up with for a homebrew campaign we're working on. (The forums for our homebrew are at [url]www.1-2-free-forums.com/mf/homebrewcamp.html[/url], come check it out). They use an alternate method of spellcasting (different from arcane and divine) called Essence Magic. [u][b]Elementalist[/b][/u][b][/b] The Elementalist is a channeler of pure magical force. He draws upon one of six elements to power his unique brand of spellcasting. Elementalists are a strange breed, walking the line between intuition and conscious guidance. The passion, the drive, the fury, must be there to to call forth the intense, unadulterated energy of one of the elemental planes, but will is needed to give it direction. Elementalists are often marked by this raw power. Skilled elementalists typically display some sort of physical sign of their close association with a particular element. Elementalists “specialize” in one of six disciplines: Fire, Earth, Air, Water, Life, and Death. [b]Adventures:[/b] Elementalists are hard to classify as a group. Most elementalists adventure because they find that it lends them the unique experience necessary to the progress of their art that meditations and sedentary concentration cannot provide. [b]Characteristics:[/b] The Elementalist’s abilities vary widely depending on their discipline, and which paths they have practiced. All elementalists display the ability to channel an element in its most pure form, drawing directly from one of the Inner Planes. [b]Alignment:[/b] Water tends toward neutrality on the ethical axis and good on the moral axis, air tends towards chaos on the ethical axis and neutrality on the moral axis, fire tends towards chaos on the ethical axis and evil on the moral axis, earth tends towards law on the ethical axis and neutrality on the moral axis, death tends towards neutrality on the ethical axis and evil on the moral axis, and life tends neutrality on the ethical axis, and good on the moral axis. [b]Religion:[/b] Religion is very much a personal thing for an elementalist. A fire elementalist who sees fire as an agent of cleansing may worship the god of rebirth, whereas a fire elementalist who sees fire as an all-consuming inferno may worship the god of destruction. [b]Background:[/b] Elementalists are found just as often among the uncivilized races as they are among the more cultured peoples. Talent for elementalism is innate, and does not appear in any race more than others. Though many have tried, elementalism cannot be learned through study, no matter how arduous. Elementalists are not as closely tied to nature as one might think. Elementalists’ power represents an element in a much purer form than is ever found in the natural world, save in extreme circumstances (the middle of the ocean, the caldera of a volcano, etc.). [b]Races:[/b] Talent for elementalism is found equally among races, though it is considered more acceptable among some races than others. [b]Other Classes:[/b] Elementalists get along well with sorcerers and monks, respecting their dedication to learning their arts. They hold no particular grudge against any other class, however wizards and elementalists tend to come into conflict, just as sorcerers and wizards do, because the nature of the elementalist is that of inborn talent, something truly foreign to the studious habits of the wizard. [u]Game Rule Information[/u] Elementalists have the following game statistics. [b]Abilities:[/b] Dexterity and constitution make up for the low hit die of the Elementalist. As with anyone, it is important to stay alive long enough to use their abilities. Intelligence affects the capability with which elementalists evoke talents (talents are elementalist “spells”, evoking is “casting” by elementalists). [b]Alignment:[/b] Any [b]Hit Die:[/b] d4 [u]Class Skills[/u] Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Int), Spellcraft (Int). Skill Points at 1st Level: (2 + Int mod.) x 4 Skill Points at Each Additional Level: 2 + Int mod. [u]Class Features[/u] All of the following are class features of the elementalist. [b]Weapon and Armor Proficiency:[/b] Elementalists