Author Topic: Elemental Mages  (Read 9031 times)

Offline RobbyPants

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Elemental Mages
« on: November 07, 2011, 08:28:29 PM »
These are still a work in progress (I was testing them in a PbP), but I figured I'd move them over. They're complete enough to get the point across, at least.

Edit:
Actually, it looks like I don't have my most recent version handy. I may have to do digging...
Ha! Found it!
« Last Edit: November 07, 2011, 08:34:23 PM by RobbyPants »
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Offline RobbyPants

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Re: Elemental Mages
« Reply #1 on: November 07, 2011, 08:28:41 PM »
Aeromancer                                                                        
xxx

The Aeromancer   Hit Die: d6
Level   Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
__________________________________________________________________________________
1       +0      +0      +0      +2      Armored mage, Feather Fall, breathless
2       +1      +0      +0      +3      Wind propulsion
3       +1      +1      +1      +3      Fast movement +10 ft
4       +2      +1      +1      +4      Gust of Wind, advanced learning
5       +2      +1      +1      +4      Familiar, elemental body
6       +3      +2      +2      +5   
7       +3      +2      +2      +5      Improved flight
8       +4      +2      +2      +6      Advanced learning   
9       +4      +3      +3      +6      Fast movement +20 ft, Gaseous Form
10      +5      +3      +3      +7      Elemental body
11      +5      +3      +3      +7      Permanent flight
12      +6/+1   +4      +4      +8      Advanced learning   
13      +6/+1   +4      +4      +8      Jaunt
14      +7/+2   +4      +4      +9   
15      +7/+2   +5      +5      +9      Fast movement +30 ft, elemental body
16      +8/+3   +5      +5      +10     Advanced learning   
17      +8/+3   +5      +5      +10   
18      +9/+4   +6      +6      +11   
19      +9/+4   +6      +6      +11   
20      +10/+5  +6      +6      +12     Advanced learning
   

Spells per Day:
0    1st    2nd    3rd    4th    5th    6th    7th    8th    9th
_________________________________________________________________
5    3      —      —      —      —      —      —      —      —
6    4      —      —      —      —      —      —      —      —
6    5      —      —      —      —      —      —      —      —
6    6      3      —      —      —      —      —      —      —
6    6      4      —      —      —      —      —      —      —
6    6      5      3      —      —      —      —      —      —
6    6      6      4      —      —      —      —      —      —
6    6      6      5      3      —      —      —      —      —
6    6      6      6      4      —      —      —      —      —
6    6      6      6      5      3      —      —      —      —
6    6      6      6      6      4      —      —      —      —
6    6      6      6      6      5      3      —      —      —
6    6      6      6      6      6      4      —      —      —
6    6      6      6      6      6      5      3      —      —
6    6      6      6      6      6      6      4      —      —
6    6      6      6      6      6      6      5      3      —
6    6      6      6      6      6      6      6      4      —
6    6      6      6      6      6      6      6      5      3
6    6      6      6      6      6      6      6      6      4
6    6      6      6      6      6      6      6      6      6


Class Skills    (4 + Int modifier per level, x4 at 1st level): Balance, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Profession, Spellcraft, Spot, Tumble.

Class Features
Your class features focus on advancing your connection to the element of air.

Weapon and Armor Proficiency: Aeromancers are proficient with all simple weapons plus the rapier and bows.  Aeromancers are proficient with light armor, but not with shields.

Spells: An aeromancer casts arcane spells which are drawn from the spell list below. She can cast any spell she knows without preparing it ahead of time.  To cast a spell of a given level, the aeromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an aeromancer's spell is 10 + the spell level + the aeromancer's Charisma modifier.

Like other spellcasters, an aeromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Spells per Day table, above. In addition, she receives bonus spells per day if she has a high Charisma score.

Armored Mage (Ex): An aeromancer can cast arcane spells in light armor without risking arcane spell failure.  This only applies to spells granted by the aeromancer class.

Feather Fall (Su): An aeromancer is continually under the effect of a Feather Fall spell.  This ability may be suppressed or reactivated as a swift action at will.

Breathless (Ex): An aeromancer does not need to breathe and is unaffected by inhaled toxins and poisons.

Wind Propulsion (Su): Starting at 2nd level, the aeromancer may imbue a ranged attack with sonic energy.  As a standard action, she makes a ranged attack with a ranged or thrown weapon.  This attack gains a +1 competence bonus to the attack roll per two class levels, and deals an extra 1d6 points of sonic damage, plus 1d6 points per four class levels.  The range increment of the attack is also increased by half its original value.

Fast Movement (Ex): The aeromancer gains a +10 foot enhancement bonus to her base land speed at 3rd level.  The bonus increases to +20 feet at 9th level and +30 feet at 15th level.

Gust of Wind (Sp): An aeromancer can use Gust of Wind as a spell-like ability at will, with a caster level equal to her class level.

Familiar (Ex): At 5th level, the aeromancer can get a small air elemental as a familiar.  The air elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the aeromancer loses no experience if the familiar dies or is dismissed.  A new familiar can be summoned within 24 hours.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, an aeromancer can learn a new spell, adding it permanently to her spell list.  The spell must be from a 9-level spell list with either the [air], [electricity], or [sonic] descriptor and it must be of a level the aeromancer can currently cast.  Once this spell is picked, it cannot be changed.  This spell is treated as an arcane spell, regardless of the list is is normally found on.

Alternately, the aeromancer can pick any reserve feat or metamagic feat for which she meets the prerequisites.

Elemental Body (Ex): At 5th level, the aeromancer’s body begins to take on the traits of an air elemental.  Her appearance changes slightly (such as her hair, eyes, and skin lighten), and she gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison.  She also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits).  This percentage chance does not stack with the Fortification ability.

At 10th level, she gains darkvision with a range of 60 feet, her save bonus increases to +4, and her chance to ignore critical hits increases to 50%.

