Please critique my homebrew class: The Elemental Gatekeeper

Craer

First Post
It's just about finished, but I was struck with inspiration this morning and took a few hours to put this together. Please, let me know what you think. This is a rough draft, but it's all but finished. I'll paste it into the post as well as attach it as a .doc file.



Thoughts: The class is supposed to be somewhere between the concept of a monk and a sorcerer - not focused on unarmed combat, but wielding elemental force. They wouldn't get spells, but would get a progression of some kind of energy blast like a warlock does, and they'd get certain powers as they leveled up, though they'd be preset based on the element. You wouldn't get to pick from a list.
“Gatekeeper” doesn’t refer to actual physical gates. What it refers to is how the Keeper creates his type of energy - by actually ripping a hole into the elemental plane of his type. The organization actually dates back to a major pact made by a cabal of monk/sorcerers (The Scions of the Unending Wheel) with several powerful elemental lords far back in mythic history.
When, say, a Master of the Blazing Gate launches a blast of fire, he's tearing open a hole in reality - a tiny planar rift - and allowing the pure elemental forces of the Plane of Fire to pour out.
I'm thinking of making this core class unique in that you can also take it as a prestige class, but for a second element. One of the prerequisites would be a sixth level ability of the base class.

“Keeper of the Blazing Gate” – Fire
“Keeper of the Thundering Gate” – Electricity
“Keeper of the Frozen Gate” – Cold
“Keeper of the Seething Gate” – Acid

Hit Die: d6

Class Skills
The Elemental Gatekeeper's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the Elemental Gatekeeper.

Note: Class abilities are known in-game by their defining element, so a Keeper of the Blazing Gate’s class abilities are known as “Blazing Rift”, “Blazing Weapon”, “Blazing Torrent”, and so on.

Weapon/Armor Proficiency
An Elemental Gatekeeper is proficient with all simple weapons, plus others depending on his chosen element – a Keeper of the Blazing Gate is proficient in the use of the longsword. A Keeper of the Thundering Gate is proficient in the use of the longbow. A Keeper of the Frozen Gate is proficient in the use of the longspear, and a Keeper of the Seething Gate is proficient in the use of the warhammer. Elemental Gatekeepers are proficient with light armor but not with shields.

Bonus Language
An Elemental Gatekeeper is schooled in the language of his chosen element. At 1st level, the Gatekeeper learns Aquan, Auran, Ignan, or Terran as appropriate to his chosen element.

Titles
As an Elemental Gatekeeper ascends in power, he is afforded a title which represents the accolades he has earned. A 1st level Gatekeeper is known as an Initiate. A 5th level Gatekeeper is known as a Vigilant. A 10th level Gatekeeper is known as a Sentinel. A 15th level Gatekeeper is known as a Guardian. A 20th level Gatekeeper is known as a Master.
An Elemental Gatekeeper is afforded great respect by his peers – theirs is a rare and sacred order, and while all brothers and sisters are to be honored, those of great achievement are to be especially respected. An Elemental Gatekeeper gains a bonus to Bluff, Diplomacy, Gather Information, Intimidate, Perform, and Sense Motive checks, as well as Charisma checks based on his Elemental Gatekeeper rank. An Initiate gets +2, a Vigilant gets +4, a Sentinel gets +6, a Guardian gets +8, and a Master gets +10.

Elemental Rift (Su)
Warlock-like blasting ability progression. Max dice per nuke = class level d8. Charge rates: 1st-4th: 1d8/round, 5th-9th level: 2d8/round, 10th-14th: 3d8/round, 15th-19th: 4d8/round, 20th: 5d8/round.

Bonus Feat
At 2nd level, the Elemental Gatekeeper may select as a bonus feat any feat that he qualifies for.

Elemental Torrent (Su)
Starting at 3rd level, once per day per three levels the Elemental Gatekeeper may unleash an elemental blast the deals the maximum possible dice of damage for his level as a standard action.

