Author Topic: Base Class - Elemental Adept  (Read 8114 times)

Offline DonQuixote

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Base Class - Elemental Adept
« on: November 10, 2011, 09:43:28 PM »
Elemental Adept
“To fire, I have given my soul and my heart.  Just as your god grants you strength, so do flames grant me mine.”
—Rhamidarigaz, fire-devoted adept

An elemental adept is a spellshaper who finds himself drawn to the power of air, earth, fire, or water.  This dedication can have many causes: perhaps he feels an elemental link from his birthplace or temperament, or perhaps his blood carries traces of elemental magic.  Whatever the reason, the elemental adept is a force to be reckoned with—he wields the powers of his chosen element with a potency unmatched by other spellshapers.

   An elemental adept’s connection to his chosen element allows him to learn the formulae of its circles naturally—unlike a spellsage, he does not need to study his formulae.  Instead, an elemental adept perfects his formulae through meditation.  However, this approach has a cost: his dedication to the elements restricts him to only a few circles of formulae.

Making an Elemental Adept
Though an elemental adept wields powerful magic, his abilities are far less versatile than those of a wizard or a sorcerer.  In combat, he can certainly hold his own as an offensive force, but he is far less useful than a true spellcaster outside of the battlefield.  Many elemental adepts seek to perfect their abilities as expressions of their element’s power.

   Abilities: Charisma is important to an elemental adept, as it governs which formulae he can learn and makes those formulae more difficult to resist.  High Dexterity is also very valuable, allowing him to better aim his attacks, and a good Constitution score is always useful.

   Races: Elemental adepts can come from any race with spellcasting ability.  However, those races that view magic as a high art are unlikely to produce elemental adepts, as such societies often consider spellshaping to be a waste of magical talent.  On the other end of the spectrum, those races that rarely produce true spellcasters often produce elemental adepts and other spellshapers instead. 

   Alignment: An elemental adept can choose any alignment.  The pursuit of an element’s path is its own end, and whether any particular devotee chooses to employ his abilities in the service of good, evil, law, or chaos is not considered significant by most who follow this path.  Accordingly, a typical elemental adept has at least one neutral component in his alignment.  Good elemental adepts tend to be free-roaming shamans who employ their abilities in the defense of the weak and downtrodden.  The less commonplace evil elemental adepts believe that their mastery of the arcane has made them superior to everyone around them.

   Starting Gold: 4d4x10 gp (100 gp).

   Starting Age: As monk.



Class Features
All the following are class features of the elemental adept.

   Weapon and Armor Proficiency: As an elemental adept, you are proficient with simple weapons and light armor, but not with shields.
   Because you channel your power through a direct connection to one of the elements, you can shape formulae while wearing light armor without incurring the normal arcane spell failure chance.  However, like any other arcane spellcaster, you incur a chance of arcane spell failure when wearing medium or heavy armor or when using a shield.  This only applies to the formulae you know as an elemental adept, and you might incur arcane spell failure chance for formulae received from other spellshaper classes.


   Formulae: You begin your career with knowledge of six arcane formulae.  You have access to the Blustering Gale, Crushing Stone, Roaring Tide, and Searing Flame circles, in addition to an additional circle determined by your elemental devotion.

   As an elemental adept, you have made a pledge to one of the elements: air, earth, fire, or water.  This pledge grants you greater power with the formulae of that element’s associated circles, but you are also subject to certain restrictions.  At least half of your known formulae as an elemental adept must be from the circles associated with your chosen element, and you cannot learn any formulae from the circles that are associated with the opposed element.  Air opposes earth and is associated with Blustering Gale, Shocking Current, and Unseen Impetus; earth opposes air and is associated with Crushing Stone, Deteriorating Corrosion, and Screeching Roc; fire opposes water and is associated with Searing Flame, Brilliant Dawn, and Shocking Current; and water opposes fire and is associated with Roaring Tide, Deteriorating Corrosion, and Perfect Freeze.  These restrictions apply only to the formulae you know as an elemental adept.

   Once you know a formula, you must prepare it before you can use it (see Formulae Prepared, below).  A formula usable by an elemental adept is considered a spell-like ability unless otherwise noted in its description.  Unlike most other spell-like abilities, arcane formulae are subject to arcane spell failure chance, as described in Weapon and Armor Proficiency above.  The save DC for a formula that allows a save is 10 + formula level + your Charisma modifier.

   You learn additional formulae at higher levels, as shown on Table 1–1.  To learn or shape a formula, you must have a Charisma score equal to at least 10 + the formula level, as well as meeting the formula’s prerequisite.  See Table 3–1, page 39, to determine the highest-level formulae you can learn.