are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields. [b]Discipline:[/b] Every elementalist is born with an innate disposition towards one of the six elements: fire, earth, air, water, life, or death. This predisposition determines which discipline the elementalist has access to, and precludes him from access to any other elementalist disciplines. An elementalist cannot multiclass as an elementalist of a different discipline. Each discipline allows access to different paths. Paths are, basically, progressions of the same ability. Each time an elementalist increases in level, he receives either one or two discipline points. These discipline points may be spent to increase his proficiency with different paths. One discipline point will increase the proficiency of a path by one. The paths available to the different disciplines are listed here: [b]Fire, Earth, Air and Water:[/b] Conjuration (creating the element), Kinesis (moving already existing element), Transmutation (alters properties of one’s element), Animation (Giving a semblance of life to the element), Discovery (Using element to determine information), Morphism (Changing one’s form, or parts of one’s form into the element), Alteration (Turning other objects into the element), Abjuration (Protecting from or with the element) [b]Life:[/b] Animation (creating positive energy elementals), Instillation (Infusing oneself with positive energy), Invigoration (Infusing others with positive energy), Vivification (Healing oneself and others), Projection (Diffusing positive energy into the environment and turning undead), Abjuration (Protecting from or with positive energy), Morphism (Changing one’s form, or parts of one’s form into positive energy) [b]Death:[/b] Animation (creating negative energy elementals), Instillation (Infusing oneself with negative energy), Mortification (Infusing others with negative energy), Degeneration (Harming others), Projection (Diffusing negative energy into the environment and rebuking undead), Abjuration (Protecting from or with negative energy), Morphism (Changing one’s form, or parts of one’s form into negative energy). [b]Paths:[/b] The talents an elementalist can evoke are dependent on his proficiency with the relevant path. If an Earth Elementalist wanted to create a mound of dirt, he would have to have proficiency in Conjuration. Each path has a base range and duration which do not cost any effect levels. You can have a maximum proficiency in a path equal to your elementalist level +1. [u][b]Essence Magic:[/b][/u] Essence magic, the means by which Elementalists evoke talents, uses a different system than that of arcane spellcasting. In order to evoke a talent, an Elementalist must succeed on a spellcraft check. The DC for the spellcraft check is 10 + Cumulative Effect Level. Effect level is a reflection of the power of a talent, similar to spell level. You can spend a number of effect levels on a single talent equal to your proficiency with the correct path. So, for example. A 1st level Elementalist attempts to evoke a 1 effect-level-talent. He must succeed at a Spellcraft check (DC 11 = 10 + 1 for current talent). The CEL (Cumulative Effect Level) does not increase if you fail the spellcraft check. So, the next round he attempts to evoke a 2 effect-level-talent. He must succeed at a Spellcraft check (DC 13 = 10 + 1 for previous talent + 2 for current spell). The Elementalist fails the check, and the next time he tries to evoke a talent, the DC is still 11 because he failed to evoke the second power. The CEL decreases by one for every 15 minutes that the Elementalist does not evoke a talent. The CEL is reduced to 0 with 8 hours of rest. The save DC for a talent is 10 + Ability Modifier + Feats + 1/2 Cumulative Effect Level of Talent(maximum 9). Evoking a talent is always a move equivalent action (just like casting a spell), unless something (a feat, item, etc.) dictates otherwise. [u][b]Talent List[/b][/u] [u]Animation[/u] Save: N/A Base Range: Touch Base Duration: 3 Rounds Duration: 1 Effect Level- 1 Additional Round/2 Levels 3 