At 15th level, her type changes to elemental, and she gains all the appropriate traits.

Improved Flight (Ex): At 7th level, the maneuverability of an aeromancer’s flight (natural or magical) is improved by one category, to a maximum of perfect.  In addition, she may add her Fast Movement speed bonus to her flight speed.

Gaseous Form (Sp): At 9th level, the aeromancer can use Gaseous Form as a spell-like ability at will.

Permanent Flight (Su): At 11th level, the aeromancer gains the ability to fly at will.  She may fly as though affected by the Fly spell, and this ability is affected by her Improved Flight ability as normal.

Jaunt (Su): At 13th level, the aeromancer can teleport a distance up to her base land speed plus the bonus granted by her Fast Movement ability as a move action.  She must have line of effect to her destination and she can do this at will.


Aeromancer Spell List

Level 0: Detect Air *, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic

Level 1: Create Sound A, Expeditious Retreat, Lesser Sound Orb SC, Obscuring Mist, Remove Scent SC, Sonic Blast SC,

Level 2: Binding Winds SC, Cloud of Bewilderment SC, Fog Cloud, Ironthunder Horn SC, Levitate, Malevolent Miasma SC, Shatter, Sonic Weapon SC, Swift Fly SC, Whispering Wind

Level 3: Avoid Planar Effects SC, E, Call Lightning, Capricious Zephyr SC, Creaking Cacophony SC, Dispel Magic, Fly, Gaseous Form, Great Thunderclap SC, Resonating Bolt SC, Shattefloor SC, Stinking Cloud, Summon Monster III E, Wind Wall

Level 4: Arc of Lightning SC, Defenestrating Sphere SC, Dimension Door, Eye of the Hurricane SC, Murderous Mist SC, Orb of Sound SC, Shout, Solid Fog, Summon Monster IV E, Wind at Back SC

Level 5: Cacophonic Burst SC, Cacophonic Shield SC, Call Lightning Storm, Cloudkill, Control Winds, Overland Flight, Planar Tolerance SC, E, Plane Shift E, Summon Monster V E, Telekinesis, Teleport, Wind Tunnel SC

Level 6: Acid Fog, Freezing Fog SC, Greater Dispel Magic, Summon Monster VI E, Thunder Field P2

Level 7: Control Weather, Greater Teleport, Storm Tower SC, Summon Monster VII E, Wind Walk

Level 8: Greater Plane Shift SC, E, Greater Shout, Lightning Ring SC, Summon Monster VIII E, Whirlwind

Level 9: Elemental Swarm E, Greater Whirlwind SC, Magic Miasma SC, Storm of Vengeance, Summon Monster IX E, Towering Thunderhead CM

* - New spell described below.
A – as an arcane spell.  Treat as having spent a number of power points up to the caster level.
E – air creatures only, or elemental plane of air only
SC – Spell Compendium
P2 – Player’s Handbook II
CM - Complete Mage


New Aeromancer Spells

Detect Air:
Level 1
As Detect Animals and Plants, except you detect pockets of air and air-breathing creatures in the area, mundane or magical.

1st round
Presence or absence of air and air-breathing creatures.

2nd round
Number of pockets of air in the area.

3rd round
The size of each pocket of air and its nature (safe to breath, toxic, windy magical).  Air-breathing creatures are also detected as well as their size, but their specific type is not discerned.  If it is outside your line of sight, then you discern its direction but not its exact location.
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Offline RobbyPants

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Re: Elemental Mages
« Reply #2 on: November 07, 2011, 08:28:50 PM »
Geomancer

xxx

The Geomancer   Hit Die: d10
Level   Base        Fort  Ref   Will  Special
        Attack      Save  Save  Save
        Bonus
____________________________________________________________________________________
1       +0          +0    +0    +2    Armored mage, close to earth, stonecraft
2       +1          +0    +0    +3    Damage reduction 2/adamantine
3       +2          +1    +1    +3    Stone Enhancement
4       +3          +1    +1    +4    Advanced learning   
5       +3          +1    +1    +4    Familiar, elemental body
6       +4          +2    +2    +5    Damage reduction 4/adamantine
7       +5          +2    +2    +5    Burrow (earth, 10ft)
8       +6/+1       +2    +2    +6    Advanced learning   
9       +6/+1       +3    +3    +6    Adaptive mineral
10      +7/+2       +3    +3    +7    Damage reduction 6/adamantine, elemental body
11      +8/+3       +3    +3    +7    Sudden Stalagmite
12      +9/+4       +4    +4    +8    Advanced learning   
13      +9/+4       +4    +4    +8    Burrow (stone, full speed)
14      +10/+5      +4    +4    +9    Damage reduction 8/adamantine
15      +11/+6/+1   +5    +5    +9    Elemental body
16      +12/+7/+2   +5    +5    +10   Advanced learning   
17      +12/+7/+2   +5    +5    +10   Earth glide
18      +13/+8/+3   +6    +6    +11   Damage reduction 10/adamantine
19      +14/+9/+4   +6    +6    +11  
20      +15/+10/+5  +6    +6    +12   Advanced learning


Spells per Day:
Lvl  1st    2nd    3rd    4th    5th    6th
___________________________________________
1    -      —      —      —      —      —
2    0      —      —      —      —      —
3    1      —      —      —      —      —
4    2      0      —      —      —      —
5    3      1      —      —      —      —
6    3      2      -      —      —      —
7    3      2      0      —      —      —
8    3      3      1      -      —      —
9    3      3      2      -      —      —
10   3      3      2      0      -      —
11   3      3      3      1      -      —
12   3      3      3      2      -      -
13   3      3      3      2      0      -
14   3      3      3      3      1      -
15   4      3      3      3      2      -
16   4      4      3      3      2      0
17   4      4      4      3      3      1
18   4      4      4      4      3      2
19   4      4      4      4      4      3
20   4      4      4      4      4      4


Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Listen, Profession, Search, Spellcraft.

