[Repost] Cymsdale's Elementalist Class

What do you think of this class?

  • I love it

    Votes: 4 40.0%
  • I hate it

    Votes: 0 0.0%
  • I hate you

    Votes: 3 30.0%
  • Cool idea, but I suggest the following...

    Votes: 3 30.0%

Cymsdale

First Post
All right, I posted this about 6 months ago a least when I was more active on these boards. It was during the time when these were run on Noah's site, and I have not posted very much since then. The major reason being that I've had a lot of work to do lately.... woah, getting off topic.

I love this class. It's original, it's controversial, it's mine. Love it, hate it, tell me what you think. I'm sure there are fresh new faces on these boards that would love to have a chance to rip on me for creating a non-casting Elementalist. Feedback is very welcome!

If I'm lucky, perhaps this will make its way into some of your campaigns.



Elementalist (1.2)
Class

Author: Patrick McCormick
Author’s E-mail: cymsdale@twcny.rr.com

Code:
Class	Base Attack	Fort	Ref	Will	
Level	Bonus	Save	Save	Save	Special
1st	0	0	0	2	Elemental Strike (1/day), Bonus Power
2nd	1	0	0	3	Elemental Strike (2/day), Control Elementals
3rd	2	1	1	3	Speak With Elements, Elemental Cantrip
4th	3	1	1	4	Elemental Strike (3/day)
5th	3	1	1	4	Bonus Power
6th	4	2	2	5	Elemental Strike (4/day)
7th	5	2	2	5	
8th	6\1	2	2	6	Elemental Strike (5/day)
9th	6\1	3	3	6	Master of the Elements
10th	7\2	3	3	7	Bonus Power, Elemental Strike (6/day)
11th	8\3	3	3	7	
12th	9\4	4	4	8	Elemental Strike (7/day)
13th	9\4	4	4	8	
14th	10\5	4	4	9	Elemental Strike (8/day)
15th	11\6\1	5	5	9	Bonus Power
16th	12\7\2	5	5	10	Elemental Strike (9/day)
17th	12\7\2	5	5	10	
18th	13\8\3	6	6	11	Elemental Strike (10/day)
19th	14\9\4	6	6	11	
20th	15\10\5	6	6	12	Elemental Gatekeeper, Bonus Power
There are those in this world who have a great understanding of the four basic elements of nature: fire, air, earth and water. Those that choose to become elementalists do not necessarily have the same awe and respect for nature as druids and rangers due. Elementalists, rather, are interested in the raw power of these four forces of the universe. They seek a greater understanding of them so that they may control these powers and apply them to their daily lives. Part of an elementalist’s ability comes from a slight understanding of the arcane. Much of it, however, is a finely attuned connection to the elemental planes themselves.

Adventures: Many elementalists adventure in hopes of finding a practical use for their abilities. Elementalists enjoy the powers they wield, but feel too ordinary if they are not putting themselves forth in an adventurous light. Elementalists also enjoy respect, both from other adventurers and from the actual elemental powers. An elementalist is not nearly as powerful if he does not garner the respect of the powers.

Characteristics: Elementalists have moderate fighting ability, but are not nearly as powerful as the other “front-line” adventurers. Their key ability lies in their powerful elemental strike, which allows them to temporarily imbue the power of the elements into their weapon to deliver powerful blows, or to take advantage of an enemy’s particular weakness. An elementalist has to rely on knowing the strengths and weaknesses of his opponent if he wants to make maximum use of his power.
The powers of the elementalist become more apparent as they rise in ability, and soon start to tap further into the powers of the elemental planes. Eventually they achieve the ability to talk with elemental entities they meet, summon them forth temporarily to do their bidding, and eventually command elementals completely as their master.

Alignment: Elementalists may be of any alignment. Good elementalists may wield their powers in the name of a particular deity, and usually seek to help people in whatever way they can with their powers. Those of the lawful variety see themselves as typical bringers about of justice. Some are employed as law enforcement, although most elementalists do not care to be that tied down to one place. Chaotic elementalists do whatever they can to show off their abilities, sometimes putting shows on for townsfolk by performing small cantrip effects to amuse others. Evil elementalists are a brutal bunch, seeing the elements as their own personal slaves and forcing them to do their bidding.

