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Please critic my new character class
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<blockquote data-quote="redknight" data-source="post: 1022118" data-attributes="member: 6796"><p>In my campaign world, there are no longer clerics due to a failing of the gods. I wanted to introduce a new spellcaster with access to healing spells, but also wanted to give flavor of a new type of elementalist. </p><p></p><p>Here is what I came up with for a solution. Let me know what you think.</p><p></p><p>Elementalist (sorcerer variant)</p><p></p><p></p><p>The elementalist is a sorcerer who specializes in one element. His spell casting ability with his chosen element is much stronger than his other spell casting abilities. He quickly gains a mastery of many spells that harness the power of their chosen element. Each of the elements has a corresponding moon that is the source of their power. An elementalist may choose from Fire, Air, Water, Earth, Life or Death as their element of specialization.</p><p></p><p>Special Prerequisite: Must take the “Moon Aspected” Feat at 1st level.</p><p></p><p>Hit Dice: d6 </p><p>Class skills: As per sorcerer</p><p>Skill Points: 2 + Int per level</p><p></p><p>Saving Throws: As per sorcerer</p><p>Weapon & Armor: As per sorcerer</p><p></p><p>Special Class Abilities:</p><p></p><p>Spontaneous Casting: As per sorcerer</p><p></p><p>Moon Stone Magic (see new feats) 1st level</p><p></p><p>Elemental Mastery (+1/+2 DC to all spells of their chosen element) 4th / 8th level (does not stack with Spell Focus)</p><p></p><p>Elemental Power (+1/+2/+3/+4 Caster Level to all spells of their chosen element) 2nd 6th 10th 14th level</p><p></p><p>Spells per day: As per sorcerer</p><p></p><p>Spells Known: As per sorcerer, however, the elementalist is limited in the spell that he may learn. Half of all spells known must be from their chosen element. Spells of the opposing element may not be learned at all. In addition, elementalists may not use scrolls or magical devices that invoke spells of the opposed element.</p><p></p><p>The Elements</p><p></p><p>Fire (opposed by Water/Ice)</p><p></p><p>Ice/Water (opposed by Fire)</p><p></p><p>Air (opposed by Earth)</p><p></p><p>Earth (opposed by Air)</p><p></p><p>Life (opposed by Death)</p><p></p><p>Death (opposed by Life)</p><p></p><p>All - available to all elementalists regardless of their focus.</p><p></p><p> </p><p></p><p></p><p>New Feats</p><p></p><p>Moon Aspect</p><p></p><p>Characters with this feat are in tune with the magical forces of one of the six moons that sail above the sky. This gives them the ability to become an elementalist for the aspected moon. In addition, the character gains a +2 saving throw for all spells that fall under that moons aspect. It is said that the most valuable of magical crystals fall from the moons. The moons and related magic are listed below.</p><p></p><p>Red Moon – Fire Magic </p><p></p><p>Blue Moon – Water/Ice Magic </p><p></p><p>Hidden Moon – Air Magic </p><p></p><p>Black Moon – Death Magic </p><p></p><p>Stone Moon – Earth Magic </p><p></p><p>White Moon – Life Magic </p><p></p><p></p><p>Moon Stone Magic</p><p></p><p>A spell caster can use gems to power his spells. The caster must sacrifice 100 gold crowns/level of the spell worth of the appropriate rare stone. In return, the caster may use the released energy to cast a known spell as if casting from a scroll </p><p></p><p>Available Spells per element (Italicized spells are from Relics & Rituals)</p><p></p><p>0 Level</p><p></p><p>Fire – Dancing Lights, Light, Flare, Spark</p><p></p><p>Air - Daze, Mage Hand, Ghost Sounds</p><p>Earth - Mending, Resistance, Shockwave</p><p>Water - Create Water, Detect Poison, Ray of Frost, Dowsing</p><p>Life - Cure Minor Wounds, Disrupt Undead, Detect Life</p><p>Death - Inflict Minor Wounds, Steal Sleep, Turn Undead (As per Cleric Ability)</p><p>All - Detect Magic, Read Magic, Prestidigitation</p><p></p><p>1st Level</p><p></p><p>Fire – Faerie Fire, Burning Hands, Flame Bolt, Flash, Smoke of Slumber (Sleep)</p><p>Air - Feather Fall, Message, Unseen Servant, Shocking Grasp, Jump</p><p>Earth - Mage Armor, Magic Weapon, Magic Stone, Shockwave Strike, Detect Gold</p><p>Water - Grease, Bless Water, Summon Sea Creature I, Obscuring Mist, Buoyancy Net</p><p>Life - Cure Light Wounds, Bless, Divine Favor, Animal Friendship, Calm Animal, Entangle</p><p>Death - Cause Fear, Deathwatch, Detect Undead, Inflict Light Wounds, Chill Touch, Ray of Enfeeblement</p><p>All - Erase, Identify, Nystul’s Magic Aura, Alarm, Endure Elements </p><p></p><p>etc.</p></blockquote><p></p>