Class Features
Your class features focus on advancing your connection to the element of earth.

Weapon and Armor Proficiency: Geomancers are proficient with all simple weapons plus the light and heavy pick, and with all martial bludgeoning weapons.  Geomancers are proficient with light, medium, and heavy armor, as well as shields (except tower shields).

Spells: A geomancer casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time.  To cast a spell of a given level, the geomancer must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a geomancer's spell is 10 + the spell level + the geomancer's Constitution modifier.

Like other spellcasters, a geomancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Spells per Day table, above. In addition, he receives bonus spells per day if he has a high Constitution score.

Armored Mage (Ex): A geomancer can cast arcane spells in any armor or shield with which he is proficient without risking arcane spell failure.  This only applies to spells granted by the geomancer class.

Close to Earth (Ex): The geomancer is attuned to the earth, and he heals faster when in contact with it.  When standing on solid earth or stone, the geomancer gains fast healing 1.  His fast healing improves by one point per round at 5th level and every five levels thereafter.

A multiclassed geomancer loses this ability unless he has at least four geomancer class levels.  If a multiclassed geomancer later increases his class level to four or higher, he regains this ability.

Stonecraft (Ex): The geomancer gains a +4 competence bonus on all Appraise and Craft checks involving stone (including precious stones) and metal.  In addition, he is treated as having the Trapfinding ability or a rogue for purposes of finding traps made of stone, or set inside of stone (including stone doors, chests, floors, and other such objects).  He may use Knowledge(dungeoneering) in place of Disable Device to remove such traps.

Damage Reduction (Ex): Starting at 2nd level, the geomancer gains damage reduction overcome by adamantine weapons.  At first level, he gains DR 2/adamantine.  This damage reduction improves by two points each four levels thereafter, to a maximum of DR 10/adamantine at 18th level.

Stone Enhancement (Su): Starting at 3rd level, the geomancer can use his magical power to enhance his combat ability.  He may expend a spell slot as a swift action to increase the damage dealt by any melee or ranged weapon made of stone he wields by 1d6 points per spell level of the slot spent.  This damage ignores all damage reduction and any hardness below 20.  These attacks gain a competence bonus to hit equal to the level of the spell slot spent.

These effects last for one minute per spell level of the slot spent.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, a geomancer can learn a new spell, adding it permanently to his spell list.  The spell must be from a 9-level spell list with either the [acid] or [earth] descriptor and it must be of a level the geomancer can currently cast.  Once this spell is picked, it cannot be changed.  This spell is treated as an arcane spell, regardless of the list is is normally found on.

Alternately, the geomancer can pick any reserve feat or fighter feat for which he meets the prerequisites.

Familiar (Ex): At 5th level, the geomancer can get a small earth elemental as a familiar.  The earth elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the geomancer loses no experience if the familiar dies or is dismissed.  A new familiar can be summoned within 24 hours.

Elemental Body (Ex): At 5th level, the geomancer’s body begins to take on the traits of an earth elemental.  His appearance changes slightly (such as his eyes taking on a jeweled appearance or his skin turning brown or grey), and he gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison.  He also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits).  This percentage chance does not stack with the Fortification ability.

At 10th level, he gains darkvision with a range of 60 feet, his save bonus increases to +4, and his chance to ignore critical hits increases to 50%.

At 15th level, his type changes to elemental, and he gains all the appropriate traits.

Burrow (Ex): At 7th level, the geomancer can burrow through soft earth at a speed of ten feet per round.  At 13th level, the geomancer can burrow at his base land speed, and he can burrow though stone, as well.

Adaptive Mineral (Ex): At 9th level, a geomancer may treat any weapon primarily made of stone that he wields as silver, cold iron, and adamantine for purposes of overcoming damage reduction or regeneration.

Sudden Stalagmite (Sp): At 11th level, the geomancer can cast Sudden Stalagmite (See the Spell Compendium) as a spell-like ability, at will.

Earth Glide (Ex): At 17th level, the geomancer can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A Move Earth spell cast on an area containing a burrowing geomancer flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.


Geomancer Spell List

Level 0: Detect Earth *, Detect Magic, Hail of Stone SC *, Mending, Prestidigitation, Read Magic, Resistance, Virtue

Level 1: Fist of Stone SC, Foundation of Stone SC, Ironguts SC, Magic Stone, Sandblast SC, Shield

Level 2: Bear’s Endurance, Bull’s Strength, Chill Metal, Earthbind SC, Earthfast SC, Earthen Grace SC, Earthen Grasp SC, Earth Lock SC, Heat Metal, Protection from Arrows, Soften Earth and Stone

Level 3: Avoid Planar Effects SC, E, Bands of Steel SC, Dispel Magic, Earthbolt CA, Eradicate Earth SC, Giant’s Wrath SC, Meld into Stone, Shatterfloor SC, Spike Growth, Stone Shape, Summon Monster III E, Tremorsense SC

Level 4: Metal Melt SC, Stoneskin, Stone Sphere SC, Sudden Stalagmite SC, Summon Monster IV E, Wall of Sand SC

Level 5: Earth Reaver SC, Indomitablity SC, Lesser Ironguard SC, Passwall, Planar Tolerance SC,E, Plane Shift E, Summon Monster V E, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Xorn Movement SC

Level 6: Flesh to Stone, Genjump SC, Greater Dispel Magic, Move Earth, Stone Body SC, Stone Tell, Stone to Flesh, Summon Monster VI E, Tunnel Swallow SC, Wall of Gears SC, Wall of Iron

* - New/modified spell described below.
E – earth creatures only, or elemental plane of earth only
SC – Spell Compendium
CA – Complete Arcane
P2 – Player’s Handbook II



New Geomancer Spells

Detect Earth:
Level 1
As Detect Animals and Plants, except you detect stone, metals, and minerals in the area, mundane or magical.