Religion: Elementalists pay respect to a number of gods, and they tend never to favor one particular one over the others. They are much more fascinated with the elemental powers, and rarely link them to any particular god. Some elementalists see the art of elementalism as a religion in and of itself, and may even worship a particular elemental plane as if it were a god.

Background: Many elementalists are thrill-seekers or power mongers. Some simply have a fascination with the elements, and others feel that tapping into the field of elementalism is the best way to achieve their goals.
Elementalists are often not taught by a master, but usually train themselves in the art. Much of what it takes to be an elementalist is simply desire, and not necessarily rigorous training. Those who have trained in the art of being an elementalist will claim that the powers are simply there waiting to be tapped into by those who care to, all it takes is a special amount of dedication and belief.

Races: Every race has their fair share of those that are interested in elementalism. Humans may become elementalists in order to achieve great power and ability. Gnomes and Elves sometimes see elementalism as simply another way to achieve closeness with nature as an alternative to becoming a druid. The Half races will often follow the path as a way to make a name for themselves, and find respect from entities that they may not be able to garner from the human population. Halflings elementalists are putting their curiosity down a particular avenue.
The brutal races also have a large number of elementalists. Many of them simply see the elements as a source of power and will use any excuse to put that power into their own hands.

Other Classes: Elementalists have a curious position in a party structure. Not every elementalist views his role the same as other elementalists. Some see themselves as a front-line combatant who must use their power to slay those that come in the way. Others view themselves as a back-up member who is there to help cover the weak spots of the group. The more powerful elementalists may see themselves as an ambassador to the elemental planes, calling forth the powers of the elements in times of party-need.
Of all the classes, the elementalist is the one most likely to also be trained in another profession. Not everyone is willing to devote their lives to achieve all the powers that the elements have to offer; sometimes a fighter or rogue may enjoy a small spark of spell-like ability in their own personal arsenal. Druids may dabble in the art of elementalism to view nature from a completely new angle. Bards sometimes like to add the flare of the elemental powers into their performances in order to amuse others. Sorcerers sometimes feel kin to elementalists and wizards may see the art as an amusing diversion from their studies.

Game Rule Information


Elementalists have the following game statistics.
Abilities: Elementalists can find distinct advantages to having high scores in just about any ability. Strength, Dexterity, and Constitution are always important for any class that is planning to participate in much melee combat. Charisma can also be important for an elementalist who relies on their personality to sway others and to gain more respect from elementals.

Alignment: Any.

Hit Die: d8.


Class Skills

The elementalist’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The planes) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features

All of the following are class features of the elementalist.

Weapon and Armor Proficiency:
An elementalist is proficient with all simple weapons. Additionally, they are proficient with each of the following: light hammer, short sword, light flail, long sword, scimitar, war hammer, and the whip. They are proficient in light and medium armor, and are skilled with using shields. Note: Armor check penalties apply to certain skills.

Elemental Strike:
The elemental strike is the pride of the elementalist. An elementalist is capable of imbuing the power of an element of his choice into the weapon he is currently wielding a certain number of times per day depending on his level. The effects of the elemental imbuing only count for the attacks made during that particular round, so the imbuing is lost if all the attacks the elementalist makes fail. The elementalist chooses the element he will imbue into that weapon at the beginning of his turn. If the elementalist is wielding a weapon that he did not gain proficiency with by the elementalist class, that weapon is incapable of being imbued. The exception only exception is the whip. A whip may not be imbued for an elemental strike, but many elementalists prefer to use the whip in other types of attacks. Missile weapons cannot be imbued with an elemental strike. Only weapons in the elementalist’s primary hand can be imbued.

The following effects are possible depending on the choice of element by the elementalist:
Fury of the Flame: The elementalist imbues the power of fire into his weapon for that round. Each attack made with that weapon during the round acts as if the weapon had a +1 magical modifier (does not stack with the modifier of a magical weapon). In addition, the weapon will deal an extra 1d4+ (½ elementalist level) worth of fire damage on a successful strike, and will ignite any flammable material it touches. At level 6, the magical modifier jumps to +2. At level 12, the magical modifier jumps to +3. At level 18, the magical modifier becomes +4.

