Author Topic: Elemental Archon  (Read 11537 times)

Offline littha

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Elemental Archon
« on: June 25, 2012, 11:42:19 AM »
Elemental Archon



d8 HD

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2+int skill points. An Elemental Archons class skills are: Craft, Intimidate, Knowledge(The Planes), Profession,

Proficiencies: Elemental Archons are proficient with Simple weapons, one Martial weapon of their choice Light, Medium and armor and shields but not tower shields.

Elemental body:  At first level, the Elemental Archon loses all racial bonuses, traits, and abilities and gains elemental traits. In additon, choose one element Fire, Water, Earth or Air, you gain the subtype of your chosen element. Water Archons have a swim speed equal to their land speed.
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The Elemental Archon is a Medium creatrure with a base land speed of 30ft.

Mastery of their Element: Each Elemental Archon is deeply connected with raw elemental power. Their powers are vast but also narrowly focused. Elemental Archons cast spells like sorcerer, however instead of learning spells as a sorcerer does they are intrinsically attuned to their element. An Elemental Archon knows every spell that has an elemental descriptor that matches their subtype, that deals damage of the associated type or that manipulates their element provided they can cast spells of that level. For example, a level 10 Earth Elemental Archon would know every spell up to 5th level with the Acid descriptor, every spell up to 5th level that deals Acid damage and any spell up to 5th level that manipulates earth like Shape Stone or Wall of Stone. Spells with multiple elemental types such as Summon Monster may only be used as your chosen element, a fire archon could only summon fire creatures for example. Elemental Archons do no suffer Arcane Spell failure for casting spells from this class. Despite this class only having 10 levels its spell-casting ability may be advanced with prestige classes exactly as if it were a sorcerer.

Elemental Overload (Su): Elemental Archons are capable of bringing the full might of their elemental powers to bear in a way that mortal spellcasters can only dream. Starting at level 2 whenever the Archon casts a damaging spell it deals 1 additional damage per die. This ability improves to 2 additional damage at level 5 and 3 additional damage at level 8.

Force of Will (Su) Elemental Archons are held together by pure force of will once they leave their home plane, their own sense of being and individuality prevent them from dissolving back into the elemental aether. They gain a bonus equal to their Charisma modifier (If any) to all saving throws.

Elemental Reincarnation (Ex) Elemental creatures do not view life and death the same way mortals do, their destruction would cause their essence to merge with the surrounding environment. Elemental Archons with a strong will however are capable of drawing themselves back together piece by piece. At level 3 an Elemental Archon can be resurrected the same way a humanoid can, the magic acts as a focal point for the archon to reform. Because Elemental Archons are formed of pure elemental force they only require a piece of that element rather than a whole body to be resurrected. Elemental Archons are only ever reincarnated as the same type of Archon. Upon reaching 15 HD the will of the Archon is so strong that they can reform their body without the aid of outside magic, It takes 1d4 weeks for the Archon to reform in the nearest source of correct elemental energy to the position it died. Volcanoes, Mines, Waterfalls and Windswept plains are the usual locations. This ability does not prevent the level loss or costs of the spells cast. 

Elemental Smite (Su) Elemental Archons are mighty creatures and often use their connection to their element to enhance their martial prowess. By expending a spell slot as a free action the Elemental Archons next melee attack gains a bonus to hit equal to the lost spells level and deals an additional 1d6 damage per spell level of the appropriate elemental type.

Attuned Strikes By focusing their powerful willpower into the surrounding enviroment  an elemental archon may fractionally slow their opponents at critical moments. Elemental Archons gain their Charisma modifier (if any) to their attack rolls.

Walk the Elements (Su) Beginning at 5th level an Elemental Archon may use their innate connection with their element to transport themselves between sources of its power. An Elemental Archon may teleport between squares that contain elemental energies that match their subtype as a Standard action. The target square must be within 100' and the Archon must have Line of effect to it. The source of elemental power must be large enough to contain the Archons whole body. The source of power must not have been shaped by mortal hands. Statues, Ice sculptures and Dugeon walls are not usuably targets for this ability. Air elemental Archons may only transport themselves between areas of strong winds. A fire elemental archon could transport themselves from a bonfire to a burning building but not from a torch or candle.

Beyond the Mortal (Su) Using their awesome power an Elemental Archon can bend the reality of the material universe. Carried aloft by powerful winds, magnetic repulsion or a burst of flames an elemental archon gains a fly speed equal to their base land speed with perfect maneuverability.