   Upon reaching 4th level, and at every even-numbered elemental adept level after that (6th, 8th, 10th, and so on), you can choose to learn a new formula in place of one you already know.  In effect, you lose the old formula in exchange for the new one.  You can choose a new formula of any level you like, as long as you observe your restriction on the highest-level formulae you know; you need not replace the old formula with a formula of the same level.  For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level formula for a formula of 5th level or lower, as long as you meet the prerequisite of the new formula.  You can swap only a single formula at any given level.


   Formulae Prepared: You can only prepare four of your known formulae at 1st level, so you will have to choose which formulae to prepare.  You prepare your formulae by meditating for 5 minutes.  The formulae you choose remain prepared until you decide to meditate again and change them.  You need not sleep or rest for any long period of time to prepare your formulae; any time you spend 5 minutes in meditation, you can change your prepared formulae.

   You begin an encounter with all your prepared formulae unexpended, regardless of how many times you might have already used them since you chose them.  When you shape a formula, you expend it for the current encounter, so each of your prepared formulae can be used once per encounter (unless you recover them, as described below).

   You can recover all expended formulae with a single swift action, which must be immediately followed in the same round with a spellshape attack or using a standard action to do nothing else in the round (such as performing a brief ritual to center yourself).  You cannot shape a formula in the same round that you recover your expended formulae.

   In addition, once per encounter, you can change your prepared formulae as a swift action.  However, changing your prepared formulae in this way leaves all of your formulae expended--even those that had already been prepared.

   Elemental Devotion: You must choose to devote yourself to one of the four elements: air, earth, fire, or water.  Your devotion to your chosen element grants you access to one of two secondary elemental circles, of your choice: you can choose between the Shocking Current and Unseen Impetus circles if you are devoted to air; the Deteriorating Corrosion and Screeching Roc circles if you are devoted to earth; the Brilliant Dawn and Shocking Current circles if you are devoted to fire; or the Deteriorating Corrosion and Perfect Freeze circles if you are devoted to water.  You also gain the ability to speak (and to read and write) the language associated with your chosen element (Auran, Terran, Ignan, or Aquan, respectively).

   Spellshape Attacks (Sp): The first abilities you learn as an elemental adept are your spellshape attacks.  As a student of the elements, you learn the spellshape attacks associated with the circles to which you have access.

   Elemental Companion (Ex): At 1st level, you gain the companionship of a Small elemental, determined by your elemental devotion.  You gain an air elemental companion if you are devoted to air, an earth elemental companion if you are devoted to earth, a fire elemental companion if you are devoted to fire, or a water elemental companion if you are devoted to water.  At first, your elemental has the normal statistics of an elemental of its kind except that it is immune to the harmful effects of formulae you shape.  As you advance in shaper level, the elemental’s power increases and it gains new abilities (see the Elemental Companion sidebar).
   If your elemental companion dies, you must make a DC 15 Fortitude save or take damage equal to its Hit Dice.  However, by spending 24 hours in uninterrupted meditation, you can reunite the scattered fragments of its essence to bring your companion back to life.  At the end of your meditation, your elemental is returned to life as though it had been affected by a true resurrection spell.  You can only resurrect your elemental companion in this way once per week.

   Attuned Adept (Ex): Starting at 2nd level, your connection to the elements grants you protection from extreme environments.  You benefit from a constant endure elements effect.  In addition, you gain immunity to the harmful effects of the Elemental Plane of your chosen element.

   Elemental Incantation (Sp): At 2nd level, you gain the ability to shape the incantations associated with your chosen element's primary circle (Blustering Gale for air, Crushing Stone for earth, Searing Flame for fire, and Roaring Tide for water).

   Command Elements (Su): At 4th level, you gain the ability to turn or destroy creatures of the elemental subtype opposed to your chosen element, just as a good cleric turns undead (air and earth oppose one another; fire and water oppose one another).  You can also rebuke or command creatures with the subtype of your chosen element, as an evil cleric rebukes undead.  You may use this ability a number of times per day equal to 3 + your Charisma modifier.  You turn and rebuke as a cleric of your shaper level would.

   Elemental Empowerment (Su): Starting at 4th level, you can draw upon the powers of your chosen element to imbue your formulae with increased power.  When shaping a major formula from one of the circles associated with your chosen element, you can choose to spend any number of elemental turn/rebuke attempts to empower the formula.  For every turn attempt you spend in this fashion, the level of the formula increases by one, to a maximum level equal to ½ your shaper level.  The formula’s save DCs (if any) increase accordingly, and all spells and effects treat it as though it were of its new, higher level.  In addition, major formulae that add damage to your spellshape attacks add an extra two dice of damage for each added level.

   Devoted Adept (Ex): Beginning at 5th level, your abilities with your chosen element become more potent.  The save DC (if any) of any formulae of your elemental circle that you shape increases by 1.  This bonus stacks with the benefits of the Circle Focus and Greater Circle Focus feats.  Furthermore, when shaping a formula or spellshape attack from one of your element's associated circles, you gain a +1 bonus to your shaper level.