Effect Levels- 1 Additional Round/ Level Range: 1 Effect Level- Close Range 3 Effect Levels- Medium Range 5 Effect Levels- Long Range Effect: Can imbue animation into any collection of your element of appropriate size. It takes the statistics of an elemental of the size of the collection, or less (your choice). In the case of Life or Death, one does not need a collection of positive or negative energy. Maximum size: 1 Effect Level- Small 3 Effect Levels- Medium, Minimum Proficiency: 9 5 Effect Levels- Large, Minimum Proficiency: 11 7 Effect Levels- Huge, Minimum Proficiency: 13 9 Effect Levels- Greater, Minimum Proficiency: 15 11 Effect Levels- Elder, Minimum Proficiency: 17 [u]Conjuration [/u] Save: To avoid element being manifested in your space, Reflex half Base Range: Touch Base Duration: 5 Rounds Base size: Fine Duration: 1 Effect Level- 1 Additional Round/ 2 Levels 2 Effect Levels- 1 Additional Round/ Level 3 Effect Levels – Permanent (As long as possible: fire dies out if there is not enough fuel. May mantain with concentration) Range: 1 Effect Level- Close Range 3 Effect Levels- Medium Range 5 Effect Levels- Long Range Effect: Can create a mass of their element. Maximum size: 1 Effect Level- Small 3 Effect Levels- Medium, Minimum Proficiency: 6 5 Effect Levels- Large, Minimum Proficiency: 8 7 Effect Levels- Huge, Minimum Proficiency: 10 9 Effect Levels- Gargantuan, Minimum Proficiency: 12, 11 Effect Levels- Colossal, Minimum Proficiency: 14 [u]Kinesis[/u] Save: Will negates Base Range: 10 ft. Base Duration: 1 Round Base target size: Small Base Rate of Movement: 5 ft./round Duration: 2 Effect Levels- Concentration 3 Effect Levels- 1 Round/level Range: 1 Effect Level- Close Range 2 Effect Levels- Medium Range 3 Effect Levels- Long Range Effect: May move their element. Maximum Rate of Movement: 1 Effect Level- 15 ft./round (30 lb. of force behind the movement) +1 Effect Levels- +10 ft./round (+20 lb. of force behind the movement) Maximum Size: 1 Effect Level- Medium 2 Effect Levels- Large, Minimum Proficiency:4 4 Effect Levels- Huge, Minimum Proficiency:7 6 Effect Levels- Gargantuan, Minimum Proficiency: 10 8 Effect Levels- Colossal, Minimum Proficiency: 13 [u]Transmutation[/u] Save: Get out of the way of enlarging element/stay on shrinking- Reflex negates Base Range: Touch Base Duration: 1 Round Base max. target size: Tiny Range: 1 Effect Level- Close Range 3 Effect Levels- Medium Range 5 Effect Levels- Long Range Duration: 1 Effect Level- 1 Round/ 2 levels 3 Effect Levels- 1 Round/ level 3 Effect Levels- Concentration Effect: May increase or decrease the amount of an existing element. Can increase or decrease the temperature of a fire. Can maintain fire without fuel. Change types within elements (dirt to rock). Alter temperature of water. Temperature: 1 Effect Level- + or – 10 degrees per 2 levels 3 Effect Levels- + or – 10 degrees per level. Maximum Target Size: 1 Effect Level- Small 2 Effect Levels- Medium 4 Effect Levels- Large 6 Effect Levels- Huge 8 Effect Levels- Gargantuan 10 Effect Levels- Colossal Change Properties: 1 Effect Level- + or – 5 Hardness 1 Effect Level- Soil to loose stone (or vice versa) 1 Effect Level- Loose stone to solid stone (or vice versa) 1 Effect Level- Maintain fire without fuel 2 Effect Levels- Soil to solid stone (or vice versa) 2 Effect Levels- One Non-Precious Metal to Another (or vice versa) 3 Effect Levels- Stone to Non-Precious Metal (or vice versa) [u]Discovery[/u] Save: N/A Base Range: Touch Base Temporal Range: 1 Round Base Sensory Range: 10 ft. Temporal Range: 1 Effect Level- 5 Rounds 2 Effect Levels- 1 minute 3 Effect Levels- 10 minutes 4 Effect Levels- 1 hour 5 Effect Levels- 12 hours 6 Effect Levels- 1 day 7 Effect Levels- 10 days 8 Effect Levels- 1 month 9 Effect Levels- 6 months 10 Effect Levels- 1 year 11 Effect Levels- 2 years 12 Effect Levels- 5 years 13 Effect Levels- 7 years 14 Effect Levels- 10 years 15 Effect Levels- 20 years 16 Effect Levels- 50 years 17 Effect Levels- 100 years 18 Effect Levels- 200 years 19 Effect Levels- 400 years 20 Effect Levels- 700 years 21 Effect Levels- 