Elemental Weapon (Su)
Starting at 4th level, the Elemental Gatekeeper may conjure a weapon composed entirely of their chosen element as a free action. The weapon lasts as long as the Gatekeeper holds on to it, but disappears if it is dropped or the Gatekeeper is disarmed. The weapon may be sundered, but will automatically deal its base damage to the weapon or creature which sundered it. This weapon is in all ways similar to a normal physical weapon of its type in terms of applicable feats and abilities, however all damage it deals is energy damage as appropriate to the chosen element of the Gatekeeper. As the Gatekeeper rises in power, the conjured weapon increases in power.

Fire: Longsword; Electricity: Longbow; Cold: Longspear; Acid: Warhammer
Level Ability
4th to 10th +1
11th to 15th +2, Flaming/Shocking/Frost/Corrosive (as appropriate)
16th to 20th +3, Flaming Burst/Shocking Burst/Icy Burst/Acidic Burst (as appropriate)


Energy Resistance (Su)
Start at 4th level, the Elemental Gatekeeper gains energy resistance 10 to his chosen element. This increases by 5 every four levels, and becomes immunity to his chosen element at 16th level.

Elemental Movement (Su)
At 7th level, the Elemental Gatekeeper has attained such an attunement with his chosen element that he is able to travel like a pure manifestation of his element. This is a permanent, supernatural effect.
A Keeper of the Blazing Gate gains a 30 foot bonus to his base movement. Whenever he moves at maximum speed, he leaves burning footprints in his wake that last for 5 rounds. They are mostly harmless, but will ignite flammable material that he steps on. The Gatekeeper may elect to suppress this effect, but he does not gain a speed bonus as long as this effect is suppressed.
A Keeper of the Thundering Gate gains a fly speed equal to his base movement plus 30 feet. Whenever he uses this ability to fly, arcs of electricity flicker over his entire body and a low rumble of thunder constantly emanates from him. It is practically impossible to move silently while flying.
A Keeper of the Frozen Gate gains a swim speed equal to his base movement rate plus 30 feet. As well, the Gatekeeper never slips on ice (like the ability of a White Dragon) or wet surfaces, and may move through ice (like the Earth Glide ability of an Earth Elemental). As well, the Gatekeeper no longer requires air to survive.
A Keeper of the Seething Gate gains a burrow speed equal to his base movement rate plus 30 feet. This is a supernatural effect – the earth is shunted to the side as the Gatekeeper moves through it, and the tunnel collapses behind him. A Gatekeeper using this ability cannot move deeper than 10 feet below the surface, and his progression underground is clearly visible as a rapidly moving disturbance of dirt and stone moving along the surface. A Gatekeeper using this ability can move through rock, but not metal. As well, the Gatekeeper no longer requires air to survive.

Call Elemental Myrmidon (Su)
The pact made ages ago by the Scions of the Unending Wheel still holds true. Starting at 8th level, once per week per five class levels, an Elemental Gatekeeper may summon as a standard action a large elemental of a type appropriate to his chosen element for a number of rounds equal to his class level. As he grows in power, the Elemental Gatekeeper may call more powerful elementals. At 11th level, he may call a Huge elemental. At 14th level, he may call an Elder elemental. This ability functions as a Summon Monster spell of appropriate level, with an effective caster level equal to the Gatekeeper’s class level.

Walk the Wheel (Su)
At 13th level, the Elemental Gatekeeper attains the ability to travel to the elemental plane that is the source of his power. Once per day, the Gatekeeper may cast Plane Shift as a Sorcerer with an effective caster level equal to his Gatekeeper class level. He may only use the ability to go to the elemental plane associated with his chosen element and to return to the Prime Material Plane from that elemental plane. He may bring fellow travelers with him as explained in the Plane Shift spell description, but they may not be as protected from the natural effects of the plane as the Gatekeeper is! He may not use this ability to go to or from anywhere but the Prime Material Plane and the Elemental Plane of Fire, Air, Water, or Earth (as appropriate).