Unstoppable Energies (Su) As they gain in power Elemental Archon  learn how to bypass the weakness of their element. Beginning at level 7 an elemental Archons spells ignore resistance to their element and deal half damage to creatures that would otherwise be immune.
 
Wounded Burst (Su) If an elemental archon is reduced to half its hit points or reduced to 0 hit points, it unleashes a burst of energy centred on itself. The blast causes 1d8 points of the appropriate elemental damage per HD to creatures within 5' per HD (Reflex DC 10 + 1/2 HD + Cha for half damage)

Force of Nature (Su) Elemental Archons bend the environment around them. While they have this ability activated all spells that they cast are Empowered (As the Metamagic spell) however, the overflow of elemental energy into the material plane has strange effects. Within a mile of an Elemental Archon using this ability rivers run faster or freeze over, candles consume themselves within seconds and Lanterns explode, strange storms form and lumps of inanimate rock begin to levitate off the ground depending on the type of Archon. This ability may be activated as a swift action for a number of rounds a day equal to the Elemental Archon's HD+Cha modifier. It may be deactivated as a free action.


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« Last Edit: June 30, 2012, 03:32:10 PM by littha »

Offline oslecamo

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Re: Elemental Archon
« Reply #1 on: June 25, 2012, 02:57:12 PM »
This class doesn't meet the criteria of the rest of this project and the author refuses to change it, use it at your own risk.
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« Last Edit: July 20, 2012, 10:50:31 AM by oslecamo »

Offline littha

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Re: Elemental Archon
« Reply #2 on: June 25, 2012, 03:00:33 PM »
It is a caster PC but it was made into a whole series of creatures in 4th ed. The art was cool so I decided to go with it.

They do already have a channeling effect, Elemental Smite allows dropping spell slots to add to attack and damage.

Offline oslecamo

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Re: Elemental Archon
« Reply #3 on: June 25, 2012, 03:17:47 PM »
This class doesn't meet the criteria of the rest of this project and the author refuses to change it, use it at your own risk.
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« Last Edit: July 20, 2012, 10:50:43 AM by oslecamo »

Offline littha

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Re: Elemental Archon
« Reply #4 on: June 25, 2012, 04:08:43 PM »
I am trying to stay away from specific abilities per type, the spell list should differentiate them enough.

Added abilities at level 3 and 9. I had forgotten about the Death Throes ability so its in there now. It does a lot of damage but then you do die when it goes off. The Reincarnation thing is just to make life as a player slightly easier.

Offline oslecamo

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Re: Elemental Archon
« Reply #5 on: June 26, 2012, 12:35:06 PM »
This class doesn't meet the criteria of the rest of this project and the author refuses to change it, use it at your own risk.
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« Last Edit: July 20, 2012, 10:50:52 AM by oslecamo »

Offline littha

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Re: Elemental Archon
« Reply #6 on: June 26, 2012, 12:52:28 PM »
Three levels for complete and utter indestructibility whitout penalties or costs? No. Just no. That's a kick in the face of the few other monster classes that have to invest a lot more to get anything similar.

Three levels and 12 more HD, the level 3 bit just makes you capable of being resurrected at all (without remains admittedly) you would still lose a level. I had this ability at level 9 originally but then realised that being completely unable to be resurrected without level 7+ spells sort of sucks for player characters.

Death Throes was based on your Balor ability actually though it does significantly less damage...
« Last Edit: June 26, 2012, 12:54:43 PM by littha »

Offline oslecamo

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Re: Elemental Archon
« Reply #7 on: June 26, 2012, 12:58:44 PM »
This class doesn't meet the criteria of the rest of this project and the author refuses to change it, use it at your own risk.
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« Last Edit: July 20, 2012, 10:51:00 AM by oslecamo »

Offline phaedrusxy

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Re: Elemental Archon
« Reply #8 on: June 26, 2012, 01:12:02 PM »
Three levels for complete and utter indestructibility whitout penalties or costs? No. Just no. That's a kick in the face of the few other monster classes that have to invest a lot more to get anything similar.

Three levels and 12 more HD, the level 3 bit just makes you capable of being resurrected at all (without remains admittedly) you would still lose a level. I had this ability at level 9 originally but then realised that being completely unable to be resurrected without level 7+ spells sort of sucks for player characters.
You're level 3. Who exactly in your party can cast ressurection magic again? Move it to level 9(when your cleric actually gets raise dead) and specify that you do lose a level and it may be fair.
Well... you can afford to pay someone to raise party members far before you can actually do it yourself, typically, and Reincarnate is only level 4. Also, I've been in games where the DM would have helpful NPCs raise/reincarnate fallen party members in games where none of the PCs could do it, as well.