Blood to Water: The elementalist imbues the power of water into his weapon for that round. The weapon will have the power to heal by turning the blood of his enemies into purifying healing water that will spray onto the wielder and recharge an amount of life equal to (1/2 the damage done by the weapon) + 1/level.

Hard Impact: The elementalist imbues the power of earth into his weapon for that round. The blows made by the weapon will hit with such an extra hard impact that the threat range for a critical hit doubles on that weapon for the round. When the Elementalist reaches level 8, any critical threat achieved with this strike is automatically successful. At level 16, the critical threat range of the weapon is tripled instead of doubled.

Swift Blows: The elementalist imbues the power of wind into his weapon for that round. For each missed attack the elementalist makes, he is allowed a re-roll at a –2 penalty. He is only allowed one re-roll per attack. At level 8 the penalty for the re-rolled attack is reduced to –1. At level 16, there is no penalty for a re-rolled attack.

The actual imbuing of the weapon is done as a free action. Elemental Strike is a supernatural ability.
The number of times the Elementalist can use this ability is equal to (half his class level + 1)/day. This ability is capped at 10/day.

Bonus Power:
The elementalist taps into the powers of the elements to grant himself a specific power at 1st level and every multiple of 5 afterwards. The elementalist chooses which element to take the power from each time he gains a new one. Once he chooses he cannot change it later on. He can choose the same element more than once; the effects do stack.

Blood of Fire:
The elementalist feels the burning power of the elemental plane of fire inside him during the heat of combat. His passion grants him a +1 non-magical attack bonus to see if he hits. This is added to the base attack bonus of the Elementalist.

Water of Life:
The elementalist is touched by the rejuvenating powers offered from the elemental plane of water. His Constitution modifier is assumed to be 1 higher for the purpose of rolling hit dice. Whenever the Elementalist takes this power, the effect is added for each of the previous character levels of the elementalist as well.

Skin of Stone:
The elementalist is granted the toughness offered from the elemental plane of earth. His skin becomes slightly tougher to blows, and it is harder to hurt the elementalist. He gains a +1 natural armor bonus to his AC.

Swiftness:
The elementalist gains speed from the elemental plane of air. He can move an extra 10 ft. more than usual because of his quickness.

Speak with Elements:
At 3rd level, the elementalist gains the ability to speak to and understand any elemental. This does not mean that elementals will necessarily respect him or treat him differently, but they might hold him to a higher standard if he has something interesting to say.
This is a supernatural ability.

Elemental Cantrip:
At 3rd level, the elementalist also gains the ability to perform minor element-based cantrip effects. These effects are similar to those caused by the prestidigitation spell. The elementalist, however, is he is not limited to the amount of times he can use this ability per day. Each time the Elementalist uses the ability however, he must focus it on one element (fire, air, water, earth).

The effects of the ability usually are the slight modification of elements. An elementalist could create a small flame that could light a candle, but it would only be a small flicker and would never cause damage or light something of significance on fire. The elementalist could create ripples and small waves at a small distance by flicking his fingers, but he could never conjure up a typhoon or create a sucking whirlpool. The small gusts of wind he could make would only be enough to blow a loose paper off the edge of a desk or to extinguish a candle flame; it would barely be enough to blow any thing heavier than a feather off the ground. The ability for the elementalist to manipulate earth is perhaps the most interesting with the ability to smooth out footprints left in dirt, or with hours of concentration and focus to even shift and morph small pieces of rock and clay no heavier than a pound. Of course, these are just examples, and the spell limitations are best defined by the DM.

Elemental Cantrip is a spell-like ability.

Control Elemental:
At 2nd level, the Elementalist gets to rebuke and command elementals just as an evil or neutral cleric can rebuke or command undead. The Elementalist is not considered to be channeling positive or negative energy when he uses this ability. The elementalist can use this ability up to three times per day plus his charisma modifier. The elementalist’s rebuking level is equal to his class level. The ability only applies to standard earth, air, fire, and water elementals.