1st round
Presence or absence of unworked stone, metal, and minerals.

2nd round
Number of deposits or objects detected in the area.

3rd round
The size of each deposit or object and its nature (type of metal, mineral, or stone, as well as if it’s enchanted).  If it is outside your line of sight, then you discern its direction but not its exact location.


Hail of Stone:
Level 0
Increase damage to 1d6 per caster level.
« Last Edit: November 07, 2011, 08:32:38 PM by RobbyPants »
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Offline RobbyPants

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Re: Elemental Mages
« Reply #3 on: November 07, 2011, 08:28:56 PM »
Hydromancer

xxx

The Hydromancer   Hit Die: d6
Level   Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
___________________________________________________________________________
1       +0      +0      +0      +2      Armored mage, aquatic, Water Jet
2       +1      +0      +0      +3      Water walk, quench
3       +1      +1      +1      +3      Water of Vitality
4       +2      +1      +1      +4      Advanced learning   
5       +2      +1      +1      +4      Familiar, elemental body
6       +3      +2      +2      +5   
7       +3      +2      +2      +5      Water resilience
8       +4      +2      +2      +6      Advanced learning   
9       +4      +3      +3      +6      Numbing cold
10      +5      +3      +3      +7      Elemental body
11      +5      +3      +3      +7      Noxious acid
12      +6/+1   +4      +4      +8      Advanced learning   
13      +6/+1   +4      +4      +8      Control Water
14      +7/+2   +4      +4      +9   
15      +7/+2   +5      +5      +9      Elemental body
16      +8/+3   +5      +5      +10     Advanced learning   
17      +8/+3   +5      +5      +10   
18      +9/+4   +6      +6      +11   
19      +9/+4   +6      +6      +11   
20      +10/+5  +6      +6      +12     Advanced learning
   

Spells per Day:
0    1st    2nd    3rd    4th    5th    6th    7th    8th    9th
_________________________________________________________________
5    3      —      —      —      —      —      —      —      —
6    4      —      —      —      —      —      —      —      —
6    5      —      —      —      —      —      —      —      —
6    6      3      —      —      —      —      —      —      —
6    6      4      —      —      —      —      —      —      —
6    6      5      3      —      —      —      —      —      —
6    6      6      4      —      —      —      —      —      —
6    6      6      5      3      —      —      —      —      —
6    6      6      6      4      —      —      —      —      —
6    6      6      6      5      3      —      —      —      —
6    6      6      6      6      4      —      —      —      —
6    6      6      6      6      5      3      —      —      —
6    6      6      6      6      6      4      —      —      —
6    6      6      6      6      6      5      3      —      —
6    6      6      6      6      6      6      4      —      —
6    6      6      6      6      6      6      5      3      —
6    6      6      6      6      6      6      6      4      —
6    6      6      6      6      6      6      6      5      3
6    6      6      6      6      6      6      6      6      4
6    6      6      6      6      6      6      6      6      6


Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (the planes), Listen, Profession, Spellcraft, Survival, Swim.

Class Features
Your class features focus on advancing your connection to the element of water.

Weapon and Armor Proficiency: Hydromancers are proficient with all simple weapons plus the trident, hand crossbow, repeating crossbow, and net.  Hydromancers are proficient with light armor, but not with shields.

Spells: A hydromancer casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time.  To cast a spell of a given level, the hydromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hydromancer's spell is 10 + the spell level + the hydromancer's Charisma modifier.

Like other spellcasters, a hydromancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Spells per Day table, above. In addition, he receives bonus spells per day if he has a high Charisma score.

Armored Mage (Ex): A hydromancer can cast arcane spells in light armor without risking arcane spell failure.  This only applies to spells granted by the hydromancer class.

Aquatic (Ex): The hydromancer gains the aquatic subtype, but is also amphibious, able to breathe both above and below water.  He gains a swim speed equal to his base land speed and may take 10 on swim checks even when distracted.  He may use the run action or charge while swimming so long as it is in a straight line.

Water Jet (Sp): The hydromancer can use the Water Jet spell (new spell, see below) as a spell-like ability at will.

Water Walk (Ex): A hydromancer can walk on liquid surfaces as easily as he can walk on land, although he must move at least ten feet each round or sink into the liquid.  The hydromancer cannot move faster than his base land speed while using this ability, although he may take a double move action.

Quench (Su): A hydromancer never needs to risk catching on fire.  Any mundane or magical effect which would catch him on fire automatically fails and has no effect.  This ability has no effect on fires that deal damage regardless of catching the hydromancer on fire, such as a Fireball, a Flaming weapon, or standing in flames.

Water of Vitality (Su): At 3rd level, the hydromancer’s natural healing increases to a rapid pace so long as he is hydrated.  If he is below half his maximum hit points and is properly hydrated (has had enough water to drink for the day, if applicable), he gains fast healing equal to half his class level.

If he stands at least waist-deep in water, he gains the same fast healing, regardless of whether or not he is below half his maximum hit points.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, a hydromancer can learn a new spell, adding it permanently to his spell list.  The spell must be from a 9-level spell list with either the [acid], [cold] or [water] descriptor and it must be of a level the hydromancer can currently cast.  Once this spell is picked, it cannot be changed.  This spell is treated as an arcane spell, regardless of the list is is normally found on.

Alternately, the hydromancer can pick any reserve feat or metamagic feat for which he meets the prerequisites.

Familiar (Ex): At 5th level, the hydromancer can get a small water elemental as a familiar.  The water elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the hydromancer loses no experience if the familiar dies or is dismissed.  A new familiar can be summoned within 24 hours.

Elemental Body (Ex): At 5th level, the hydromancer’s body begins to take on the traits of a water elemental.  His appearance changes slightly (such as his hair, eyes, or skin turn blue or green, or his skin becomes cool to the touch), and he gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison.  He also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits).  This percentage chance does not stack with the Fortification ability.

