[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%

Hi Cymsdale.

Actually, I was waiting for your response to the suggestions that I had already made. I do have a few more ideas...

1) I really do favor making Elemental Strike usable once per round per day per elementalist level, with the provision that a 'use' consists of a successful attack. I'm not sure I was clear on that point.

2) I hesitate to mention it, but what about a small list of spells of elemental effect to supplement the Elemental Cantrip ability? If you're meaning to avoid just that, I'd understand, though.

3) Master of the Elements: First, I'd recommend rechristening this ability. Elemental Companion, Elemental Cohort, or something similar would be more descriptive. I'd like to see the elementalist gain this ability at relatively low level, and then have the abilities of the companion increase with the character's level, in the manner of a sorcerer or wizard's familiar or paladin's mount.

4) Elemental Gatekeeper-Banish Elemental: I would combine this with the Control Elemental ability. Whenever a result would allow a cleric to destroy an undead creature or creatures, I'd allow the elementalist to return an elemental creature or creatures of comparable power to its/their plane of origin.

5) Elemental Gatekeeper-Conjure Elemental: I'd suggest making this power available before 20th level, allowing the elementalist to summon an elemental of a strength that a druid of equal level could conjure via a Summoning spell. This would allow the elementalist to summon an elder elemental once per day at 17th level, for example.

6) I mentioned nixing the Blood to Water variant of Elemental Strike (opting instead for a choice of four types of energy damage.) I definitely wouldn't want to eliminate healing ability from the elementalist's repetoire completely, though. It could be preserved as a Lay on Hands effect, through spell selection if you go that route, or as a use of Elemental Strike that cures rather than harms. Curing disease, neutralizing poison, and repairing ability damage are other possibilities aside from straight hit point restoration.

7) Energy Resistance! I think the elementalist cries out for this ability, versus all energy types except sonic, perhaps at 1 point per elementalist level.

Anyways, now I've spoken my piece. Your turn!:)
 

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Whew, ok lots of stuff. I don't think I'll get to it all right now, cause I always end up replying as I'm just about out the door. I'll try to get most.

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

I guess I can throw it in, but after the many changes I'll probably make soon, this could be a point of revaluation for balance issues. As far as character concept, I have no problem with an elementalist in heavy armor.

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.

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.

Hmmm, I really like the elemental strike the way it is. My origional concept was a change in damage types, but that didn't seem varied enough for me. As it stands now, different strikes can be used against the same opponenet for varied effect depending on the circumstances, the level of the elementalist also plays a role, as some strikes are better at low level, while some take time to grow.

The way the strike is supposed to work as written, is that it applies to all attacks made during the round. I just mentioned this in case there was confusion on this issue.

I would also like to mention that I have made Elemental feats that I have not posted yet. Some of these feats would allow you to do things like mix two strikes in a single round. For instance, you could use swift blows in conjunction with hard impact. Thus increasing the number of hits as well as the number and damage of criticals. A high-level elementalist who specializes in a manner like this could be very potenet. :) (but certainly not out of hand)

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.

Is 'monkish' a bad thing? The monk was a small part of the inspiration behind this class.

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.

Balance-wise, I have no problem with missile imbues. However, some of the stikes do not make too much sense with missile weapons, most specifically swift blows (although I guess you could fire arrows really fast) The water one wouldn't make too much sense either.

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

Point taken.

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.

This was hard for me to figure out. I considered toughness, but thought it would be too weak (most would favor +1 BAB, AC or an increasse in speed over 3 hit points). Do you really think it's powerful enough as written that players would always, or often, choose this one over the other three?

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

Hmmmmmm, neat idea, but I think I'll let the monk be the jumper.

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

I admit this is badly worded. It's basically saying that you can choose the same bonus power twice (or thrice, etc) and you would get the advantage of the power each time. In other words:

5 fire = +5 BAB or 5 water = +5hp/level or 5 earth = +5 natual AC or 5 air = +50 speed

As you can see, specialization is powerful, but also means you lose out on the bonuses of the other types completely.

I'll get to your other post eventually, but I want to jump to the last one.

7) Energy Resistance! I think the elementalist cries out for this ability, versus all energy types except sonic, perhaps at 1 point per elementalist level.

Yes, you are correct, this class demands this type of ability, and I had thought about it. However, I had reached a point in the design where I said, "You have to stop adding and start taking away." Balance is a very big issue, and I regret not putting a resistance above other class abilities. However, just because it isn't in there now, doesn't mean that it never will be. A point per level seems way too much for me, perhaps something along the lines of the rate in which a Barbarian earns his damage reduction might be more in line.

Again, thank you for feedback.
 



I was refering to the energy resistance. at the first couple levels it will help because creatures won't deal that much, but later on when they are dealing 15-24d6 it won't make that much of a difference. right now it has good hd for a spell caster (unless you changed it from d8). If you're going to have energy resistance then raise it at intervals, like by +5 at every 5 levels, eventually having 20 energy resistance at level 20. However, if it is resist all or something then reduce it to 15, but 5 isn't worth it at level 20. If you are going to have an ability, It helps that it is useful throughout all of your adventures.
 
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