Master of the Elements:
The elementalist gets to call an elemental companion from the elemental planes that will follow the elementalist abroad at 9th level. The elemental companion’s type is the choice of the elementalist. The elementals size is always medium. The elemental companion is semi-expendable, if the elemental should ever be dismissed by its master or killed in the line of duty, the elementalist may call a new elemental after a 24-hour period. An elementalist can only have one elemental companion at a time.

An elemental companion cannot be rebuked or controlled by another Elementalist. The elementalist has a telepathic link with his companion that is can use as a free action.
Calling an elemental companion takes an hour of uninterrupted thought.

Calling an elemental companion is a supernatural ability.

Elemental Gatekeeper:
Upon reaching level 20, the elementalist becomes an Elemental Gatekeeper. The elementalist has the power to open and close gates to the elemental planes.
This great power of the elementalist can be used in the following ways:

Banish Elemental:
An Elemental Gatekeeper has the ability to banish any non-elder elemental back to the elemental plane it originated. This is a full round action. The Elementalist cannot banish an elemental companion.
This is a spell-like ability.

Conjure Elemental:
Once per day, the Elementalist can conjure an elemental from one of the four planes as per the spell Summon Nature’s Ally IX. This is a spell-like ability, and can only be used to summon elementals. Note: This ability is separate from the elementalist’s ability to call an elemental companion.

Elemental Journey:
The elementalist has the power enter and survive in any of the four elemental planes. The elementalist cannot take any companions along when he enters the plane (this does not include elemental companions, they can travel with the Elementalist anywhere). The elementalist accomplishes this feat by concentrating for 5 minutes and entering a portal (doorway, cave entrance, etc.) of their choice.

When the elementalist reaches the other side, what they do in the new world is up to them. The portal they entered the plane through is always similar to the one they went through when they left the material plane. The elementalist leaves the elemental plane in a similar fashion (thus, round trip is at least 10 minutes). When journeying back to the Prime Material plane however, the journey is risky if the elementalist does not use the same portal he used to enter the elemental plane.

If the elementalist exits the elemental plane through a different portal, the resulting destination on the Prime Material plane is unpredictable, unless the elementalist is familiar with the plane and has used that particular portal before. The DM should know where each portal leads.



Human Elementalist Starting Package

Armor: Studded leather +3 AC, speed 30 ft., 20 lb., armor check penalty –1.
Weapons: Longsword (1d8, crit 19-20/x2, 4 lb., Medium-size, Slashing).
Whip (1d2 subduel, 2 lb, Small, Slashing)
Skill Selection: Pick a number of skills equal to 5 + Int modifier

Skill Ranks Ability Armor
Bluff 4 Cha
Climb 4 Str -1
Diplomacy 4 Cha
Intuit Direction 4 Wis
Jump 4 Str -1
Knowledge (nature) 4 Int
Knowledge (planes) 4 Int
Listen 4 Wis
Perform 4 Cha
Sense Motive 4 Wis
Spellcraft 4 Int
Swim 4 Str

Feat: If Int 13 or higher, Expertise; If Int 12 or lower, Improved Initiative.
Bonus Feat: If Int 13 or higher, Improved Trip; If Int 12 or lower, Toughness.
Bonus Power: Skin of Stone
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches.
Gold: 1d4 gp.

Alternative Elementalist Starting Package

Same as human elementalist, except
Race: Elf, dwarf, half-elf, or half-orc.
Armor: Speed 20 ft. (dwarf only)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feat: none.

Alternative Elementalist Starting Package

Same as human elementalist, except
Race: Gnome or Halfling.
Armor: Speed 20 ft.
Weapons: Short sword (1d6, crit 19-20/x2, 3 lb., Small, Piercing) instead of longsword.
Gold: 2d4 gp.
 

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If I had started out with the same basic concept in mind, I would have made the Elemental Strike power equivalent to the various magical weapon properties (Flaming for fire, Frost for water, Shock for air, and perhaps Smiting for earth) and added 'Burst' effects (maybe Keen for earth) at higher levels. But it was your idea, not mine, and I think you did a great job.

