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Posted: Thu May 04, 2006 4:23 pm
Elmental Guider
In touch with the elements of lore, fire, earth, water, and wind, these oracles of the elements try to flourish the world back to the state it once was.
Adventures: Usually an Elemental Guider tries to spread the history of the world he/she resides on and tries to set the world back in balance, along with helping individuals who are in need of assistance.
Alignment: All Elemental Guider's mission is to balance the world's elements for the good of the creatures that live on it, an Elemental Guider therefore must be Lawful or Neutral Good, any Elemental Guider that strays from these paths lose all Elemental Guider abilities and cannot proceed forward in levels as one.
Religion: Elemental Guiders almost never have a religon but if they do it's usually Ehlonna.
Background: Some say Elemental Guiders are the direct children of the world itself, they draw their strength from the elements of the world and are usually quiet, and tend to stay away from large crowds of individuals.
Races: Elemental Guiders are born as any race, usually they are born in human form but have been known to take form of other races as well.
Role: The Elemental Guider usually can be an offensive or defensive caster but is almost never a melee comabantant unless it's a last resort.
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Posted: Thu May 04, 2006 4:35 pm
Abilities: Wisdom is used to determine how many elemental spells a Elemental Glider can cast per day, how many he/she knows, and also determines the power of its elemental channel abilities. Dexterity and Constitution are also important for the EGs defense and ability to survive in battle. Alignment: Lawful or Neutral good. Hit Die: d4
Skills: Appraise, Concentration, Craft, Decipher Script, Disguise, Handle Animal, Knowledge (history), Knowledge (geography), Knowledge (elementals), Listen, Spot, and Survival. Skill Points: 1st level- (2+ Int modifier)x4, after 1st- 2+ Int modifier
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Posted: Thu May 04, 2006 5:02 pm
Lvl BAB Fort/Ref/Will 1st +0 +0/+0/+2 2nd +1 +0/+0/+3 3rd +1 +1/+1/+3 4th +2 +1/+1/+4 5th +2 +1/+1/+4 6th +3 +2/+2/+5 7th +3 +2/+2/+5 8th +4 +2/+2/+6 9th +4 +3/+3/+6 10th +5 +3/+3/+7 11th +5 +3/+3/+7 12th +6/+1 +4/+4/+8 13th +6/+1 +4/+4/+8 14th +7/+2 +4/+4/+9 15th +7/+2 +5/+5/+9 16th +8/+3 +5/+5/+10 17th +8/+3 +5/+5/+10 18th +9/+4 +6/+6/+11 19th +9/+4 +6/+6/+11 20th +10/+5 +6/+6/+12
Special Abilities: Weapon and Armor profiencency: elemental gliders gain profiency with all simple weapons and all light armor (however armor doesn't interfere with it's casting of spells)
Connection- At 1st Level the EG gains a connection to the planet that grants it 10 connection points (much like psionic power points)
Yin and Yang- An EG seeks to balance his/herself in the ways of the elements, at 1st level this allows the EG to pick one Yin element and one Yang element for spellcasting, a Yin element gives spells of that element +1 to their DC and gives the caster one bonus spell in that element, Yang gives a spell of that element a -1 penalty to their DC and the caster has a limit of to the amount of spells they can pick from that element (caster level-1)
Earthhearing- at 10th level the EG gains the ability to hear cries by the earth, he/she may gain one extra bonus spell that day in their Yin element by succeding at a Listen check and a knowledge (elements), both a DC of 15+ the level of the spell desired (may not learn a spell of a level not able to cast yet)
Total Fusion- By 20th level an EG has become one with the earth and has become fused with all elements of the world, he/she now loses the Yang penalty gained at first level from the Yin-Yang ability.
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Posted: Thu May 04, 2006 5:17 pm
Spells: Spell DCs (10+Wis Modifier+ Spell lvl)
Connection Points: 10+(levelx6)+Wis mod
Spells Known: 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 4 1 4 2 5 2 1 5 2 2 5 3 3 1 5 3 3 2 6 4 3 2 1 6 4 4 2 2 6 4 4 3 2 6 5 5 4 2 7 5 5 4 3 1 7 5 5 4 4 2 7 5 5 4 4 3 7 5 5 4 4 3 1 8 6 6 5 5 3 2 8 6 6 5 5 4 2 1 8 6 6 5 5 4 3 2 1 8 6 6 5 5 4 3 3 2 8 6 6 5 5 4 3 3 3
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Posted: Thu May 04, 2006 5:21 pm
Earth Spells (CP= Connection Points) 1st level- Light heal- Heal 1d4+Wis mod of HP to one ally(2 CP) Stone barrage- deals 1d4+ 1d4 per 5 extra CP spent (max 5d4) (3 CP) Dustdevil- target must make a reflex save or lose his/her next action (5CP) Stone sword- Give one ally +1 to attacks and damage for 1d6 rounds (6CP) Rock Defense- Raise AC by 2+1 for every 2 CP spent (max AC bonus 4) (5CP) Pebble Rain- Damage all foes in a 10 foot radius around caster by 1d4+ 1d4 for every extra 2 CP spent (max 5d4) (6CP)
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Posted: Mon Dec 15, 2014 2:06 am
An interesting idea for a class! Would make a good patron or mentor for a PC group, especially if there's a ranger or druid in the party.
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