At 10th level, he gains darkvision with a range of 60 feet, his save bonus increases to +4, and his chance to ignore critical hits increases to 50%.

At 15th level, his type changes to elemental, and he gains all the appropriate traits.

Water resilience (Ex): At 7th level, the hydromancer becomes increasingly resilient to different forms of water.  He gains acid and cold resistance equal to his class level.  He is also able to walk across ice at full speed without having to make balance checks.

Numbing Cold (Su): At 9th level, anyone who takes cold damage from a spell cast by the hydromancer must succeed on a Fortitude save (DC 10 + ½ the hydromancer’s class level + the hydromancer’s Charisma modifier) or suffer a penalty to their Strength equal to half the hydromancer’s class level for one round.  This penalty cannot reduce a creature’s effective Strength below 1.  Creatures immune to ability drain or damage are unaffected by this ability.

Noxious Acid (Su): At 11th level, anyone who takes acid damage from a spell cast by the hydromancer must succeed on a Fortitude save (DC 10 + ½ the hydromancer’s class level + the hydromancer’s Charisma modifier) or be nauseated for one round.  On a successful save, the creature is sickened for one round instead.

Control Water (Sp): At 13th level, the hydromancer can use Control Water as a spell-like ability at will.


Hydromancer Spell List

Level 0: Create Water, Detect Magic, Detect Poison, Detect Water *, Prestidigitation, Purify Food and Drink, Read Magic

Level 1: Animate Water SC, Ice Dagger SC, Ice Patch *, Lesser Orb of Acid SC, Lesser Vigor SC, Obscuring Mist, Snowshoes SC, Water Jet *, Wings of the Sea SC, Winter Chill SC

Level 2: Creeping Cold SC, Fog Cloud, Frost Breath SC, Ice Knife SC, Inky Cloud SC, Lesser Restoration, Swim SC, Winter’s Embrace SC

Level 3: Avoid Planar Effects SC, E, Dehydrate SC, Dispel Magic, Icelance SC, Rust Ray SC, Sink SC, Sleet Storm, Summon Monster III E, Vigor SC, Water Breathing

Level 4: Blight, Eye of the Hurricane SC, Greater Creeping Cold SC, Ice Storm, Mass Swim SC, Orb of Acid SC, Raise from the Deep SC, Restoration, Rusting Grasp, Solid Fog, Summon Monster IV E, Wall of Ice, Wall of Water SC

Level 5: Acid Sheath SC, Cloak of the Sea SC, Cone of Cold, Fireward SC, Greater Vigor SC, Ice Flowers SC, Panacea SC, Planar Tolerance SC,E, Plane Shift E, Revivify SC, Summon Monster V E, Swap Stride SC

Level 6: Acid Fog, Control Water, Drown SC, Extract Water Elemental SC, Freezing Sphere, Greater Dispel Magic, Summon Monster VI E, Tidal Surge SC

Level 7: Blood to Water SC, Greater Restoration, Ice Claw SC, Regenerate, Resurrection, Submerge Ship SC, Summon Monster VII E, Swamp Lung SC, Waterspout SC

Level 8: Field of Icy Razors SC, Greater Plane Shift SC, E, Horrid Wilting, Maelstrom SC, Polar Ray, Red Tide SC, Summon Monster VIII E

Level 9: Elemental Swarm E, Mass Drown SC, Obedient Avalanche SC, Storm of Vengeance, Summon Monster IX E, True Resurrection, Tsunami SC

* - New spell described below.
E – water creatures only, or elemental plane of water only
SC – Spell Compendium



New Hydromancer Spells

Detect Water:
Level 1
As Detect Animals and Plants, except you detect water in the area, mundane or magical.

1st round
Presence or absence of water or water-based liquids.

2nd round
Number of bodies of water or water-based liquids in the area.

3rd round
The size of each body and its nature (weather it is pure, safe to drink, freshwater, saltwater, or enchanted, such as potions and holy water).  Creatures with blood are also detected, as well as their size, but their type is not discerned.  If it is outside your line of sight, then you discern its direction but not its exact location.

Ice Patch:
Level 1
As Grease, but the spell creates a patch of ice instead.  The ice melts in any section of the area or object that takes at least one point of fire damage, ending the effect for that area or object.  An object surrounded by ice becomes buoyant and floats in water.

Water Jet
Level 1
Area: 30’ line
Save: Reflex half
This spell shoots a jet of water in the area, dealing 1d6 points of non-lethal damage per caster level to all affected.  A successful Reflex save halves the damage.  Any small or smaller non-magical fires in the area are extinguished.
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Offline RobbyPants

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Re: Elemental Mages
« Reply #4 on: November 07, 2011, 08:29:03 PM »
Pyromancer

Passionate and terrifying, pyromancers wield the raw power of fire.  Pyromancers are not just fire mages: they’re true lords of flame.  A pyromancer’s mastery of fire allows her to pierce the toughest resistances, while leaving her unscathed by the flame’s cruel touch.  While learning to bend fire to her will, the pyromancer also learns to harness similar aspects of the fire, such as smoke, heat, and ash.  She destroys her foes while walking on wisps of smoke, hurling bolts of fire from above, raining burning ash, and creating clouds of toxic smoke.  Few dare stand up to her.