   In addition, your devotion to your chosen element allows you to wield its magic to damage creatures that would normally be unaffected.  When you shape spellshape attacks and arcane formulae associated with your chosen element, they ignore the damage reduction and energy resistance of creatures affected by them, and they still deal half damage to creatures with immunity to their damage types.

   Sense Elements (Ex): At 7th level, you gain the extraordinary ability to sense the locations of certain types of creatures or objects within 60 feet, depending on your chosen element.  You do not need to make Spot or Listen checks to pinpoint the location of a creature or object within range of this ability, provided that you have line of effect to that creature.  Any opponent you cannot see still has total concealment against you.
   Air: You can sense any creature that is breathing or has the air subtype.
   Earth: You can sense any creature or object that is in contact with the ground or has the earth subtype.
   Fire: You can sense any creature or object that gives off heat or has the fire subtype.
   Water: You can sense any creature or object that is touching water or has the water subtype.

   Elemental Magic (Sp): Starting at 8th level, you can use your ability to command the elements to mimic spells associated with your chosen element.  By spending a number of elemental turn/rebuke attempts equal to the spell’s level, you can use any spell with the elemental descriptor corresponding to your chosen element as a spell-like ability.
   Using a spell-like ability in this way takes the same amount of time as normally required to cast the spell, and you must be able to perform any verbal or somatic components that the spell normally requires.   You can only use this ability to mimic spells of a level equal to or lower than half your shaper level, and your caster level with these abilities is equal to your shaper level.

   Elemental Adaptation (Ex): At 10th level, you begin to adapt to your chosen element.  You gain immunity to stunning and paralysis and a 50% resistance to critical hits.  You also gain additional benefits based on your chosen element.
   Air: You gain immunity to electricity and a flight speed of 20 feet, with perfect maneuverability.
   Earth: You gain immunity to acid and a burrow speed of 30 feet (or equal to your base land speed, whichever is lower).
   Fire: You gain immunity to fire and your base land speed increases by 10 feet.  This benefit stacks with all other speed increases.
   Water: You gain immunity to cold and a swim speed of 30 feet (or equal to your base land speed, whichever is lower).  You also gain the ability to breathe water as easily as you would breathe air.

   Call the Elements (Sp): Starting at 12th level, your connection to your chosen element allows you to call upon its creatures for aid.  As a standard action, you can spend one of your elemental turn/rebuke attempts to summon a Large elemental of your chosen element.  The creature remains and follows your command for 1 minute.  If your shaper level is 16th or higher, you instead summon a Huge elemental; if your shaper level is 20th or higher, you instead summon a Greater elemental.  Use the elementals presented in Chapter 9 of this book, rather than those from the Monster Manual.

   Elemental Travel (Sp): When you reach 13th level, you gain the ability to travel through your element with ease.  A number of times per day equal to your Charisma modifier, you can step into your element and transport yourself to a suitable destination within long range.  This ability otherwise functions like the fire stride spell (see page 93 of Spell Compendium) in all ways, except that it does not have a duration and the medium through which you travel differs depending on your elemental devotion.  You travel through wind and other moving air if you are devoted to air, through earth and stone if you are devoted to earth, through fire if you are devoted to fire, and through water if you are devoted to water.
   In addition, you gain the ability to use plane shift once per day to reach the Elemental Plane of your chosen element (or to travel from that Elemental Plane to the Material Plane).

   Devoted Master (Ex): Beginning at 15th level, the increased difficulty of all save DCs against formulae you shape from your elemental devotion’s school increases from +1 to +2.  Additionally, your bonus to shaper level when shaping formulae and spellshape attacks from your chosen element's associated circles increases from +1 to +2.

   Moreover, you have perfected the art of wielding your chosen element’s powers.  When you shape spellshape attacks and arcane formulae associated with your chosen element, they completely ignore the damage reduction, energy resistances, and immunities to damage types of creatures affected by them.

   Wrath of Elements (Su): Starting at 16th level, your devotion to your chosen element allows you to wield its powers with unrivaled power, turning your attacks against multiple enemies at once.  When shaping a major formula from one of your chosen element’s circles that modifies a spellshape attack, you can choose to shape that formula as a full-round action and spend any number of elemental turn/rebuke attempts to direct the formula against multiple foes.  For every turn attempt you spend in this fashion, you may attack an additional foe with the formula’s associated spellshape attack.  Each attack made in this way carries the full effects of the formula.
   This ability allows you to have multiple instances of the same formula in effect at once, as you can strike multiple creatures in the same round.  However, any subsequent shaping of that formula will replace any instances of it that you have active, as usual.

   Blessing of the Elements (Ex): Starting 18th level, your connection to your chosen element allows you to regain strength as long as you are in contact with it.  You gain fast healing 10 while you are in contact with your chosen element.  An air-devoted adept need only be in contact with air to benefit from this ability, while an earth-devoted adept must be in contact with the ground.