Are you looking for suggestions as to possible modifications, or happy with the current version (which is fine as is)?
 

Dagredhel said:
Are you looking for suggestions as to possible modifications, or happy with the current version (which is fine as is)?

I would be glad to hear any suggetsion, even if I do not agree with it. My first revision of this class does not compare to how it is now, and it would not be that way if I did not listen to other people's comments in the past.
 

I don't like the whip proficiency. You already singled it out as not using the same rules. Let them take the feat like everyone else.

Also is there any limit on how many gates they can make per day, or how many elementals they can banish. Also, is there a range on the banish ability? Also, how does banish effect other elementals. There are creatures with the elemental type besides ELEMENTALS. I would rather see that ability requiring a will save.
 

Blood of Fire: The elementalist feels the burning power of the elemental plane of fire inside him during the heat of combat. His passion grants him a +1 non-magical attack bonus to see if he hits. This is added to the base attack bonus of the Elementalist.

One very minor nit pick. The last two sentences of this ability don't make very much sense. are you trying to say

A) He gets and +1 unnamed to hit bonus (Ex)

B) He gets a +1 un-named bonus to BAB (Ex)

This is an important distiction as the +1 to BAB would give you extra attacks, and taking that power at 1,5,10,15,20 would give you fighter BAB progression.

Thre are several other examples when you have used weird/non-standard wording (recharge an amount of life? Why not just say heals x points of damage!), but none of them effect game play.
 

Re: Re: [Repost] Cymsdale's Elementalist Class

The Furious Puffin said:


One very minor nit pick. The last two sentences of this ability don't make very much sense. are you trying to say

A) He gets and +1 unnamed to hit bonus (Ex)

B) He gets a +1 un-named bonus to BAB (Ex)

This is an important distiction as the +1 to BAB would give you extra attacks, and taking that power at 1,5,10,15,20 would give you fighter BAB progression.

Thre are several other examples when you have used weird/non-standard wording (recharge an amount of life? Why not just say heals x points of damage!), but none of them effect game play.

Ok, I'll change the wording of Blood of Fire so it is more clear. It is supposed to be a direct increase in BAB. An elementalist who chooses this power at every level should get the BAB progression of a fighter, however it would be a trade of the other potential abilities.

You mentioned several examples of non-standard wording. Could you be more specific?

Originally posted by Happiest_Sadist
I don't like the whip proficiency. You already singled it out as not using the same rules. Let them take the feat like everyone else.

Also is there any limit on how many gates they can make per day, or how many elementals they can banish. Also, is there a range on the banish ability? Also, how does banish effect other elementals. There are creatures with the elemental type besides ELEMENTALS. I would rather see that ability requiring a will save.

If I recall correctly, this class isn't the first one to get a whip proficiency for free. It is also available to the bard. I added it because I liked the flavor, and I think balance is preserved. It is also a nudge of encouragement for the player to consider feats that provide more combat finesse.

As for the Elemental Gatekeeper, I admit that it is the most flawed part of the class. I am not a very good judge of 20th level abilities because I have never played in a campaign where characters have achieved that kind of level. I intentionally left it vague so I could get suggestions for the details.

Thank you for the feedback.
 

I've been meaning to get back to this thread! Here are my thoughts:

"The elementalist’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The planes) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier."

1) I wonder how Bluff, Perform, Ride, and Sense Motive fit into your concept for this class. I realize that the Elementalist gains the power to do simple tricks involving the elements, but this hardly seems to justify Perform as a class skill. The other skills I'm questioning are nice to have, but I don't see how they're integral to the class. Perhaps giving the elementalist a bonus to Bluff and Sense Motive (and perhaps Diplomacy as well, instead of retaining it as a class skill,) when dealing with the denizens of the Elemental Planes would be more appropriate? (The bonus could increase with level.)

