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''
Deaden Sound
''
'''Animate Air'''

Same as Create Wind, except it costs double the points. Animate Air, however, will allow an Air Elementalist to create specific shapes, such as whirling air to pick up sand and keep the sand in a specific rough shape.

'''Air Vibration Control'''

2.5*EP radius. Can adjust sound volume EP*10 dB up or down. 30 dB is near silence in the nighttime in wild, 40 dB is a whisper, 60 dB is normal conversation, 80 dB is shouting, damage begins at around 120 dB. Damage from dB = dB/10 - 11.
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'''Stony Grip''' '''Stonehands'''
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Ground Shake -

Elementalist v3

You start with 5 Affinity points to allocate among the 5 elements. So you could put 5 in one Element, take a point in each, or mix. Your Daily points equal 8 + 2 points for each element you have Affinity points in + your Con bonus. So diverse elementalists get more Daily points per day. But focused elementalists are a few levels ahead in power with whatever elements they focus on.

Each element has several abilities the Elementalist can use at will. The Elementalist does not have to select them, they are automatic as long as the Elementalist has Affinity points in that element. Each at will ability scales based on your level and Affinity points. Each at will ability will specify various things you can spend your Daily points in to buff it in various ways. Like areas of effect, temporarily increasing the total EP, increasing range, extra targets, etc.

Element points for an Element = Affinity points in that element + level. If there are no Affinity points, the Element points for that element are always 0, and at will abilities for that element cannot be used. The related ability score is added to skill rolls, some damage rolls, and attack rolls using that element.

Elementalist abilities can be mixed for unique effects. An elementalist can spend some of his Element points in one At Will ability, and use the rest to power another ability. Now if you are taking two elements and combining them, your Element points are split between the two at whatever ratio you wish. You could take a third of your Air Element points and two thirds of your Fire Element points to make a whirlwind of fire. This combines dpoints, effects, ranges, area of effect values, but if there are two area of effect shapes, one must be chosen. If there are two different types of attack rolls, the player must choose one.

All Elementalist abilities are at will abilities that can be buffed up by using points. Spending one Daily point is equivalent to temporarily gaining two levels. The number of Daily points you can spend on an element is limited by what Limit you are in for that element. 2 = 0pt, 1 = 2pt, 0 = 4pt. When Daily points are spent on a Continuous ability, the duration for the effect is a number of rounds equal to your normal EP for that element times the number of Daily points spent.

Each ability score is tied to a different element

  • Water - Dexterity (sphere)
  • Earth - Constitution (splash/shrapnel)
  • Fire - Wisdom (cone)
  • Air - Intelligence (lines/boxes)
  • Spirit - Charisma (multiple targets/smart targeting)

When using abilities, being in no limit gives you +2 Element points. Being in Limit 1 is normal, Limit 2 is 1/2 your Element points, Limit 3 means you cannot use it.

Air

Levitate

Up to ((EP-2)^2) lbs at move (20 + 5 / 5 EP). Int + Base Attack Bonus vs. Reflex AC when used against an unwilling target. Continuous.

Fling

Hurl (EP^2)lbs dealing 1/2 EP (round down) dpoints + Int. Int + Base Attack Bonus versus Reflex AC. Range increment by item (minimum 10). Stacks w/weapon damage. Instantaneous.

Create Wind

Square units of area = EP, Speed = (5 * (EP-2)) Mph. Automatic (EP - 6) dpoint damage. Standing DC (Speed / 2 - 10) + Int bon. Failure and target is flung (Speed - 30) in feet, taking automatic damage again. May make a tumble check vs standing DC to halve the damage and not land prone. Continuous. Attacks within area at -(Speed / 10) penalty. Unless caster spends a round stopping it by applying the same points it took to start it, the wind will slow down 10mph per round after the caster stops focusing on it. Can move the area at a move of (10 + 5*(EP/4)) per round. Wind is unidirectional unless the area is mostly square, in which the wind can be whirling.

  • Light breeze, 10 mph (4 pts) Small wavelets. Crests of glassy appearance, not breaking. Wind felt on exposed skin. Leaves rustle.

    Moderate breeze 20 mph (6 pts) Small waves. Dust and loose paper raised. Small branches begin to move. 1 dpoint damage.

    Strong breeze 30 mph (8 pts) Large waves with foam crests and some spray. Large branches in motion. Whistling heard in overhead wires. Umbrella use becomes difficult. 2 dpoint damage. Standing DC 5.