   Master's Adaptation (Ex): At 19th level, your elemental adaptation develops further.  You gain immunity to poison and sleep effects, and are no longer subject to critical hits.  You also gain additional benefits based on your chosen element.
   Air: You gain immunity to acid and your flight speed increases to 40 feet.
   Earth: You gain immunity to electricity and your burrow speed increases to 60 feet (or twice your base land speed, whichever is lower).
   Fire: You gain immunity to cold and your base land speed increases by another 10 feet.  This benefit stacks with all other speed increases.
   Water: You gain immunity to fire and your swim speed increases t0 60 feet (or twice your base land speed, whichever is lower).

   Elemental Rebirth: When you reach 20th level, your connection to your chosen element is so strong that your very soul is tied to it.  If you are slain, your essence transfers to the Elemental Plane of your chosen element.  Upon transference, your physical remains (should they still exist) become inert matter formed of your chosen element and cannot thereafter be restored to life.
   Once this transference is complete, your body reforms over 1d10 days.  The body's constituent parts are formed from the material of your chosen element, then slowly molded and transformed into a living, breathing body that is an exact duplicate of your body at the time of your death.  Precise accuracy as to where on the Elemental Plane your body reforms is nigh impossible.  Though you can attempt to specify a location, your rebirth occurs 5 to 500 miles (5d%) from your intended location.
   At the end of this period, you are brought back to life as if by a true resurrection spell.  You possess all of the abilities you possessed at the time of your death, but you have none of your equipment.
   If you are killed on the Elemental Plane of your chosen element, you die normally and your soul passes on.


Elemental Companion (Sidebar)
(click to show/hide)


Playing an Elemental Adept
Mastering the abilities of your element is important to you, but even more important is traveling the world and learning how your element expresses itself in different places.  You might travel from the mountains to the plains to observe how expressions of an element differ from one place to the other, or you might spend a great deal of time in one place, attuning yourself to the presence of the elements.  Your journey is one of understanding, both of yourself and of the greater order.

   As an elemental adept, you view adventure as a chance to explore both your element and the world.  Every flicker of flame, every flash of lightning, and every pebble on the ground speaks volumes to you and is a chance to commune with the world as a whole.  A more mercenary character might ignore a stranger’s plea for aid, but you believe that the world—made, as it is, of the elements—follows a greater order and plan.  You are quick to step in, viewing the opportunity to learn from the experience as more important than any monetary reward.  Diplomatic missions, too, interest you, as the chance to experience a foreign land is the chance to view your element in a different state.  Even a quick jaunt to a nearby quarry can become a suitable adventure, as long as you have the chance to observe more of the world.

Religion
Your religion depends more on your devotion to your element than on your alignment.  It is most common for elemental adepts to worship Obad-Hai, the god of nature, as he embodies the union of the elements.  However, as a magic-user, you might also worship Wee Jas, Boccob, or Vecna, depending on your alignment.  In addition, any god who has your elemental devotion as a domain is a strong candidate for worship.

Other Classes
Because you appreciate the value in exploring the world, you have a great respect for bards and rangers—though you sometimes dismiss them as dabbling too lightly in magic.  You view druids with a great deal of respect, as their devotion extends to all the elements, rather than just one.  You don’t get along too well with fighters or paladins, as they dismiss magic and the natural order too easily.  However, you do tend to get along well with barbarians, who approach combat with a wild ferocity that you can respect.  You work well with other elemental adepts, even those devoted to other elements, as your shared path encourages cooperation.

Combat
On the battlefield, you prefer to deal damage from afar while your elemental companion keeps your foe busy.  By making good use of your various formulae and other abilities, you can keep up a steady barrage of damage at your distracted foe.  Although your formulae might not be as flashy as a wizard’s spells, their easy retrieval makes them a much more reliable method of dealing with foes—and, unlike spells, you never have to worry about running out of formulae.  Your focus on the powers of a single element is both a blessing and a curse—it allows you to focus heavily on boosting your abilities with that element’s associated circles, but denies you the versatility of a wide selection.  Consider taking feats like Circle Focus to make your abilities more difficult to resist.

Advancement
As elemental adepts do not generally form orders, a young adept seeking guidance must seek out a master of his particular element.  These elemental masters seek to perfect the use of their elemental energies, testing their skills against each other and against nature itself.

   If you’re advancing as an air adept, you seek to acquire items, learn feats, and develop formula combinations that baffle and surprise your foes.  If yours is the path of earth, you focus on strength and direct confrontation.  If you embrace the power of fire, you turn towards searing power and lingering burns.  If you follow the course of water, you seek to learn to control the battlefield and cripple your foes.