The Pyromancer   Hit Die: d6
Level   Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
____________________________________________________________________________________
1       +0      +0      +0      +2      Armored mage, resist fire, Produce Flame
2       +1      +0      +0      +3      Smoke, breathe smoke
3       +1      +1      +1      +3      Pierce resistance
4       +2      +1      +1      +4      Advanced learning   
5       +2      +1      +1      +4      Familiar, elemental body
6       +3      +2      +2      +5   
7       +3      +2      +2      +5      Lingering flames
8       +4      +2      +2      +6      Advanced learning      
9       +4      +3      +3      +6      Thick smoke
10      +5      +3      +3      +7      Resist fire (immune), elemental body
11      +5      +3      +3      +7      Rise of the Phoenix
12      +6/+1   +4      +4      +8      Advanced learning      
13      +6/+1   +4      +4      +8      Cloud of smoke
14      +7/+2   +4      +4      +9   
15      +7/+2   +5      +5      +9      Pierce resistance (immune), elemental body
16      +8/+3   +5      +5      +10     Advanced learning      
17      +8/+3   +5      +5      +10     Incendiary smoke
18      +9/+4   +6      +6      +11   
19      +9/+4   +6      +6      +11   
20      +10/+5  +6      +6      +12     Advanced learning
   

Spells per Day:
0    1st    2nd    3rd    4th    5th    6th    7th    8th    9th
_________________________________________________________________
5    3      —      —      —      —      —      —      —      —
6    4      —      —      —      —      —      —      —      —
6    5      —      —      —      —      —      —      —      —
6    6      3      —      —      —      —      —      —      —
6    6      4      —      —      —      —      —      —      —
6    6      5      3      —      —      —      —      —      —
6    6      6      4      —      —      —      —      —      —
6    6      6      5      3      —      —      —      —      —
6    6      6      6      4      —      —      —      —      —
6    6      6      6      5      3      —      —      —      —
6    6      6      6      6      4      —      —      —      —
6    6      6      6      6      5      3      —      —      —
6    6      6      6      6      6      4      —      —      —
6    6      6      6      6      6      5      3      —      —
6    6      6      6      6      6      6      4      —      —
6    6      6      6      6      6      6      5      3      —
6    6      6      6      6      6      6      6      4      —
6    6      6      6      6      6      6      6      5      3
6    6      6      6      6      6      6      6      6      4
6    6      6      6      6      6      6      6      6      6


Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Perform, Profession, Spellcraft, Tumble.

Class Features
Your class features focus on advancing your connection to the element of fire.

Weapon and Armor Proficiency: Pyromancers are proficient with all simple weapons plus the scimitar and falchion.  Pyromancers are proficient with light armor, but not with shields.

Spells: A pyromancer casts arcane spells which are drawn from the spell list below. She can cast any spell she knows without preparing it ahead of time.  To cast a spell of a given level, the pyromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pyromancer's spell is 10 + the spell level + the pyromancer's Charisma modifier.

Like other spellcasters, a pyromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Spells per Day table, above. In addition, she receives bonus spells per day if she has a high Charisma score.

Armored Mage (Ex): A pyromancer can cast arcane spells in light armor without risking arcane spell failure.  This only applies to spells granted by the pyromancer class.

Produce Flame (Sp): A pyromancer can use Produce Flame as a spell-like ability at will, with a caster level equal to her class level.  Attacks made with this ability do not reduce its duration.

Resist Fire (Ex): A pyromancer has an innate ability to resist fire.  She gains two points of fire resistance per class level.  At 10th level, she gains fire immunity.

Smoke (Su): At 2nd level, a pyromancer can create a cloud of smoke in a 5-foot square anytime she casts a spell with the fire descriptor.  This cloud of smoke can occupy any square in the spell’s area (if any) or the square of the target.

This smoke lasts for one round and obscures vision.  Anyone attacking into or from within the smoke has 20% concealment.  In addition, anyone in or passing through the smoke must succeed a Fortitude save (DC 10 + ½ the pyromancer class level + the pyromancer’s Charisma modifier) or be sickened for one round.

Breathe Smoke (Ex): The pyromancer is immune to any negative effects caused by smoke, mundane or magical.  She may also see clearly though smoke and is not affected by concealment caused by it.

Pierce Resistance (Su): As a pyromancer gains power, she is able to create fire so hot as to bypass the resistance of other creatures.  At 3rd level, a pyromancer can ignore a number of points of fire resistance equal to her class level.  So a 5th level pyromancer would treat fire resistance 10 as 5, and would ignore fire resistance 5 or lower completely.

At 15th level, the pyromancer may treat any creature with fire immunity as having fire resistance of 25 instead.  This combines with the pyromancer’s ability to lower fire resistance, so a 15th level pyromancer would ultimately treat fire immunity as fire resistance 10.

This ability does not affect the pyromancer’s own fire resistance or the immunity of her familiar or summoned elementals.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, a pyromancer can learn a new spell, adding it permanently to her spell list.  The spell must be from a 9-level spell list with either the [fire] or [light] descriptor and it must be of a level the pyromancer can currently cast.  Once this spell is picked, it cannot be changed.  This spell is treated as an arcane spell, regardless of the list is is normally found on.

Alternately, the pyromancer can pick any reserve feat or metamagic feat for which she meets the prerequisites.

Familiar (Ex): At 5th level, the pyromancer can get a small fire elemental as a familiar.  The fire elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the pyromancer loses no experience if the familiar dies or is dismissed.  A new familiar can be summoned within 24 hours.

Elemental Body (Ex): At 5th level, the pyromancer’s body begins to take on the traits of a fire elemental.  Her appearance changes slightly (such as her hair or eyes turn yellow, orange, or red, or her skin becomes warm to the touch), and she gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison.  She also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits).  This percentage chance does not stack with the Fortification ability.

At 10th level, she gains darkvision with a range of 60 feet, her save bonus increases to +4, and her chance to ignore critical hits increases to 50%.

At 15th level, her type changes to elemental, and she gains all the appropriate traits.

Lingering Flames (Su): At 7th level, anytime the pyromancer casts a spell with the fire descriptor and an instantaneous duration, she may concentrate to keep the spell active.  On the round after she casts the spell, the pyromancer may spend a standard action to concentrate on the spell, and it is effectively cast a second time without expending an additional spell slot.  The spell must target the same area or target, otherwise the attempt fails.