1 millenium Sensory Range: 1 Effect Level- Doubles range of previous effect level. Effect: Can ask the element to “remember” sights, sounds, etc. Max length of time ago is “temporal range”. Information is colored by nature of element. May see or hear through one element to another (one fire to another, one rock to another). Max range of clairvoyance or clairaudience is “sensory range”. Augmentations: 3 Effect Levels- can see with ‘true seeing’ when looking through elements, Minimum Proficiency: 19 [u]Morphism [/u] Save: N/A Base Range: Self Base Max. Target Size: Finger Base Duration: 1 Round Duration: 1 Effect Level- 1 Round/ 2 levels 3 Effect Levels- 1 Round/level Effect: Changes portions of your body into the element. Treat the body part just like the element, except that it retains the shape of your body part, and you can manipulate it like normal. Thus, fire is not damaged by fire and is extinguished by water. Water can be boiled away. Air is invisible, etc. One does not harm oneself through morphism. For example, if one turns oneself entirely to stone, you are still mobile, and can eat, and breath, etc. You just are treated as though your flesh was stone. Max. Target Size: 1 Effect Level- Hand 3 Effect Levels- Arm 5 Effect Levels- Torso 7 Effect Levels- Upper body 9 Effect Levels- Entire Body 11 Effect Levels- Entire Body and +2 to one Phys. Ability Score 13 Effect Levels- Entire Body and +2 to one Phys. Ability Score and +1 to another Phys. Ability Score. 15 Effect Levels- Entire Body and +4 to one Phys. Ability Score and +2 to another Phys. Ability Score. 17 Effect Levels- Entire Body and +6 to one Phys. Ability Score and +4 to another Phys. Ability Score. And +1 to a third Phys. Ability Score. 19 Effect Levels- Entire Body and +8 to one Phys. Ability Score and +6 to another Phys. Ability Score. And +2 to a third Phys. Ability Score. 21 Effect Levels- Entire Body and +10 to one Phys. Ability Score and +8 to another Phys. Ability Score. And +4 to a third Phys. Ability Score. [u]Alteration[/u] Save: Fort negates Base Range: Touch Base Max. Target Size: Fine Base Duration: 1 Round Range: 2 Effect Levels- Close Range 5 Effect Levels- Medium Range 7 Effect Levels- Far Range Duration: 1 Effect Level- 1 Round/2 Levels 3 Effect Levels- 1 Round/Level 3 Effect Levels- Concentration Effect: Changes other materials into the element, or parts of others. Max Target Size (Inanimate Objects): 1 Effect Level- Tiny 3 Effect Levels- Small 5 Effect Levels- Medium 7 Effect Levels- Large, Minimum Proficiency: 9 9 Effect Levels- Huge, Minimum Proficiency: 13 11 Effect Levels- Gargantuan, Minimum Proficiency: 15 13 Effect Levels- Colossal, Minimum Proficiency: 17 Max Target Size (Friendly, Creatures): 1 Effect Level- Hand 3 Effect Levels- Arm 5 Effect Levels- Torso 7 Effect Levels- Upper body 9 Effect Levels- Entire Body 11 Effect Levels- Entire Body and +2 to one Phys. Ability Score 13 Effect Levels- Entire Body and +2 to one Phys. Ability Score and +1 to another Phys. Ability Score. 15 Effect Levels- Entire Body and +4 to one Phys. Ability Score and +2 to another Phys. Ability Score. 17 Effect Levels- Entire Body and +6 to one Phys. Ability Score and +4 to another Phys. Ability Score. And +1 to a third Phys. Ability Score. 19 Effect Levels- Entire Body and +8 to one Phys. Ability Score and +6 to another Phys. Ability Score. And +2 to a third Phys. Ability Score. 21 Effect Levels- Entire Body and +10 to one Phys. Ability Score and +8 to another Phys. Ability Score. And +4 to a third Phys. Ability Score. [u]Abjuration[/u] Save: Will negates Base range: Touch Base target size: Diminutive Base duration: 1 round Base Max Number of Targets: 1 Range:1 Effect Level- Self 1 Effect level- Touch Duration: 1 Effect Level- 1 Round/2 Levels 3 Effect Levels- 1 Round/Level 3 Effect Levels- Concentration Max Target Size: 1 Effect Level- Medium 2 Effect Levels- Large 3 Effect Levels- Huge 4 Effect Levels- Gargantuan 5 Effect Levels- Colossal Max Number of Targets: 1 Effect Level- Two targets, no more than 5 ft. apart 1 Effect Level- Increases allowed distance between