My Uonofficial Elemental Power Source

Just added the the features and the first powers for the guardian.
I am going to try post some more guardian powers and the heretic features this weekend.
The Elementalist and the Erupter still don't have a defined form in my mind yet, just a few ideas for powers, so they will take a extra time to appear here.
I woould love to see comments about this material :)
 

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There's some interesting ideas in there, but the Guardian as written is utterly unplayable. Those Miss effects are way, way too crippling. Even if you crank up the power of the Hit effects to compensate, then you'll still wind up with a design that's way too swingy, either being super effective or killing itself depending on the whims of the dice. Also, it looks like it's an implement class, so it doesn't really matter, but a conjured elemental weapon with no proficiency bonus is uselessly bad; just change that aspect to letting you conjure an elemental weapon of any type with which you're proficient, and it'll work fine.
 

With the release of the Dark Sun Campaign Setting I would suggest creating themes instead. If you want to make entirely new classes that is fine, but usually going the route that creates less work will leave you less likely to make mistakes.

Since my last post in response to this I decided that I would create elemental siphoners for my campaign. They are sorcerers but with a new spell source (spell source differs from power source). With themes you could apply your theme to any of the various classes without having to write 29 levels of abilities.
 

Grammar tip

You take
He takes

I conjure
It conjures


Yeah, the guardian needs work. Instead of a miss penalty have the attacks backlash on a critical fail or 1.

The elemental weapon is rather unappealing and some effects are actually better with it off. Untyped damage is usually better than typed given that resistance is more common than vulnerability.

Make the elemental weapon emulate a weapon based on your element options. Say you got a discipline that grants fire and air theme attacks, that screams spears to me.
 

I definitely agree that the miss penalty should be changed to a critical fail penalty. Missing happens far too often, and there's really no way you can balance the negative effects.

As far as the elemental weapon--I think the whole point is supposed to be that the weapon is really just flavor. None of the powers are weapon powers, and the elemental weapon damage only applies if you want it to. As far as making it based on your element--while the idea is cool, I think most players would prefer the freedom to choose their own weapon type to fit their character concept.
 

Yeah but since it has no impact, it's really just taking up space, if someone else has better mechanics for it than a weapon emulation go for it. If not, and you don't want an actual weapon, then put it in a sidebar like the ardent's corona and stop cluttering the class write up with pure fluff.
 

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