Elemental Adepts in the World
“Why do I sit alone on this mountain?  Young one, I have sat here for years, and I have seen something that many will never see in their lives: I have seen the life of the earth.”
—Stane Turris, earth-devoted adept

The pontificating recluse, the wandering mystic, the powerful mage—all these and more are elemental adepts.  These spellshapers bring a combination of nature-worship and arcane focus to the world.  With their offensive capabilities and the advantages offered by their elemental companions, they make excellent additions to adventuring parties.  When the campaign action veers out of the dungeon and into mystic corners of the world, an elemental adept’s inclination towards shamanistic beliefs and his magical knowledge allow him to remain a strong contributor to the party.

Daily Life
An elemental adept spends the majority of his time communing with his chosen element and perfecting his expression of its powers.  The mental and spiritual demands of his calling require constant attention, so he can spare little time for carousing.

   An elemental adept with an apprentice spends much of his time training his student.  An elemental adept without an apprentice might or might not spend time seeking one out, according to his whims.  If an elderly adept serves as the shaman for a particular group or tribe, he might consider taking on an apprentice to continue his work after he passes on.

Notables
Rhamidarigaz, known as the Flame-Dragon, was an elemental adept.  Known as much for his idiosyncratic sense of humor and his calm emotions as for his magic, he is regarded by many as the prototypical elemental adept—collected, eccentric, and deadly.  Modern notable elemental adepts include the Stone-Shaper, who lives in the mountains of the west, and Elowyn, an elven pariah who is shunned by her people for her use of “inferior” magic.  Elowyn is currently looking for an apprentice, but has yet to find one she considers suitable.

Organizations
Because of their varied paths and sometimes-chaotic natures, many elemental adepts choose not to join traditional, hierarchical organizations.  Especially given the predisposition of many elemental adepts to wander aimlessly for long periods of time, few such organizations have managed to flourish at all.

   However, in times of turmoil in the world, elemental adepts of all four devotions gather to discuss the role of the elements in whatever crisis is current.  These meetings, known as Convergences, can last from a few hours to a week.  Once the matter at hand has been dealt with, many adepts choose to stay and discuss their findings with others of their devotions, though this is by no means mandatory.

NPC Reactions
Most authority figures and government officials are less than enthused to hear about the presence of an elemental adept.  These spellshapers are dedicated to their elements, rather than the interests of the local earl or lord, and cannot be easily bought.  Indeed, some rumors abound about elemental adepts who, in seeking to further the goals of their elements, actively worked against nearby settlements.  Thus, governments, churches, and other civic and religious organizations generally treat elemental adepts with a great deal of caution

   Merchants, on the other hand, embrace elemental adepts.  Who else would buy a random rock from the other side of the ocean, or a stick from a tree that burned down?  In addition to purchasing curiosities relevant to his element, an elemental adept also provides business for various townsfolk as he practices his techniques and seeks knowledge about his element.

Elemental Adept Lore
Characters with ranks in Knowledge (arcana) can research elemental adepts to learn more about them.  When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

   DC 10: Elemental adepts are elementally attuned magic-users who ally themselves to specific elements.

   DC 15: Elemental adepts are spellshapers, wielding magic without relying on the structure of traditional spells.  In addition to his spellshaping powers, an elemental adept possesses power over elementals, and most possess elemental companions in the same way that druids possess animal companions.

   DC 20: Elemental adepts wield significant power over the elements, with the ability to channel elemental energy into surges of power and the ability to turn and rebuke elemental creatures.  It is said that the most powerful of elemental adepts can only be killed if slain on one of the Elemental Planes.

Elemental Adepts in the Game
When characters need to know the way to deal with an elemental invasion, the location of a portal to one of the Elemental Planes, or the secrets of a specific element, they are likely to seek out an elemental adept.  Such moments provide excellent opportunities to introduce elemental adepts into an ongoing campaign that had not previously included spellshapers.  In a player wants to play an elemental adept in such a campaign, the character might be sought out by an ancient elemental adept—the last follower of his elemental devotion—and taught the secrets of his elemental circle.

   When developing an elemental adept character, consider the ramifications of his elemental focus.  Does he have a tongue-in-cheek sense of humor as a fire adept, or is he more grounded and serious as an earth adept?  Provide an elemental adept with challenges to all facets of his character.  His high skill points, excellent combat abilities, and ability to deal with elementals ensure that he is equally at home in a dungeon, in the halls of a palace, and in the tower of a master summoner.  A good enemy for an elemental adept is one against whom he must use all his skills, all his formulae, and all his knowledge.

Adaptation
The name “elemental adept” naturally implies a character that has a connection to one of the four elements.  However, an elemental adept could also simply be an individual who is blocked from accessing the other circles, or who has personal reasons for choosing only one element other than a simple love for it.  Alternatively, an elemental adept could have made a direct bargain with an elemental lord, gaining power through worship or service to his patron.
« Last Edit: September 20, 2012, 06:15:18 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Idiosyncratic Shaper
« Reply #1 on: November 11, 2011, 06:23:20 PM »
Idiosyncratic Shaper
Most spellshapers of a given path tend to draw upon the same sources of power.  Impulse mages rely on the force of their personalities, while spellsages learn their formulae through careful, regimented study.  However, there are idiosyncratic shapers who shape their powers in other ways.  There are tales of elemental adepts who call out to the elements the same way that a cleric calls out to a god, or spellshape champions who study their power in the same way that a wizard does.  Though rare, these shapers are no less powerful than their more conventional brethren.