[QUOTE="redknight, post: 1022118, member: 6796"] In my campaign world, there are no longer clerics due to a failing of the gods. I wanted to introduce a new spellcaster with access to healing spells, but also wanted to give flavor of a new type of elementalist. Here is what I came up with for a solution. Let me know what you think. Elementalist (sorcerer variant) The elementalist is a sorcerer who specializes in one element. His spell casting ability with his chosen element is much stronger than his other spell casting abilities. He quickly gains a mastery of many spells that harness the power of their chosen element. Each of the elements has a corresponding moon that is the source of their power. An elementalist may choose from Fire, Air, Water, Earth, Life or Death as their element of specialization. Special Prerequisite: Must take the “Moon Aspected” Feat at 1st level. Hit Dice: d6 Class skills: As per sorcerer Skill Points: 2 + Int per level Saving Throws: As per sorcerer Weapon & Armor: As per sorcerer Special Class Abilities: Spontaneous Casting: As per sorcerer Moon Stone Magic (see new feats) 1st level Elemental Mastery (+1/+2 DC to all spells of their chosen element) 4th / 8th level (does not stack with Spell Focus) Elemental Power (+1/+2/+3/+4 Caster Level to all spells of their chosen element) 2nd 6th 10th 14th level Spells per day: As per sorcerer Spells Known: As per sorcerer, however, the elementalist is limited in the spell that he may learn. Half of all spells known must be from their chosen element. Spells of the opposing element may not be learned at all. In addition, elementalists may not use scrolls or magical devices that invoke spells of the opposed element. The Elements Fire (opposed by Water/Ice) Ice/Water (opposed by Fire) Air (opposed by Earth) Earth (opposed by Air) Life (opposed by Death) Death (opposed by Life) All - available to all elementalists regardless of their focus. New Feats Moon Aspect Characters with this feat are in tune with the magical forces of one of the six moons that sail above the sky. This gives them the ability to become an elementalist for the aspected moon. In addition, the character gains a +2 saving throw for all spells that fall under that moons aspect. It is said that the most valuable of magical crystals fall from the moons. The moons and related magic are listed below. Red Moon – Fire Magic Blue Moon – Water/Ice Magic Hidden Moon – Air Magic Black Moon – Death Magic Stone Moon – Earth Magic White Moon – Life Magic Moon Stone Magic A spell caster can use gems to power his spells. The caster must sacrifice 100 gold crowns/level of the spell worth of the appropriate rare stone. In return, the caster may use the released energy to cast a known spell as if casting from a scroll Available Spells per element (Italicized spells are from Relics & Rituals) 0 Level Fire – Dancing Lights, Light, Flare, Spark Air - Daze, Mage Hand, Ghost Sounds Earth - Mending, Resistance, Shockwave Water - Create Water, Detect Poison, Ray of Frost, Dowsing Life - Cure Minor Wounds, Disrupt Undead, Detect Life Death - Inflict Minor Wounds, Steal Sleep, Turn Undead (As per Cleric Ability) All - Detect Magic, Read Magic, Prestidigitation 1st Level Fire – Faerie Fire, Burning Hands, Flame Bolt, Flash, Smoke of Slumber (Sleep) Air - Feather Fall, Message, Unseen Servant, Shocking Grasp, Jump Earth - Mage Armor, Magic Weapon, Magic Stone, Shockwave Strike, Detect Gold Water - Grease, Bless Water, Summon Sea Creature I, Obscuring Mist, Buoyancy Net Life - Cure Light Wounds, Bless, Divine Favor, Animal Friendship, Calm Animal, Entangle Death - Cause Fear, Deathwatch, Detect Undead, Inflict Light Wounds, Chill Touch, Ray of Enfeeblement All - Erase, Identify, Nystul’s Magic Aura, Alarm, Endure Elements etc. [/QUOTE]
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