targets by 10 ft. 2 Effect Levels- Affects one more target Effect- Protects against an element or protects using the element. Max Protection: 1 Effect Level- (Fire, Acid, Electricity, Cold, Pos. or Neg.) Res. or +1 to AC 3 Effect Levels- Element resistance 4 or +2 to AC 5 Effect Levels- Element Resistance 8 or +4 to AC 7 Effect Levels- Element resistance 14 or + 7 to AC 10 Effect levels- Element Resistance 20 or +11 to AC 12 Effect levels- Element Resistance 30 or +15 to AC [u]Instillation (Life)[/u] Save: N/A Base range- Self Base Target size- Finger Base duration- 1 round Duration: 1 Effect Level- 1 Round/ 2 Levels 3 Effect Levels- 1 Round/Level 3 Effect Levels- Concentration Effect: Infuses oneself with positive energy. (only gives bonuses if the character is nonevil) Max. Target Size: 1 Effect Level- Hand, increases attack bonus 1 Effect Level- Foot, increases base speed 2 Effect Level- Arm, increases strength 2 Effect Level- Legs, increases dexterity 3 Effect Level- Torso, increases constitution 6 Effect Level- Whole body, increases all physical stats (str, dex, con) Max Stat increase:1 Effect Level 1- +1 (1=10 for base speed) 3 Effect levels- +2 5 Effect Levels- +3 7 Effect levels- +4 min proficiency, 9 9 Effect levels- +6 min proficiency 13 10 Effect Levels- +8 min proficiency 15 11 Effect Levels- +10 min proficiency 18 [u]Invigoration[/u] Save: Fortitude negates Base range- Touch Base Target size- Finger Base duration- 1 round Duration: 1 Effect Level- 1 Round/ 2 Levels 3 Effect Levels- 1 Round/Level 3 Effect Levels- Concentration DC Against Evil: 1 Effect Level- 10 3 Effect Levels- 15 5 Effect Levels - 20 Effect: Infuses another with positive energy. (only works if the character is nonevil, gives penalties to evil characters) Max. Target Size: 1 Effect Level- Hand, increases attack bonus 1 Effect Level- Foot, increases base speed 2 Effect Levels- Arm, increases strength 2 Effect Levels- Legs, increases dexterity 3 Effect Levels- Torso, increases constitution 6 Effect Levels- Whole body, increases all physical stats (str, dex, con) Max Stat increase:1 Effect Level- +1 (1=10 for base speed) 3 Effect levels- +2 5 Effect Levels- +3 7 Effect levels- +4 min proficiency, 9 9 Effect levels- +6 min proficiency 13 10 Effect Levels- +8 min proficiency 15 11 Effect Levels- +10 min proficiency 18 Vivification [u]Vivification[/u] Save: Will negates Base Range- Touch Base Duration: Instantaneous Base HP Healed: 1 hp Base Radius: One creature Max Range: 3 Effect Levels- Close Max Radius: 2 Effect Levels- 10 feet 4 Effect Levels- 20 feet 6 Effect Levels- 30 feet Effect- Heals and cures yourself and others. HP Healed: 1 Effect level- cures 1d4 damage 2 Effect level 2- cures 1d6 damage 3 Effect level 3- cures 2d8 damage, or delays poison for a number of rounds equal to the amount of dice that would be otherwise healed 4 Effect Levels- cures 3d6 damage 5 Effect Levels- cures 4d8 damage, cures poison or removes disease 6 Effect Levels- cures 5d6 damage, 7 Effect Levels- Cures 5d8 damage 8 Effect levels- Cures 6d6 damage 9 Effect levels- Cures 7d8 damage 10 Effect Levels- Cures 8d6 damage 11 Effect Levels- Cures 8d8 damage 12 Effect Levels- Cures 9d6 damage 13 Effect Levels- Cures 10d8 damage 14 Effect Levels- Cures 11d6 damage 15 Effect Levels- Cures 11d8 damage 16 Effect Levels- Cures 12d6 damage 17 Effect Levels- Cures 13d8 damage, Raises Dead (requires corpse, takes 1 minute, target loses 1 con, returns to life with 1 hp, max period dead: 1 week) 18 Effect Levels- Cures 14d6 damage 19 Effect Levels- Cures 14d8 damage 20 Effect Levels- Cures 15d6 damage 21 Effect Levels- Cures 16d8 damage or Ressurects Dead (requires at least finger-sized part of corpse, target returns to life with half hp, max period dead: 1 year) [u]Projection (Life)[/u] Save: Will negates Base Range: Self Base Duration: 1 Round Base Effect: Creates discomfort in evil characters or undead Range: 1 Effect Level- 10 ft. radius from elementalist (moves with elementalist) 1 Effect Level- additional 10 ft. radius from elementalist Duration: 1 Effect Level- 1 round/2 caster levels 3 Effect Levels- 1 Round/ Level 3 Effect Levels- Concentration Effect: Diffuses positive energy into the environment and turns undead or grants bonuses to good-aligned beings and penalties to evil ones. 1 Effect Level- Gives +1 bonus to all saving throws to good Creatures and -1 penalty to evil creatures. 