She may continue to activate this ability each round thereafter, and may use it a number of rounds on any given spell equal to one third her class level.  So a 7th level pyromancer could concentrate on continuing the spell for two rounds, and she could concentrate for three rounds at 9th level.

This ability follows the normal rules for concentrating on a spell if the pyromancer is damaged during this time.

Thick Smoke (Su): This ability functions exactly as the Smoke ability, except that the cloud of smoke grants full concealment (50%), and if the target fails their Fortitude save, they are nauseated.  The target is sickened even on a successful save.

Rise of the Phoenix (Su): When the pyromancer has reached 11th level, once per day, if she is killed, she immolates herself and rises anew from the ashes.  The moment the pyromancer is killed, she, and all of her possessions are consumed in fire and reduced to ash.  Anyone in her space takes 1d6 points of fire damage per class level, and anyone adjacent takes half this amount.  A successful Reflex save (DC 10 + ½ the pyromancer class level + the pyromancer’s Charisma modifier) halves the damage.  Spell resistance does not apply to this damage.

Two rounds later, the pyromancer rises from the ashes in the same location, with all of the gear she had at the moment of her death.  Her current hit points are raised to one half her maximum hit points, and any negative status effects, poisons, or diseases are removed.  If her space is occupied, she raises in the nearest unoccupied space.

This ability functions once per day, and always works the first time the pyromancer is killed in any day, without any conscious effort on her part.  This ability does not work if her body is wholly destroyed.

Cloud of Smoke (Su):  At 13th level, the pyromancer may fill the entire area of a spell she casts with the fire descriptor with smoke.  This smoke is treated either as the Smoke ability or Thick Smoke ability (chosen at the time the spell is cast), and lasts a number of rounds equal to her class level.

Incendiary Smoke (Su):  This ability functions exactly like Cloud of Smoke, and in addition, the smoke deals 4d6 points of fire damage to anyone inside.  This damage is dealt when the spell is cast and at the beginning of the pyromancer’s turn.  A creature that passes through the smoke and doesn’t begin or end their turn in the area also takes 4d6 points of fire damage.


Pyromancer Spell List

Level 0: Dancing Lights, Detect Fire *, Detect Magic, Flare, Light, Prestidigitation, Read Magic

Level 1: Animate Fire SC, Burning Hands, Control Flames A, Endure Elements, Faerie Fire, Lesser Orb of Fire SC, Produce Flame, Raging Flame SC, Slow Burn SC, Smoke Ladder CA, Wall of Smoke SC

Level 2: Combust SC, Continual Flame, Fireburst SC, Fire Trap, Flaming Sphere, Flashburst SC, Heat Metal, Pyrotechnics, Scorching Ray

Level 3: Avoid Planar Effects SC, E, Daylight, Dispel Magic, Energy Retort A, E, Fireball, Firesight *, Fire Wings SC, Flame Arrow, Stinking Cloud, Summon Monster III E

Level 4: Blast of Flame SC, Fire Shield (Warm Shield), Fire Stride SC, Flame Strike, Flame Whips SC, Orb of Fire SC, Summon Monster IV E, Wall of Fire

Level 5: Cloudkill, Fiery Discorporation A, Firebrant SC, Greater Firebusrt SC, Mass Fire Shield (Warm Shield) SC, Permanency, Planar Tolerance SC,E, Plane Shift E, Summon Monster V E

Level 6: Fire Seeds, Fire Spiders SC, Greater Dispel Magic, Summon Monster VI E, Transport via Fire *

Level 7: Delayed Blast Fireball, Fire Storm, Summon Monster VII E

Level 8: Deadly Lahar CM, Greater Plane Shift SC, E, Incendiary Cloud, Summon Monster VIII E

Level 9: Elemental Swarm E, Internal Fire CA, Summon Monster IX E

* - New spell described below.
A – as an arcane spell.  Treat as having spent a number of power points up to the caster level.
E – fire energy type only, fire creatures only, or elemental plane of fire only
SC – Spell Compendium
CA – Complete Arcane
CM – Complete Mage



New Pyromancer Spells

Detect Fire:
Level 1
As Detect Animals and Plants, except you detect fires in the area, mundane or magical.

1st round
Presence or absence of fire.

2nd round
Number of fires in the area.

3rd round
The size of each fire and its nature (mundane or magical).  If it is outside your line of sight, then you discern its direction but not its exact location.


Firesight:
Level 3
As Clairaudience/Clairvoyance, except the sensor must be place in a flame within the spell’s range.  If you target a general area, the sensor is placed in the nearest flame within range with line of affect to the targeted area.  If no flames are available, the spell fails.


Transport via Fire:
Level 6
As Transport via Plants, except you enter into and exit from a fire of your size or larger.

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Offline RobbyPants

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Re: Elemental Mages
« Reply #5 on: November 07, 2011, 08:34:00 PM »
Because I'm lazy, I'll post the modifications to the spell list here. If this gets finalized, I'll copy-paste them into the original post:


Modified spell list and spells:


Aeromancer

Level 0:
Sonic Blast

Level 1:
Call Lightning*, Lightning Bolt

Level 2:
Arc of Lightning, Cacophonic Burst, Call Lightning Storm*, Chain Lightning, Resonating Bolt, Shatterfloor

Level 3:
Defenestrating Sphere, Orb of Sound


Level 5:
Lightning Ring


Call Lightning/Call Lightning Storm
Firing additional bolts beyond the first is a swift action.  You can only fire one bolt per round.  Bolts do 1d6 damage per caster level, capped at 3d6 for Call Lightning and 5d6 for Call Lightning Storm (or d10s in the proper conditions).



