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[Repost] Cymsdale's Elementalist Class
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<blockquote data-quote="Cymsdale" data-source="post: 149416" data-attributes="member: 2807"><p>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.</p><p></p><p> </p><p></p><p>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.</p><p></p><p> </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (but certainly not out of hand)</p><p></p><p> </p><p></p><p>Is 'monkish' a bad thing? The monk was a small part of the inspiration behind this class.</p><p></p><p> </p><p></p><p>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.</p><p></p><p> </p><p></p><p>Point taken.</p><p></p><p> </p><p></p><p>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?</p><p></p><p> </p><p></p><p>Hmmmmmm, neat idea, but I think I'll let the monk be the jumper.</p><p></p><p> </p><p></p><p>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:</p><p></p><p>5 fire = +5 BAB or 5 water = +5hp/level or 5 earth = +5 natual AC or 5 air = +50 speed</p><p></p><p>As you can see, specialization is powerful, but also means you lose out on the bonuses of the other types completely.</p><p></p><p>I'll get to your other post eventually, but I want to jump to the last one.</p><p></p><p> </p><p></p><p>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.</p><p></p><p>Again, thank you for feedback.</p></blockquote><p></p>
[QUOTE="Cymsdale, post: 149416, member: 2807"] 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. 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. 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) Is 'monkish' a bad thing? The monk was a small part of the inspiration behind this class. 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. Point taken. 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? Hmmmmmm, neat idea, but I think I'll let the monk be the jumper. 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. 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. [/QUOTE]
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