Elemental Apotheosis (Ex)
At 17th level, the Elemental Gatekeeper is one with his chosen element. The Gatekeeper’s type changes to “Elemental”. He gains Darkvision out to 60ft, Immunity to poison, sleep effects, paralysis, and stunning, is no longer subject to critical hits or flanking, and does not need to eat, sleep, or breathe. His soul is fused to his physical form, and if slain, he cannot be raised by the spells raise dead, reincarnate, or resurrection. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life. At this point, the Gatekeeper is considered a noble in the hierarchy of his chosen elemental plane, and will be treated as such by creatures originating from that plane.
The Gatekeeper’s physical form changes significantly. A Keeper of the Blazing Gate’s skin appears to be made of semi-solid lava, and his hair is a constantly burning pyre.
A Keeper of the Thundering Gate’s hair turns pale white and lengthens to mid-thigh. His eyes turn a solid, electric blue color and glow dimly, flaring when he is excited or angry, and he is constantly surrounded by the smell of ozone.
A Keeper of the Frozen Gate’s skin turns a pale blue color, and he is always extremely cold. His mere touch can freeze half a gallon of water in a single round, and his presence will chill a room to a level uncomfortable (though not dangerous) for most other creatures.
A Keeper of the Seething Gate’s skin is covered in rocky plating, grinding when he moves. His eyes turn solid black, and twinkle like cut obsidian. His weight doubles, and his every step resounds deeply.

Reaver of the Fettered Path (Su)
There are rules that bind the Multiverse – they are the reason why fiends haven’t spilled from the Infinite Abyss to conquer every world, why Mechanus ticks so steadily, and why the Great Powers of the far planes stay where they are. Rules were made to be broken. At 19th level, the Elemental Gatekeeper learns a vital secret of the Multiverse, and may rend the chains that bind one of the great powers of his chosen plane to their home.
Once per month as a full round action, the Gatekeeper may invoke an ancient rite that allows him to Reave the Fettered Path, putting him in instant and direct telepathic contact with an elemental monolith (Complete Arcane p.156) of the appropriate type. Merely invoking this rite causes an area 100 feet in diameter and 150 feet high, centered on the Gatekeeper to erupt in a tremendous cataclysm of elemental destruction. Any creature or object inside the area of effect takes 20d8 damage of the Gatekeeper’s appropriate element. Only creatures on the very edge of the affected area may make a reflex save for half damage (DC 10 + ½ the Gatekeeper’s class level + Gatekeeper’s Charisma modifier) and must move out of the area. The Gatekeeper is absolutely immune to this damage, and cannot be directly hurt by the blast in any way. While the currents of elemental power rage around the Gatekeeper, he enters telepathic negotiation with the elemental monolith. To an outside observer, this takes a mere instant, but the Gatekeeper experiences an extended conversation. Though the Gatekeeper has opened the way, he must still petition the monolith to perform a service for him. The monolith always demands repayment either in goods or items of at least 4,000 gp in value, or an equivalent service. Neither the monolith nor the Gatekeeper is under any obligation to accept this arrangement and may terminate the link at will, though the monolith recognizes that a Gatekeeper with the power to open a link of this sort is rare indeed.
If the arrangement is agreed on by both the Gatekeeper and the Monolith, the elemental monolith will appear somewhere within 25 feet plus five feet per Gatekeeper level, and will act under the Gatekeeper’s command for a number of rounds equal to the Gatekeeper’s class level. The Gatekeeper must concentrate to hold the planar path open. Treat this as if the Gatekeeper were attempting to maintain a 9th level Sorcerer spell. If the Gatekeeper’s concentration is disrupted, the pathway closes and the elemental monolith returns to its home plane.
 

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I've been doing a lot of thinking about base classes and prestige classes, and I've noticed that seemingly few core classes have capstone abilities that really make it worth taking 19 or 20 levels in them. I realize that core classes are supposed to be slightly generic, but I suppose that if one is more campaign specific, then it precludes the need to have members of a given organization take X number of levels in, say, Wizard, and then however many levels of a certain prestige class.

I suppose I should clarify the Elemental Rift ability. It's meant to work almost exactly like the Warlock Eldritch Blast ability. The differences being in the type of damage (elemental rather than untyped), and the rapid scaling of the damage. As listed above, an Elemental Gatekeeper is capped at her class level in dice of damage for a given use of Elemental Rift. The damage of the blast of elemental energy increases over several rounds (as the Gatekeeper works to open a larger rift). It increases at the listed rate for a given level - keep in mind that it starts at the given value. The math works out that it never takes longer than four or five rounds to charge to maximum damage capacity. The ability uses d8s instead of d6s for damage to balance out the fact that it has a charge time.
 


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