2) I wonder if you assigned the class 4 + Int modifier skill points because of the number of class skills you gave it. In conjunction with paring down that list as suggested above, I would suggest reducing the skill points to 2 + Int modifier as well. The elementalist's powers, rather than his skills, are more the defining feature of this class, I think.

"Weapon and Armor Proficiency: An elementalist is proficient with all simple weapons. Additionally, they are proficient with each of the following: light hammer, short sword, light flail, long sword, scimitar, war hammer, and the whip. They are proficient in light and medium armor, and are skilled with using shields."

3) I can see why you may have chose the weapons that round out the class' selection, but it would seem to me that some others might have worked equally well. An idea that sprang to mind would be to allow each elementalist to choose a weapon representing one of the four elements from a short list for each of the elements, in addition to Simple Weapon Proficiency. Thus, each character would be proficient in all simple weapons, plus four other weapons of their choosing (from among the possible choices.)

4) I can't see any harm in granting the elementalist Heavy Armor Proficiency.

"Elemental Strike: The elemental strike is the pride of the elementalist. An elementalist is capable of imbuing the power of an element of his choice into the weapon he is currently wielding a certain number of times per day depending on his level. The effects of the elemental imbuing only count for the attacks made during that particular round, so the imbuing is lost if all the attacks the elementalist makes fail. The elementalist chooses the element he will imbue into that weapon at the beginning of his turn. If the elementalist is wielding a weapon that he did not gain proficiency with by the elementalist class, that weapon is incapable of being imbued. The exception only exception is the whip. A whip may not be imbued for an elemental strike, but many elementalists prefer to use the whip in other types of attacks. Missile weapons cannot be imbued with an elemental strike. Only weapons in the elementalist’s primary hand can be imbued."

5) It might be simpler to make 'Elemental Strike' usable once per elementalist level per day, but only once per round, like a monk's stunning attack. I believe that this would be a really good revision to consider.

6) I'd drop the requirement that the elementalist can only imbue a weapon that is one of the class' proficiencies. Too 'monkish'. It seems to me that the power should operate irrespective of the focus.

7) Again, I recommend allowing the elementalist to make Elemental Strike attacks with a whip or even a bow--- any weapon with which his hand is in direct contact immediately prior to the attack. This would allow the whip, a thrown weapon, or an arrow, but not a crossbow bolt, for instance.

"Fury of the Flame: The elementalist imbues the power of fire into his weapon for that round. Each attack made with that weapon during the round acts as if the weapon had a +1 magical modifier (does not stack with the modifier of a magical weapon). In addition, the weapon will deal an extra 1d4+ (½ elementalist level) worth of fire damage on a successful strike, and will ignite any flammable material it touches. At level 6, the magical modifier jumps to +2. At level 12, the magical modifier jumps to +3. At level 18, the magical modifier becomes +4."

8) My recommendation is to make the other types of Elemental Strikes similar to 'Fury of the Flame'. Frost for the element of water and Lightning for air are obvious. Acid for earth rounds out the elementalist's choices very nicely, I think. The elementalist will then be able to tailor the type of damage inflicted according to his opponent's weakness.

"Bonus Power: The elementalist taps into the powers of the elements to grant himself a specific power at 1st level and every multiple of 5 afterwards. The elementalist chooses which element to take the power from each time he gains a new one. Once he chooses he cannot change it later on."

Blood of Fire: The elementalist feels the burning power of the elemental plane of fire inside him during the heat of combat. His passion grants him a +1 non-magical attack bonus to see if he hits. This is added to the base attack bonus of the Elementalist."

9) I really like this power, although I did take note that others have suggested that you change the wording to clarify the effect.

"Water of Life: The elementalist is touched by the rejuvenating powers offered from the elemental plane of water. His Constitution modifier is assumed to be 1 higher for the purpose of rolling hit dice. Whenever the Elementalist takes this power, the effect is added for each of the previous character levels of the elementalist as well."

10) As written, I think this one is a little too good. I'd recommend making it the equivalent of Toughness, or else giving the effect of preventing bleeding (hit point loss per round) at negative hit points, when struck by a Wounding weapon, etc.