I think it is a very minor ability, really. It's not like he gets the ability to auto-res or something. It just makes it possible to res him, as littha said (without resorting to really powerful/expensive magic). It's basically the equivalent of tacking on the (Native) subtype to an Outsider, but using a different explanation/fluff. Not requiring the intact body is a bit of a benefit, but not much, as there really aren't many/any dismembering effects in D&D 3.5 in the first place.
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Offline oslecamo

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Re: Elemental Archon
« Reply #9 on: June 26, 2012, 02:33:17 PM »
This class doesn't meet the criteria of the rest of this project and the author refuses to change it, use it at your own risk.
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« Last Edit: July 20, 2012, 10:51:09 AM by oslecamo »

Offline littha

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Re: Elemental Archon
« Reply #10 on: June 26, 2012, 07:52:13 PM »
My two main points here are:
1-Characters die if they're killed at low levels. The game doesn't expect you to be able to come back from the dead at all.
In which case the feature is useless anyway. Nowhere does it say you get it without level loss or costs.

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2-There's a lot of other outsiders, undeads, constructs, elementals and whatnot around here. Why should the elemental archon get a free pass at level 3 again?
Because I am of the opinion that it is overly penalising to force your party to cough up for level 7 spells to resurrect you. I always thought it was a stupid idea and I have no desire to see it perpetuated further. Especially by my own works.

As far as Death Throes goes, it is a weak ability that was thrown into the class to fill a dead level. It will have absolutely no effect on the game 99% of the time and when it does have an effect it deals about 20% more damage than a completely unoptimised fireball of the same level. I could probably have put a racial bonus on Knowledge(The planes) checks and had more effect.

Offline oslecamo

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Re: Elemental Archon
« Reply #11 on: June 27, 2012, 07:24:45 AM »
This class doesn't meet the criteria of the rest of this project and the author refuses to change it, use it at your own risk.
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« Last Edit: July 20, 2012, 10:51:18 AM by oslecamo »

Offline littha

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Re: Elemental Archon
« Reply #12 on: June 27, 2012, 09:21:21 AM »
I will add a line about the resurrection spells still having their normal XP and gold costs, I didnt think it needed to be clarified but I might as well. Level 3 is about the earliest a party could scrape together the cash to get you reincarnated or raised.

As far as the 15hd enhancement, it puts you at slightly harder to deal with than a  Lich or Vampire. There are spells available at level 15 that could still permanently deal with you, especially as you are not undead or a construct.

As far as fixes go, I don't feel the need to impose my views on everyone else making this kind of class. I note that your own Constructs can be repaired extremely cheaply, 500gp and no xp cost? Only 1/10th of the price of a raise dead, doesn't require a caster and works from level 1.
Incidentally this is also half the price of reincarnate and has no chance at putting you into the wrong form.

As far as death throes goes, it is a more thematic ability than the knowledge bonus and is a big part of the 4e monster. I added it as a way of filling a dead level. It is pretty much only there for flavour and as there is nothing else at that level I cant really see it cluttering the table...

I apologise if I come across as overly confrontational, I can imagine it comes across that way but I am genuinely just trying to justify my choices.

Offline oslecamo

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Re: Elemental Archon
« Reply #13 on: June 30, 2012, 07:17:51 AM »
This class doesn't meet the criteria of the rest of this project and the author refuses to change it, use it at your own risk.
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« Last Edit: July 20, 2012, 10:51:26 AM by oslecamo »

Offline littha

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Re: Elemental Archon
« Reply #14 on: June 30, 2012, 11:11:45 AM »
I will add a line about the resurrection spells still having their normal XP and gold costs, I didnt think it needed to be clarified but I might as well. Level 3 is about the earliest a party could scrape together the cash to get you reincarnated or raised.

As far as the 15hd enhancement, it puts you at slightly harder to deal with than a  Lich or Vampire. There are spells available at level 15 that could still permanently deal with you, especially as you are not undead or a construct.
3 levels with spellcasting and other goodies attached end up making you better thank the lich/vampire's main stick.  Does that really sound fair to you?
I wouldn't call it better, as they are not undead the Archon is vulnerable to things like Flesh to Stone, Baleful Polymorph and the like that a vampire or lich would laugh off.