4 Effect levels- Gives +2 bonus to all saving throws made by good creatures and turns undead as 2nd level cleric 6 Effect Levels- Gives +3 bonus to all saving throws made by good creatures and turns undead as a 3th level cleric 8 Effect levels- Gives +4 bonus to all saving throws made by good creatures and turns undead as a 4th level cleric 10 Effect Levels- Gives a +6 bonus to all saving throws made by good creatures and turns undead as a 6th level cleric. 12 Effect Levels- Gives a +7 bonus to all saving throws made by good creatures and turns undead as a 7th level cleric. 14 Effect Levels- Gives a +8 bonus to all saving throws made by good creatures and turns undead as an 8th level cleric. 16 Effect Levels- Gives a +10 bonus to all saving throws made by good creatures and turns undead as an 10th level cleric. 18 Effect Levels- Gives a +11 bonus to all saving throws made by good creatures and turns undead as an 11th level cleric. 19 Effect Levels- Gives a +12 bonus to all saving throws made by good creatures and turns undead as an 12th level cleric. 20 Effect Levels- Gives a +13 bonus to all saving throws made by good creatures and turns undead as an 13th level cleric. 21 Effect Levels- Gives a +13 bonus to all saving throws made by good creatures and turns undead as an 15th level cleric. [u]Instillation (Death)[/u] Effect: As Instillation (Life), but provides bonuses to nongood characters and penalizes good characters. [u]Degeneration (Death)[/u] Save: Fort negates Base Range- Touch Base Duration: Instantaneous Base HP Damage: 1 hp Base Radius: One creature Max Range: 3 Effect Levels- Close Max Radius: 2 Effect Levels- 10 feet 4 Effect Levels- 20 feet 6 Effect Levels- 30 feet Effect- Inflicts damage with negative energy. HP Damage: 1 Effect level- deals 1d6 damage 1 Effect Level- +1d6 damage 21 Effect Levels- Instantaneous death (Fort Save DC 20 + Ability Mod + Feats) [u]Projection (Death)[/u] Effect: As Projection (Life) but infuses negative energy into environment and rebukes/commands undead instead of turning, and gives bonuses to nongood creatures and penalizes good creatures. The Elementalist Level__BAB______Fortitude____Reflex____Will_____Special______________ 1______+0________+0_________+0_______+2______2 additional Talent Points, Discipline 2______+1________+0_________+0_______+3______Additional Talent Point 3______+1________+1_________+1_______+3______Additional Talent Point 4______+2________+1_________+1_______+4______2 Additional talent Points 5______+2________+1_________+1_______+4______Aditional Talent Point 6______+3________+2_________+2_______+5______Additioanl Talent Point 7______+3_______ +2_________+2_______+5______2 Additional talent Points 8______+4________+2_________+2_______+6______Additional Talent Point 9______+4________+3_________+3_______+6______Additional Talent Point 10_____+5________+3_________+3_______+7______2 Additional Talent Points 11_____+5________+3_________+3_______+7______Additional Talent Point 12_____+6/+1_____+4_________+4_______+8______Additional Talent Point 13_____+6/+1_____+4_________+4_______+8______2 Additional Talent Points 14_____+7/+2_____+4_________+4_______+9______Additional Talent Point 15_____+7/+2______5_________+5_______+9______Additional Talent Point 16_____+8/+3_____+5_________+5_______+10_____2 Additional Talent Points 17_____+8/+3_____+5_________+5_______+10_____Additional Talent Point 18_____+9/+4____+6_________+6_______+11_____ Additional Talent Points 19_____+9/+4____+6_________+6_______+11______2 Additional Talent Points 20_____+10/+5___+6_________+6_______+12______Additional Talent Point So, what do you all think? I really need help probing the balance issues, especially with all of the paths. Pyrokineticist! [/QUOTE]
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