   Class: Any spellshaper
   Level: 1st
   Cost: The number of formulae you can prepare is reduced by one.  (If you are an impulse mage, the number of formulae that occur to you at the beginning of an encounter is also reduced by one.)

   Benefit: At 1st level, you choose a mental ability score (Charisma, Intelligence, or Wisdom) to use in place of what your class would normally use as its spellshaping ability.  You use this ability score for determining the highest-level formulae that you can learn, and in order to set the save DCs (if any) of formulae that you shape.  For example, an idiosyncratic spellsage who chose to use Charisma as his spellshaping ability modifier would use it in place of his Intelligence score when learning and shaping formulae.
   In addition, if your class has other features that would be modified or determined by what that class normally uses as its spellshaping ability score, those features also use your chosen ability in place of the normal ability score.  However, if your class has features that would be modified or determined by your chosen ability score, those features use the ability that your class would normally use as its spellshaping ability score.
« Last Edit: September 16, 2012, 06:10:25 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

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Alternative Class Feature - Paraelemental Adept
« Reply #2 on: November 11, 2011, 06:23:51 PM »
Paraelemental Adept
While most elemental adepts devote themselves to a single element, some choose to follow a dual path.  Holding a deep connection to a combination of two elements, rather than a single elemental force, these spellshapers become paraelemental adepts, devoting themselves to one of the four paraelemental combinations: ice, magma, ooze, or smoke.

   Class: Elemental Adept
   Level: 1st
   Cost: You do not gain access to the circles normally available to an elemental adept, nor can you choose to devote yourself to one of the four normal elements.

   Benefit: At 1st level, you choose one of the four paraelemental combinations: ice, magma, ooze, or smoke.  You gain access to arcane formulae and spellshape attacks depending on your choice.  You gain access to the Blustering Gale, Perfect Freeze, and Roaring Tide circles if you are devoted to ice, the Crushing Stone, Screeching Roc, and Searing Flame circles if you are devoted to magma, the Crushing Stone, Deteriorating Corrosion, and Roaring Tide circles if you are devoted to ooze, and the Blustering Gale, Devouring Shadow, and Searing Flame circles if you are devoted to smoke.  In addition, you learn the spellshape attacks associated with these circles, and these circles are treated as your elemental circles for the purposes of your class features.
   You also gain the ability to speak (and to read and write) the languages associated with your chosen paraelemental combination: Auran and Aquan if you are devoted to ice, Ignan and Terran if you are devoted to magma, Aquan and Terran if you are devoted to ooze, and Auran and Ignan if you are devoted to smoke.
   In addition, your unusual devotion modifies the benefits of your class features in the following ways.

   Elemental Companion (Ex): Rather than a standard elemental, you gain a paraelemental companion (see Chapter 9).  You gain an ice paraelemental if you are devoted to ice, a magma paraelemental if you are devoted to magma, an ooze paraelemental if you are devoted to ooze, and a smoke paraelemental if you are devoted to smoke.  Your paraelemental companion advances in the same way that a normal elemental companion does, except as noted in the Paraelemental Companions sidebar, below.

   Elemental Incantation (Sp): The set of incantations that you learn is determined by your chosen paraelemental combination.
   Ice: You gain the ability to shape the incantations associated with the Perfect Freeze circle.
   Magma: You gain the ability to shape the incantations associated with the Crushing Stone circle.
   Ooze: You gain the ability to shape the incantations associated with the Deteriorating Corrosion circle.
   Smoke: You gain the ability to shape the incantations associated with the Searing Flame circle.

   Command Elements (Su): You gain the ability to command creatures of multiple subtypes.  If you are devoted to ice, you can turn creatures of the earth or fire subtypes and rebuke creatures of the air, cold, or water subtypes; if you are devoted to magma, you can turn creatures of the air, cold, or water subtypes and rebuke creatures of the earth or fire subtypes; if you are devoted to ooze, you can turn creatures of the air or fire subtypes and rebuke creatures of the earth or water subtypes; and if you are devoted to smoke, you can turn creatures of the earth or water subtypes and rebuke creatures of the air or fire subtypes.

   Sense Elements (Ex): You gain the ability to sense multiple types of creatures or objects, depending on your chosen paraelemental combination.
   Ice: You can sense any creature that is breathing, any creature or object that is touching water, and any creature or object that has the air, cold, or water subtypes.
   Magma: You can sense any creature or object that is in contact with the ground, any creature or object that gives off heat, or any creature that has the earth or fire subtypes.
   Ooze: You can sense any creature or object that is in contact with the ground, any creature or object that is touching water, or any creature that has the earth or water subtypes.
   Smoke: You can sense any creature that is breathing, any creature or object that gives off heat, or any creature that has the air or fire subtypes.

