Elemental [Archive] - Wizards Community

Post/Author/DateTimePost
Valoy_Muniz

12-28-06, 05:13 PM
Here is a new class I made up. I have not tested it yet and may still change things around but I though I would see what you all though. Yes this was inspired by Avatar.

Since I got no respons from the class section (probly becouse of the new system) I am posting it here to see what you think.




Elemental
Alignment: Any.
Hit Die: d6.
Class Skills
The elemental’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int) ,Fire (Int), Earth (Con), Air (dex), and Water (wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.


Elemental

Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +0 +0 +2 Control 1 Element
2nd +1 +0 +0 +3 Control 2 Element
3rd +1 +1 +1 +3 Resist
4th +2 +1 +1 +4 Control 3 Element
5th +2 +1 +1 +4 Resist
6th +3 +2 +2 +5 Control 4 Element
7th +3 +2 +2 +5 Resist
8th +4 +2 +2 +6 Unlock 1 element special
9th +4 +3 +3 +6 Resist
10th +5 +3 +3 +7 Unlock 1 element special
11th +5 +3 +3 +7 Resist
12th +6/+1 +4 +4 +8 Unlock 1 element special
13th +6/+1 +4 +4 +8 Resist
14th +7/+2 +4 +4 +9 Unlock 1 element special
15th +7/+2 +5 +5 +9 Resist
16th +8/+3 +5 +5 +10 Unlock 1 element special
17th +8/+3 +5 +5 +10 Resist
18th +9/+4 +6 +6 +11 Unlock 1 element special
19th +9/+4 +6 +6 +11 Resist
20th +10/+5 +6 +6 +12 Unlock 1 element special
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Elemental are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Control Element: Elemental learn to on control the very elements around then for there own use. At level 1 they pick one of the 4 elements they can work with learning another one at level 2,4,6. Each one is tied to the skill of the same name to for all dc checks. Each use takes a standard action to use unless otherwise noted. If you fail the check by more then 10 you take 1 to that skill stat damage per 2 point fail 10. Example if the fire dc was 25 hand you got a 10 you would take 3 (25-10=15, 15-5=5, 5/2 rounds up to 3 damage) points of damage to int. Use of the skill does provoke a attack of oppitonity


Fire
Can shoot forth a flame from your hand .The DC is 10+ the following modifiers: (reflex for ½)
Per d8 is +2 (max of your lvl in d8.)
Per 5’ is +1
Example shooting a 3d8 line 10’ is a dc 18

As a standard or readied action, you can put out Heat with a dc of 2X the damage it does. You can also use this to put out fire creatures (elementals) with a dc of 2X there hp. Or counter spell any fire spell with a Dc of 15+(3xspell level).


Water
You can move water. You can move the water around like a giant wipe. For each cup of water (16 cups in a gallon) when it hits something does 1d4 damage but you loss 1 cup of water. The dc to control the water is 10+ modifiers: (it uses your range attack)
Per cup of water +1
Per 5’ from you +2
Example moving 1 gallon of water to attack some one 20 feet from a lake would do 16d4 with a dc of 34

Can be used to heal 1 hp per cup of water used at a dc of 2x current health.

Earth
Can use the armor to cover your body to provide a natural armor (up to your level max). the DC is bonus x bonus + 1per round
Example for a armor of +5 the for 10 rounds the dc would be 35.

You use the earth to cover your limbs to increase your strength. The dc is bonus x bonus +1 per round.


Air
You can swirl the air around you to create a small hurricane around you. Anyone trying to hit you damage with melee from the wind attack (up to your level). The dc is damage*damage+ 1 per round.
Example at level 4 you decide you need a 2 point shield for 5 rounds the dc 9.

You can use the air to help you to move as a swift action.
Per +5 feet for the round is +5 dc
Per +5 fly speed (good) is +10 dc
To stay flying for the full round in the same spot +20 dc.

Resist: each time you get this add +10 resist to fire, cold, electric, acid. You can pick the same one each time or pick different ones each time you get this ability.


Element special: Each time you can pick one of the following specials

Spell casting: When you get this pick a element. You can now cast spell that have the elemental subtype (fire=fire, air= electric, water = cold, earth= acid) The dc to cast the spell is 15+3*spell level. Your caster level is the same as your level in Elemental. You can not cast a spell with a spell level greater then ½ your elemental level -1. So at level 10 the highest would be level 4 spells (10/2-1) (You can take this once per element.)

Control Elemental: When you get this pick a element. You can control any living thing that is made out you your element. It does get a will save of your skill check. It last in rounds equal to your level in elemental. (You can take this once per element.)

Summon Elemental: You can only pick the same ones as you have for Control elemental. You can summon up to 1 elemental per element to fight at your side. The dc is HD*HD +1 per round. (You can take this once per element.)

Better control: You get a +5 to a fire, air, water, earth skill checks. Can be taken multiple times.