User:Spiderjjr45/Elementalist

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Elementalist (+ Dryad Racial Paragon):

An elementalist is primarily a nature based spellcaster. Extremely talented, an elementalist is usually trained by a wizard or similar spellcaster, but finds little solace studying the lifeless words of more lifeless men. Often, an elementalist is driven to his path by youthful recklessness, finding freedom away from society and its followers. An elementalist finds attunement easily with the constantly shifting energies of nature, and follows a more natural method of magic than dusty scrolls and the words of wrinkly men.

Meanwhile, a Dryad racial paragon represents the top-tier of all Dryads in the realm. A Dryad who decides to take on this Racial Paragon represents a nearly ideal example of the strengths and abilities of that character’s race. She is strong in the ways their race is strong, but beyond that, possess powers or capabilities that supersede those of normal members of her race. Few Dryads are so much in tune with their heritage and racial abilities that they become racial paragons.

Adventure: Elementalists view adventuring as their simplest connection to society. Often charismatic, they possess a wild allure, as well as a natural urge to explore. They rarely care for gold or material wealth, though magic and natural riches can fascinate the more ambitious elementalists. Adventures to elementalists have their own reasons for occurring. Some see it as a chance to grow, others see it as a way to further their attunement with the world, and still others take on adventuring as a way to cause chaos in society.

Characteristics: Elementalists are a combination of a wizard's study and a sorcerer's raw talent, guided by a druid's affinity for nature. Often, elementalists are former wizards who find that learning through dusty tomes and enclosed walls rejects the natural theory of magic. Inherently impulsive and impatient, an elementalist is insatiably curious, and will learn and cast a slew of spells, often wearing himself out mentally in the process. Elementalists often find themselves partnered with a companion, be it magical or an animal, and both grow together. The strength of the relationship is the ideal example of an elementalist's beliefs, of working with nature and the arcane together.

Because his magic is usually completely innate and natural, wizards view an elementalist's approach to casting as crude and unrefined.

Alignment: Elementalists are extremely carefree by definition. They care deeply for nature, and abhor any act of meaningless destruction against the natural world. They have little regard for laws, and view society as a collected mass of group intelligence, that is, mindless and useless. They have little regard for laws, and cannot be lawful, though they will obey laws when constricted by society's bounds, and hold honor of high importance. Most elementalists are chaotic good or neutral, however, sometimes an elementalist will declare a personal vendetta against society, and will be considered evil for all intents and purposes.

Religion: Elementalists revere nature over any deity, despite the potential myriad of backgrounds he can come from. If he does worship a deity, it is often related to his race or to magic. Corellon Larethian, Ehlonna, Obad-Hai and Boccob are not uncommon deities worshiped by elementalists.

Background: Elementalists are often extremely gifted magic users, noticed and taken into a wizard's apprenticeship from birth. Because of their raw talent, an elementalist is often bored, and turns to self studying, abandoning the books that outline a wizard's path. Unlike sorcerers, elementalists respect knowledge and lore, but place more importance on nature and 'living magic'. Some become druids instead of continuing their arcane path, others return to wizardry. An elementalist strikes the balance between using the 'higher' arcane magic, and balancing themselves with nature.

Most elementalists view society as destructive, and remove themselves from it. Some find companionship with druids, but are frowned upon for their use of arcane spells. Others find companionship with rangers, and sometimes monks, relating to their natural ways, and co-existence with nature. Some cross paths with sorcerers, and thus seek to improve themselves, while many remain hidden deep in the woods, until some debt or sequence of events drags them into adventure.

During his studies, elementalists develop a strong bond with nature, and exist almost on a supernatural level with it. As he grows, he will usually find one companion, be a magical or natural beast, and travels and develops with it. The companion feeds off of an elementalists raw excess magical energy, growing and developing at the same rate. (See below for rules of an elementalist's companion). These bonds may become so strong that the death of an elementalist's companion will incapacitate him, even resulting in instant death.

Races: This class is a specific build aimed at combining the best aspect of a Dryad Racial Paragon with the class abilities of the homebrew elementalist found on the D&D wiki, seen here: http://www.dandwiki.com/wiki/Elementalist_%283.5e_Class%29 As such. This class cannot be played by any player choosing a race other than Dryad or Half-Drayd.