In addition to that is that the Lich gets their ability in 2 levels rather than 3(+12) and that they could be a significantly more potent caster (pretty much anything barring healer).

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As far as fixes go, I don't feel the need to impose my views on everyone else making this kind of class. I note that your own Constructs can be repaired extremely cheaply, 500gp and no xp cost? Only 1/10th of the price of a raise dead, doesn't require a caster and works from level 1.
Incidentally this is also half the price of reincarnate and has no chance at putting you into the wrong form.
That's because constructs get it harder than anybody else. Just 10 HD, no Con bonus, destroyed at 0 HP, very little splat support (undead get TONS) and no easy way to heal them. And time itself is a cost, it's not something you can do when there's a bunch of goblins/orcs in your tails.

An elemental meanwhile does get Con bonus, negative HP treshold, and still has immunity to crits and a bunch of other stuff that makes it much less likely to die than a basic race, so they don't really need the help. The elemental will die less than other party members, so it's only fair they get a more expensive raising method.

Pretty much all of your constructs have some way of gaining additional HP per HD which basically leaves you with only the good bits of Con - (Immune to Fort saves, Ability Drain, Ability Damage, Energy drain and can run forever)

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As far as death throes goes, it is a more thematic ability than the knowledge bonus and is a big part of the 4e monster. I added it as a way of filling a dead level. It is pretty much only there for flavour and as there is nothing else at that level I cant really see it cluttering the table...
Again, starting to deal some damage around when you're lower in HP if you don't like knowledge bonus. Some abilities just aren't meant for PCs.
It is just a defining ability of the creature. I can change it to:

Wounded Burst (Su)If an elemental archon is reduced to half its hit points or reduced to 0 hit points, it unleashes a burst of fire centred on itself. The fire causes 1d8 points of fire damage per HD to creatures within 5' per HD (Reflex DC 10 + 1/2 HD + Cha for half damage)

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I apologise if I come across as overly confrontational, I can imagine it comes across that way but I am genuinely just trying to justify my choices.
Fair enough, I was geting kinda inflamed myself back there. Still, I won't aprove of a class that does the lich's job better than the lich with a lot of other goodies attached, in particular when it's going against the monster's original fluff and crunch.

Their fluff is rather limited, they don't really have a lot of anything past a couple of paragraphs describing their creation. Think it's a 4th ed thing.

Other than that though, I am not super attached to the 15 hd thing and could drop it but I like to have a real reason to do so.
I don't think it is a super powerful ability, it is likley to save you a little bit of money over time (instead of True Resurrection) but being out of it for up to a month is a price in itself.

Offline oslecamo

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Re: Elemental Archon
« Reply #15 on: June 30, 2012, 03:02:43 PM »
This class doesn't meet the criteria of the rest of this project and the author refuses to change it, use it at your own risk.
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« Last Edit: July 20, 2012, 10:51:36 AM by oslecamo »

Offline littha

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Re: Elemental Archon
« Reply #16 on: June 30, 2012, 03:30:18 PM »
The thing with anti elemental stuff vs anti undead is that elementals generally don't need specific spells to deal with, unlike undead/constructs.  There is also almost no splat support for elementals anywhere,  Constucts get a little bit (Lifesight for example). As far as I am aware there are no elemental specific feats.

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The lich is a prc that demands CL 11, so you end up needing a lot of caster levels behind before you can pull it off.
This class requires level 15 for your immortality which is a lot later than you could get CL 11 (CL boosting feats considering the wording).

I wouldn't say that the ability to reform was completely opposed to the concept of an elemental (at least as holy aura is to a demon). Elementals generally turn into their component materials once slain, my idea is that their body is defined by their willpower and that destroying the body just scatters their essence (ala Ringwraiths now that I think about it). I don't know if there is any fluff anywhere for what happens to elementals after they are destroyed and the Archon fluff was a little thin.

It still remains inferior to the lich as it could take you up to a month to reform, which is an extremely long time in game plus the flesh to stone/Baleful Polymorph thing.

Offline littha

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Re: Elemental Archon
« Reply #17 on: November 30, 2012, 07:21:01 PM »
All of my Monster Classes have been removed from Oslecamo's section of the board to here due to the discussion in this thread: http://www.minmaxboards.com/index.php?topic=1054.0

I intend to start writing my own classes for a lot of the stuff Oslecamo has written so I may request a board section myself at some time in the future.