   Elemental Magic (Sp): You gain the ability to use spell-like abilities with descriptors corresponding to your paraelemental combination.  You can use spell-like abilities with the [Air], [Cold], and [Water] descriptors if you are devoted to ice, the [Earth] and [Fire] descriptors if you are devoted to magma, the [Acid], [Earth], and [Water] descriptors if you are devoted to ooze, and the [Air] and [Fire] descriptors if you are devoted to smoke.

   Elemental Adaptation (Ex): The additional benefits granted by each chosen paraelemental combination are as follows.
   Ice: You gain immunity to cold and your base land speed increases by 10 feet.  This benefit stacks with all other speed increases.
   Magma: You gain immunity to fire and a burrow speed of 30 feet (or equal to your base land speed, whichever is lower).
   Ooze: You gain immunity to acid and a swim speed of 30 feet (or equal to your base land speed, whichever is lower).  You also gain the ability to breathe water as easily as you would breathe air.
   Smoke: You gain immunity to fire and a flight speed of 20 feet, with perfect maneuverability.

   Elemental Travel (Sp): You gain the ability to travel through either of the elements that make up your chosen paraelemental combination.  Ice is composed of air and water, magma is composed of earth and fire, ooze is composed of earth and water, and smoke is composed of air and fire.

   Blessing of the Elements (Ex): You gain fast healing 10 only while you are in contact with both of the elements that make up your chosen paraelemental combination.

   Master's Adaptation (Ex): The additional benefits granted by each chosen paraelemental combination are as follows.
   Ice: You gain immunity to acid and your base land speed increases by an additional 10 feet.  This benefit stacks with all other speed increases.
   Magma: You gain immunity to electricity and your burrow speed increases to 60 feet (or twice your base land speed, whichever is lower).
   Ooze: You gain immunity to fire and your swim speed increases to 60 feet (or twice your base land speed, whichever is lower).
   Smoke: You gain immunity to acid and your flight speed increases to 40 feet.


Paraelemental Companions (Sidebar)
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« Last Edit: September 17, 2012, 09:26:32 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Shaman of the Elements
« Reply #3 on: December 29, 2011, 01:45:26 AM »
Shaman of the Elements
Most elemental adepts serve an offensive role, turning their powerful abilities to the purpose of combat.  However, by focusing less on the rigors of combat, an elemental adept can channel some of her power into aiding her allies, rather than harming her foes.

   Class: Elemental Adept
   Level: 1st
   Cost: You do not gain the command elements class feature, nor do you gain the class features that expand upon it (elemental empowerment, elemental magic, call the elements, and wrath of elements).

   Benefit: You add Heal and Survival to your list of class skills as an elemental adept.  In addition, you gain the following class features at the listed class levels.

   Elemental Numena (Su): At 4th level, you gain the ability to project the numena of your chosen elemental circles.  You can only project one numen at a time, and it requires a full-round action to switch between numena.
   At 16th level, you gain the ability to have two numena active at the same time, allowing you to project both of your elemental numena at once.

   Shaman's Touch (Su): Starting at 8th level, you can heal the wounds of living creatures (your own or those of others) by touch.  Each day, you can heal a number of points of damage equal to twice your shaper level x your Charisma modifier.  For example, a 7th-level elemental adept with a Charisma score of 18 (+4 modifier) can heal 56 points of damage.  You can choose to divide your healing among multiple recipients, and you don't have to use it all at once.  Using your shaman's touch is a standard action.  Your shaman's touch has no effect on undead, but it heals twice the normal amount when used on a creature with the elemental subtype of your chosen element.
   Beginning at 12th level, you can choose to spend some of the healing bestowed by your shaman's touch to remove other harmful conditions affecting the target.
   For every 5 points of your healing ability that you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
   For every 10 points of your healing ability that you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
   For every 20 points of your healing ability that you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
   You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points.  For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
« Last Edit: September 16, 2012, 06:09:22 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Weird Spirit
« Reply #4 on: January 30, 2012, 06:33:50 PM »
Weird Spirit
All elemental adepts gain the companionship of a minor elemental, which aids them in battle by fighting at their side.  Some adepts, however, seek advice and insight, rather than simple companionship.  These adepts find themselves favored by elemental weirds, whose spirits accompany them and provide tactical, rather than martial, aid.

   Class: Elemental Adept
   Level: 1st
   Cost: You do not gain an elemental companion.