Other Classes: Elementalists get along with many other classes who seclude themselves from society. Rangers, sorcerers, druids, and bards seem to share qualities that an elementalist relates to. Elementalists will often frown upon the chaotic and self-serving natures of rogues and barbarians, and shy away from the fanaticism most clerics present. Wizards and elementalists will get along, provided the wizard doesn't force dusty books in front of him to study.

Role: Unlike sorcerers, even when charismatic, elementalists simply do not relate well with society. As such, an elementalist usually takes a support or independent role in the group, always learning and watching others, providing help when needed. Unlike wizards, elementalists lack the vast knowledge of wizened practitioners of arcane lore, so he will rarely guide a group from his side, preferring a role as a scout or a first line of offense. His many physical skills and relationship with nature allows an elementalist to provide a strong base of a party, utilizing spells and skills in a unique combination. Often, an elementalist will scout ahead, and use his wide array of spells to keep out of harms way, while providing offensive backup for his party.

Game Rule Information

Elementalist Dryads have the following game statistics:

Qualities: Medium Size, 30' movement. Fey Type Low-Light Vision

 +2 Dexterity, +2 Charisma  +2 bonus to Survival checks.


Languages: Common, Sylvan Bonus Languages: Aquan, Auran, Elvish, Gnome, Ignan, and Terran

Abilities: Elementalists have a wide array of skills and spells, and are often shortchanged in their inability to buff all their attributes. Intelligence, wisdom, and charisma all play a part in the elementalist's unique spellcasting method, while many of his skills depend on dexterity. Inteligence determines the number of spells per day, while wisdom and charisma outline how many spells an Elementalist may learn. A high dexterity and/or constitution is often required for Elementalists to stay alive.

Alignment: Any nonlawful.

Starting Age: "Simple" Starting Gold: 4d8 +20 (52 gp), plus one minor wondrous item

Hit Die: d6

Level


Base Attack Bonus


Fort Save


Ref Save


Will Save


Special

1st


+0


+2


+2


+2


Mind Tear, Wild Empathy, Empathic Spell Mimicry

2nd


+1


+3


+3


+3


Evasion, Animal Affinity, Memorized Spell

3rd


+2


+3


+3


+3


Eschew Materials, Tree Shape

4th


+3


+4


+4


+4


Bonus Metamagic Feat,

5th


+3


+4


+4


+4


Self-Sufficient, Memorized Spell

6th


+4


+5


+5


+5


Spell Penetration

7th


+5


+5


+5


+5


Agile, Bonus Metamagic Feat

8th


+6/+1


+6


+6


+6


Woodland Stride, Memorized Spell

9th


+6/+1


+6


+6


+6


Speak with Animals

10th


+7/+2


+7


+7


+7


Bonus Metamagic Feat,

11th


+8/+3


+7


+7


+7


Memorized Spell

12th


+9/+4


+8


+8


+8


Improved Evasion

13th


+9/+4


+8


+8


+8


Bonus Metamagic Feat

14th


+10/+5


+9


+9


+9


Forestspeech, Memorized Spell

15th


+11/+6/+1


+9


+9


+9


Hawk's Vision

16th


+12/+7/+2


+10


+10


+10


Bonus Metamagic Feat

17th


+12/+7/+2


+10


+10


+10


Memorized Spell, Improved Counterspell

18th


+13/+8/+3


+11


+11


+11


Plant Magic

19th


+14/+9/+4


+11


+11


+11


Bonus Metamagic Feat

20th


+15/+10/+5


+12


+12


+12


Memorized Spell

Class Skills (6 + Int modifier per level; ×4 at 1st level) Handle Animal ( Cha ), Heal ( Wis ), Knowledge (Arcane) ( Int ), Knowledge (Nature) ( Int ), Listen ( Wis), Move Silently ( Dex ), Ride ( Dex ), Search ( Int), Spellcraft ( Int ), Spot ( Wis ), Survival ( Wis).

Class Features

All of the following are class features of the elementalist

Weapon and Armor Proficiency: An elementalist can use most simple weapons, as well as the longbow, shortbow, shortsword, longsword, rapier, and whip. An elementalist takes a penalty of -4 with any weapon that has mechanical parts, such as a crossbow, as if he were nonproficient. He also takes a -1 penalty for any weapon made mostly out of metal, other than daggers, and the aforementioned swords. Elementalists are proficient with light armor and medium armor, but not any type of shield.