Geomancer

Level 0:
Hail of Stone


Level 2:
Shatterfloor




Hydromancer

Level 0:
Ice Dagger

Level 1:
Ice Knife*


Level 3:
Icelance*, Orb of Acid


Ice Knife
Medium range, 1d8 damage per odd CL (capped at 5d8), Dex penalty and not damage.


Icelance
Increase damage to 1d6 per caster level, cap 15d6.


Pyromancer

Level 0:
Burning Hands

Level 1:
Fireball, Fireburst

Level 2:
Blast of Flame, Flaming Sphere*

Level 3:
Delayed Blast Fireball, Firebrand, Greater Firebusrt, Orb of Fire, Wall of Fire

Level 4:
Flame Whips*


Level 6:
Fire Spiders*


Level 8:
Meteor Swarm


Fire Spiders
Increase damage to 6d6.  Redirecting spiders is a swift action instead of a move action.

Flame Whips
Increase damage to 1d6 per caster level, capped at 15d6.

Flaming Sphere
Increase damage to half caster level, round up, capped at 5d6.  Redirect sphere is a swift action instead of a move action.
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Offline veekie

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Re: Elemental Mages
« Reply #6 on: November 08, 2011, 09:55:01 AM »
Hmm, could use some nice fluffy chunks...
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Offline Garryl

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Re: Elemental Mages
« Reply #7 on: November 08, 2011, 11:01:48 PM »
Geomancer is missing its 0-level spells per day.

Offline RobbyPants

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Re: Elemental Mages
« Reply #8 on: November 09, 2011, 09:29:05 AM »
Geomancer is missing its 0-level spells per day.
Oh, that's right. Actually, the other three classes have superfluous  0-level spell info. I forgot that at the time of that geomancer revision, I was testing an at-will 0-level spell idea.

When I get some time, I need to clean up those posts. I'd messed around with lowering the spell level of some blasting spells to see how the classes would fair.

I may rework these at a later date. I'm currently working on some house rules that basically beef up blasting (particularly Evocation blasting) rather than lowering the level.
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Offline DonQuixote

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Re: Elemental Mages
« Reply #9 on: November 09, 2011, 01:48:36 PM »
I feel like the Pyromancer ought to get a spell version of the control flames power, but that's just me.
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Offline altpersona

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Re: Elemental Mages
« Reply #10 on: November 09, 2011, 02:07:09 PM »
whats with 'armored mage'  ?
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Offline RobbyPants

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Re: Elemental Mages
« Reply #11 on: November 09, 2011, 02:07:28 PM »
I feel like the Pyromancer ought to get a spell version of the control flames power, but that's just me.
They do, actually. It's just really buried in there with little explanation:

Level 1: Animate Fire SC, Burning Hands, Control Flames A, Endure Elements, Faerie Fire, Lesser Orb of Fire SC, Produce Flame, Raging Flame SC, Slow Burn SC, Smoke Ladder CA, Wall of Smoke SC

...

A – as an arcane spell.  Treat as having spent a number of power points up to the caster level.

The idea is it's considered to have a full augment equal to Caster Level. Perhaps I could clarify that better than throwing it in the spell list and adding a footnote.
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Offline RobbyPants

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Re: Elemental Mages
« Reply #12 on: November 09, 2011, 02:09:31 PM »
whats with 'armored mage'  ?
What do you mean? For everyone other than the Geomancer, it should behave the same way as in classes like the Beguiler. With the Geomancer, it's any armor with which they're proficient (they're supposed to by more tanky).
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Offline altpersona

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Re: Elemental Mages
« Reply #13 on: November 09, 2011, 03:00:25 PM »
i mean why do they all have it?

something innate in elemental specialization?
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Offline RobbyPants

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Re: Elemental Mages
« Reply #14 on: November 09, 2011, 03:23:23 PM »
i mean why do they all have it?

something innate in elemental specialization?
I was setting these up to be clones of the Beguiler, Warmage, and Dread Necromancer. They all have it.

The idea was to give them all an identical chassis, and I was going to make half a dozen or more themed casters like that. The Geomancer ended up getting a stronger chassis and fewer spells as I tested things out, though.

So, sort answer: precedence.
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Offline altpersona

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Re: Elemental Mages
« Reply #15 on: November 09, 2011, 03:33:56 PM »
ah, i didnt recognize your bases.

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Offline Garryl

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Re: Elemental Mages
« Reply #16 on: November 09, 2011, 07:43:55 PM »
Geomancer is missing its 0-level spells per day.
Oh, that's right. Actually, the other three classes have superfluous  0-level spell info. I forgot that at the time of that geomancer revision, I was testing an at-will 0-level spell idea.

When I get some time, I need to clean up those posts. I'd messed around with lowering the spell level of some blasting spells to see how the classes would fair.

I may rework these at a later date. I'm currently working on some house rules that basically beef up blasting (particularly Evocation blasting) rather than lowering the level.

Speaking of which, how's that test game going these days?

Offline RobbyPants

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Re: Elemental Mages
« Reply #17 on: November 09, 2011, 09:05:15 PM »
Speaking of which, how's that test game going these days?
I decided not to continue it here. A couple of the guys were getting busy, and I've been working on another project. There's a good chance these will get wrapped up into that mostly intact.

We really only tested levels 2 and 4, and just started at level 6. Outsiders proved to be difficult (SR, high energy resistances/immunities, material-based DR, and SLAs of their own). The four classes together could hold together fairly well.
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Offline veekie

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Re: Elemental Mages
« Reply #18 on: November 10, 2011, 10:42:46 AM »
Outsiders were indeed going to be pretty hard for these guys to handle.

Robby, planning to make fluff for the classes?
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Offline RobbyPants

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Re: Elemental Mages
« Reply #19 on: November 10, 2011, 11:14:15 AM »
Outsiders were indeed going to be pretty hard for these guys to handle.

Robby, planning to make fluff for the classes?
You mean replacing all of those xxx's in the description? I should work on that. I might wrap it up in my current project.
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