   Benefit: You gain the companionship of the spirit of an elemental weird, a being of elemental force that provides you with advice, tactical assistance, and training.  The weird spirit is incorporeal, has hit points equal to your own, and is size Fine.  Its AC is equal to 13 + 1/2 your shaper level, and it can fly with perfect maneuverability at a speed of 30 feet.  In addition, your weird spirit has the subtype of your chosen element and is immune to poison, sleep, paralysis, and stunning and is not subject to critical hits or flanking.

   If your weird spirit is destroyed or it somehow moves out of your line of effect, it reappears in your space in 1d6 rounds.  The spirit is the physical manifestation of an elemental weird that resides on the appropriate Elemental Plane.  Destroying a weird spirit's form merely severs its link to the Material Plane for a short time.

   A weird spirit appears as a mote of energy of varying color, depending on your chosen element: air spirits are pale white, earth spirits are green, fire spirits are orange and red, and water spirits are blue.  The spirit uses your senses to see and hear, and communicates with you by telepathy.  Thus it cannot interact with objects and creatures that you cannot see.  Your weird spirit is meant to aid you in combat, not serve as a scout.

   Sometimes, your spirit appears as a spectral image of how the weird actually looks.  This manifestation requires tremendous effort, and your spirit chooses to attempt it only when it must communicate with others under dire circumstances.  When an elemental spirit manifests, it can speak with others as normal.  A weird spirit can appear in this manner for up to 10 minutes per day.  While it manifests, you lose access to your weird spirit and any class features that require it to function.

   If a weird spirit must make a saving throw, it uses your save modifier.  It lacks skill ranks, feats, Hit Dice, and ability score modifiers.

   Spiritual Senses (Ex): At 1st level, your weird spirit grants you Alertness as a bonus feat.  In addition, your weird spirit's watchful nature allows you to reroll an initiative check once per day.  You must choose to use this ability after seeing the result of your initiative check but before learning your place in the initiative order.  You take the better of the two rolls.  You can only reroll an initiative check if you have access to your weird spirit.

   Elemental Might (Su): Starting at 4th level, your weird spirit can enhance the combat abilities of those near it.  Whenever an ally (including yourself) is within 5 feet of your weird spirit, that character gains elemental might.  Elemental might grants a +1 competence bonus on attacks and damage rolls for every four class levels you possess (up to a maximum of +5 at 20th level).

   Spiritual Haste (Ex): When you reach 6th level, you gain an extra initiative reroll from your weird spirit.  In addition, if you use one of your daily initiative rerolls, you can take an extra move action on one of your turns during that encounter.  You can take this move action only if you have access to your weird spirit.

   Bolstering Spirit (Su): At 8th level and higher, your weird spirit helps you maintain control of your mind.  If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it 1 round later at the same DC.  You only get this one extra chance to succeed on your saving throw, and this ability functions only while you have access to your weird spirit.

   Spiritual Wrath (Su): When you reach 10th level, you gain an extra initiative reroll from your weird spirit.  In addition, if you use one of your daily initiative rerolls, the first creature to deal damage to you in that encounter immediately takes half the damage it dealt to you.  This damage is untyped, so damage reduction and resistance or immunity do not apply.  This ability functions only if you have access to your weird spirit.

   Commune with Elements (Sp): Beginning at 12th level, your weird spirit can directly contact the essence of your chosen element, allowing you to ask questions of it.  This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost.  After using this ability, your weird spirit cannot do so again for five days.

   Guardian Spirit (Su): At 14th level and higher, your weird spirit can protect you from attacks on your soul.  As long as you have access to your weird spirit, you are immune to energy drain and negative levels.

   Spiritual Prescience (Su): When you reach 16th level, you gain an extra initiative reroll from your weird spirit.  In addition, if you use one of your daily initiative rerolls, you can have your spirit use its prescient abilities to predict the actions of one creature.  You gain a +5 insight bonus on attack and damage rolls against that creature and a +5 dodge bonus to your AC against its attacks.  These bonuses last for the duration of the encounter.  You can use this ability only if you have access to your weird spirit.

   Protecting Spirit (Su): From 18th level on, your weird spirit completely protects your mind.  As long as you have access to your weird spirit, you gain immunity to the harmful effects of all mind-affecting spells and abilities.

   Elemental Blessing (Su): At 20th level, your weird spirit gains the ability to bless you and your allies with its power.  While you or any of your allies are within 5 feet of your weird spirit, it grants fast healing 10 to those characters.  If an affected character's hit points drop to 0 or fewer while within 30 feet of your spirit, it revives that character at the start of his next turn, allowing him to take his actions as normal.  The character heals an amount of damage equal to twice your class level, though if his hit points are still at -10 or below, he still dies.  Your spirit can use its revive ability once per round, and no more than three times per day.
   Your weird spirit cannot revive creatures whose bodies have been destroyed (such as by a disintegrate spell), nor can it reverse the effects of bodily changes, such as from flesh to stone or baleful polymorph, or other effects that slay a character without dealing damage.
« Last Edit: September 17, 2012, 09:31:21 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”