Mind Tear: If any arcane spell failure chance occurs, such as when wearing padded armor (5% arcane spell failure chance), the elementalist looses all spellcasting ability entirely, looses all bonus feats, and any spells he has prepared for the day. (Not spontaneous casting) Any interference with the natural energies of the world completely disrupts the elementalist's spell casting ability. Thus, if even 1% arcane spell failiure chance occurs, the elementalist incurs this penalty.

In addition, abusing powerful spells disrupts the natural flow of energies of an elementalist. If a prepared spell is too powerful (more than 1/3 Character level +1), there's a 1/20 chance that the spell tears at the casters mind. (roll a d20, if you roll a 1, you lose the spell and take 1d8 points of int damage for 1d4 days. Each day, roll a recovery check (1d20, dc 10, no bonuses) If you fail more than one, the int damage is permanent, and cannot be recovered with a wish or miracle spell.

Empathic Spell Mimicry: An elementalist, upon seeing a spell an ally or enemy casts (he must be within 30 ft of the caster), may make a spellcraft check (Dc 20 + spell level+ caster level). Upon a success, he stores the spell in his mind. In this state, the spell cannot be cast, nor is it treated as a prepared spell. At the end of the day, he may write this spell in his spellbook, for later use. An elementalist may only acquire ONE spell per day this way, and must have 10 min/spell level of uninterrupted concentration to write the spells in. If he is interrupted, the spell for the day is lost.

Wild Empathy (Ex): At first level, an elementalist can use body language, vocalization and his energy to improve communication with animals. This ability is treated as a diplomacy check. The elementalist rolls a d20, adds his elementalist level, and his charisma bonus to determine the result. An elementalist can use this on a magical beast with intelligence 1 or 2 with no penalty. Influencing an animal requires normal visibility and a distance of 30ft. or less. Generally, the action takes 1 minute.

Evasion (Ex): If an elementalist of second level or higher makes a successful reflex save against an attack that would deal half damage on a success, he instead takes no damage. A helpless elementalist cannot use this ability.

Animal Affinity: An elementalist of second level or higher gains Animal Affinity as a bonus feat.

Eschew Materials: An elementalist of third level or higher obtains eschew materials as a bonus feat. Elementalists use the natural energy, so at this level, they rise above a need to use such things.

Tree Shape (Sp): A 3rd level Dryad Paragon can use tree shape at will as a spell-like ability.

Self-Sufficient: An elementalist gains Self-Sufficient as a bonus feat at level 5.

Spell Penetration: An elementalist gains Spell Penetration as a bonus feat.

Agile:' An elementalist gains Agile as a bonus feat.

Woodland Stride (Ex): Starting at 8th level, an elementalist moves through bushes, or other undergrowth without taking damage or suffering a penalty. Magical thorns, etc., or those magically manipulated to impede still affect the elementalist.

Speak with Animals (Su): Starting at 9th level, an elementalist may communicate with animals as if he were enchanted with the 'speak with animals' spell.

Improved Evasion (Ex): On a successful reflex throw, an elementalist takes no damage. In addition, any failed reflex throw results in the elementalist taking half damage. A helpless elementalist does not receive this benefit.

Forestspeech (Su): A 14th level Dryad elementalist is continually under a speak with plants effect.

Improved Counterspell: An elementalist receives the bonus feat improved counterspell at the 17th level.

Plant Magic: A 18th level Dryad elementalist has an innate affinity for plants and the magic related to them. She adds all spells from the Plant domain to her spontaneous spells known list.

Memorized Spell: At the second level, fifth level, and each subsequent three levels, an elementalist perfects one of his spells. This conversion from prepared to spontaneous grants the spell all benefits of the Dryad’s spontaneous casting abilities.

Bonus Feats: When receiving a designated bonus feat, an elementalist may receive any metamagic feat. (e.g., empower spell, maximize spell)

Additional Features, Factors to Note

An elementalist may not multiclass as another arcane spellcasting class, such as a wizard or sorcerer, though she may take a prestige class.

Elementalists do not get along well with machinery. On any craft or other skill check that involves a machine, an elementalist takes a -6 penalty to all rolls. This includes, but is not limited to, disarming non-magical traps, constructing something more simple than a staff or spear, operating any type of siege weapon, opening a portcullis, winding a clock, etc.