"Skin of Stone: The elementalist is granted the toughness offered from the elemental plane of earth. His skin becomes slightly tougher to blows, and it is harder to hurt the elementalist. He gains a +1 natural armor bonus to his AC."

11) I really like this one too!

"Swiftness: The elementalist gains speed from the elemental plane of air. He can move an extra 10 ft. more than usual because of his quickness."

12) Not bad either. Alternately, (or maybe additionally?) a bonus to Jump would make sense.

"He can choose the same element more than once; the effects do stack."

13) In respect to bonus powers, I have no idea what this means. Could you clarify?

Anyhow, thats as far as I have time for today. (Its my five year-old's turn to play online now.) I'll finish my critique ASAP. I hope you find some of these suggestions useful.

---Dagredhel
 

It's just little things like

- Recharge and amount of life (WotC use heal and amount of damage)

- The modifier jumps to (increase appears to be the standard.)

However this is REALLY minor nit-picking ;) so I wouldn't really worry about it, as I said before it clear what you mean.

I do however like Dagredhel's suggested revision of elemental strike, but it may be a slightly power-down of the class at higher levels. At 20th level he would effectively get 30 attacks per day but not at his highest attack bonus, while witht he other route he would get 20 at his highest. However with Cymsdale's first method you can get 3 strikes a round. All in all I think Cymsdales first method is more powerful, an taking it away may effect class balance
 

I've been meaning to get back to this thread! Here are my thoughts:

Sorry for slowness of my reply, but I was under the impression you had more :)

1) I wonder how Bluff, Perform, Ride, and Sense Motive fit into your concept for this class. I realize that the Elementalist gains the power to do simple tricks involving the elements, but this hardly seems to justify Perform as a class skill. The other skills I'm questioning are nice to have, but I don't see how they're integral to the class. Perhaps giving the elementalist a bonus to Bluff and Sense Motive (and perhaps Diplomacy as well, instead of retaining it as a class skill,) when dealing with the denizens of the Elemental Planes would be more appropriate? (The bonus could increase with level.)

This is probably run-off of bard relations. I'll dump them except for ride.

2) I wonder if you assigned the class 4 + Int modifier skill points because of the number of class skills you gave it. In conjunction with paring down that list as suggested above, I would suggest reducing the skill points to 2 + Int modifier as well. The elementalist's powers, rather than his skills, are more the defining feature of this class, I think.

However, I still think the class deserves 4 skill points. The classes that only get 2 already seem to be very focused and specialized on a specific party purpose (fighter, cleric, arcane caster) However, four skill points isn't something I would latch onto too hardly.

3) I can see why you may have chose the weapons that round out the class' selection, but it would seem to me that some others might have worked equally well. An idea that sprang to mind would be to allow each elementalist to choose a weapon representing one of the four elements from a short list for each of the elements, in addition to Simple Weapon Proficiency. Thus, each character would be proficient in all simple weapons, plus four other weapons of their choosing (from among the possible choices.)

I like this idea. It is similar to how the bard gets his proficient, and it might mean that people will leave me alone about the whip if I make it a choice. Perhaps I will allow 3 from the list, because odd numbers deserve a chance to be represented in DnD somewhere :D


I will respond to the rest soon (today), but I don't have the time at this moment.
 

First of all, i have to say that i like it. But i would suggest to change the 20th level ability to something else. That's my idea. It's the Elemental Swarm spell (druid's and elemental domains 9th level spell, former quest spell in ToM). Once per Day you can unleash this power, choosing the elemental type.

One thing more. Instead of elemental cantrip, just scale the level of this power up (a seventh level power?), and let it became something like summon element. With this power you can actually create an amount of water to rehydratate you and a number equal to a fourth your level or purify it for an amount of people equal to you + half your level(WATER), light a camp fire OR being able to walk on flames for a very limited period of rounds(FIRE), melt to mud a quantity of stone equal to half your level and vice versa(EARTH), create a small wind that carries a message up to a distance of your character level in miles(AIR), or create a sort of wind shield that gives to the elementalist a bonus of +2 (dodge bonus) to his AC versus projectiles and thrown weapons.

Steven McRownt
 

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