Spellcasting as an Elementalist

Elementalists combine the arcane lore of wizards with the innate talent of sorcerers. They cast mostly nature based magic, coupled with basic arcane enhancements. Throughout their career, an elementalist will accumulate a myriad of spells, both for use as prepared, or as spontaneous casting, both with limits.

Learning Spells Elementalists learn and cast spontaneous spells as a sorcerer would, and they study and pick up some more difficult prepared spells along the way, much like a high-end wizard. They learn these high power spells quickly, but tend to wear themselves out when it comes to what they can cast per day. More information on Prepared and Spontaneous spells are below.

Dryad elementalists have the capability of learning any spell, with exception of spells from the schools of Necromancy, Divination, or Illusion.

Each level an elementalist receives a certain number of 'Spell Points' equal to his (Wis+Int bonus) to spend on learning spells. He may learn spells from either the elementalist's spell list (a combination of ranger and druid spells), or from a spell book he has handy, assuming the spells are not of the restricted domains. (This is the preferred method, as the elementalist's spell list is limited.)

Each spell the Elementalist wishes to learn costs it's Spell Level in Spell Points. E.g., a level 1 spell requires one spell point. Level 0 spells are the only exception, and they cost 1 point each, as well.

An elementalist’s spell points MUST be spent at the time they are received. (No saving up!) Magical items, spells, or enchantments do not increase this number of spell points, and any bonuses to Int or Wis are discounted when it comes to receiving Spell Points. In addition, any change to Wis or Int bonuses that occur through leveling up do not retroactively add to his spell point pool. Intelligence is used for determining the spell save DC.

Spontaneous Spells (Ranger Spells)

A Dryad elementalist has powerful connections to nature brought about as part of their race, and like their race is limited in the amount of natural spells he can cast per day. The spontaneous spells of a Dryad elementalist represent the Dryad’s inherit connection to the energies of nature, and can be taken from any level of the Ranger’s spell list (assuming they have enough points to purchase it). There are limits to this list, as a Dryad cannot learn any ranger spell involving weaponry or ranger feats. A first level elementalist begins with 2+Int Bonus spontaneous spells.

Prepared Spells (Druid Spells)

In addition to the spontaneous spells that come with the Dryad's natural connection, the Dryad elementalist’s studies, whether continued or finished, allow the Dryad to take 1 hour of preparing spells from his spell book. This list of spells can be expanded either by purchase of Druid spells with points, or by picking spells from new spellbooks to memorize, (which can be of any class, but still require point purchase).

These prepared spells are subject to a “Mind Tear”, seen in the class abilities above.


Perfecting Spells (Druid to Ranger Conversion)

Occasionally, a dryad elementalist may choose one spell he has been studying (A Druid Spell), and memorize. A memorized spell makes the conversion from prepared to spontaneous. More often than not, these are minor or moderate spells that the elementalist becomes so familiar with he can release them at will. There are severe limitations to the spells an elementalist may memorize. A perfected spell must not have any material cost other than basic material components (Verbal, Material, or Somatic), nor may it have an exp cost. It also must be a spell that the elementalist has had for some time (it may not be one learned the same level as it is memorized.) The DM also has the right to disapprove of a memorized spell.

In addition, if a Dryad elementalist has one of the following spells in their spell bank, it is automatically perfected at certain levels:

Level


Special

1st


Read Magic

3rd


Prestidigitation

7th


Mage Hand

9th


Detect Magic

12nd


Alter Spell (see elementalist's spellbook)

17th


Arcane Sight



Spells Per Day An elementalist, though capable of hurling the most powerful spells even at an early level, is severely limited in the amount of spells he can cast per day. While other elementalists gain spells at a rate of Level + Int Bonus, at any given time in its life a Dryad is capable of producing enough magical energy to empower 9 spells (spontaneous or prepared) a day.

In addition, no spell may be cast more than a certain number of repetitions a day, and each level spell is further limited in its use:

Spell Level


Spells per day Maximum


Repeats of Same spell

0


6


4

1st


6


4

2nd


5


3

3rd


5


3

4th


4


3

5th


4


2

6th


3


2

7th


3


2

8th


2


1

9th


2


1

No ability score gives an elementalist additional bonus spells per day, as other spellcasting classes receive.



Elementalist Spellbook

The elementalist casts druid and ranger spells as arcane magic, only granted with blessing of their gods.

The elementalist also has access to any spell added to the elementalist's spellbook either through point purchase, or through the elementalist’s empathic mimicry. Other spells are at DM discretion.

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