    Fresh Gale 40 mph (10 pts) Moderately high waves with breaking crests forming spindrift. Streaks of foam. Hard to walk. Twigs broken from trees. Cars veer on road. 3 dpoint damage. Standing DC 10.

    Strong Gale 50 mph (12 pts) High waves (6-7 m) with dense foam. Wave crests start to roll over. Considerable spray. Light structure damage. 4 dpoint damage. Standing DC 15.

    Whole Gale/Storm 60 mph (14 pts) Very high waves. The sea surface is white and there is considerable tumbling. Visibility is reduced. Trees uprooted. Considerable structural damage. 5 dpoint damage. Standing DC 20.

    Violent storm 70 mph (16 pts) Exceptionally high waves. Widespread structural damage. 6 dpoint damage. Standing DC 25.

    Hurricane 90 mph (20 pts) Huge waves. Air filled with foam and spray. Sea completely white with driving spray. Visibility greatly reduced. Considerable and widespread damage to structures. 8 dpoint damage, Int vs Reflex. Standing DC 35.

Lightning Bolt

Bolt of Lightning range 5*EP ft. 3 + 1/2 EP (round down) die points + Int. Int + Base Attack Bonus versus Reflex AC. Instantaneous.

Lightning Cascade

Cascade of Lightning range 5*EP ft to first target 1 + 1/2 EP (round down) die points + Int bonus. Two secondary targets at 1/2 that damage (round down) within half that range. Four tertiary targets at 1/4 that damage (round down) within quarter range of the two secondary targets. Int + Base Attack Bonus versus Reflex AC.

Animate Air

Same as Create Wind, except it costs double the points. Animate Air, however, will allow an Air Elementalist to create specific shapes, such as whirling air to pick up sand and keep the sand in a specific rough shape.

Air Vibration Control

2.5*EP radius. Can adjust sound volume EP*10 dB up or down. 30 dB is near silence in the nighttime in wild, 40 dB is a whisper, 60 dB is normal conversation, 80 dB is shouting, damage begins at around 120 dB. Damage from dB = dB/10 - 11.

Earth

Detonate

Shatter EP in feet units of stone. One eighth for other hard surfaces such as metal or wood. Range of 5 + 5*EP in feet. Deals 1 + 1/2 EP dpoints (round down) (- 2 if not stone) + Con bonus. Shrapnel can hit anything within line of sight up to 15*EP. Targets within 2.5*EP are hit normally, targets within 5*EP have a -4 to be hit. Can choose rough granularity of the shatter (minimum of sand), but it does not affect damage dealt. Instantaneous.

See through stone.

See through stone up to EP*5 feet. Maximum 1 layer/4 EP. Continuous.

Stonehands

Creates stony hands that grasp targets in their stony grip. Grapple using Con bonus + EP as your grapple bonus. Gain extra hands to grapple for every 4 points spent. Success means the target is immobile. If a target is held by two hands, they take 1/2 EP + Con bonus damage. If a target is held by three hands, they are pinned. If a target it held by four hands, they are prone. Roll to grapple seperately for each hand, each hand may grapple a different target.

Stone Skin

Harden target's skin so they gain a hardness = to 1/4 your EP. Round down. Continuous.

Stoneshaping

Shape earth within a range of EP in feet. It takes 1 minute to carve out or fill EP feet units when there is adjacent stone. It takes 2 hours to shape fine sculpture in EP feet units. Spending 2 points makes this ability take 1 round, or makes fine sculpting take 12 minutes. Instantaneous. If 2 points are spent to speed up this ability, anyone crushed by the stoneshaping takes EP damage in dpoints + Con bonus. Continuous.

Pass Through Stone

Uneven terrain. Continuous.

Shift earth.

Ground Shake -

Fire

Burn

Ignite, a ray of fire to one target. 3+1/2 EP (round down) dpoints + Wis damage. Wis + Base Attack Bonus versus Reflex AC. Range 15 + 5*EP feet. Instantaneous.

Cone of Flames

Create cone of flame, 90 degrees, originating from caster, to (5 + 5ft*(EP/3))(round down). 1+1/2 EP (round down) dpoints + Wis damage.

Control Fire

Can animate EP^2 cubic feet of existing fire into intricate shapes, but requires full concentration. Can work with any flame colors naturally occurring with that particular fire.

Create column of flames, a 20 ft diameter column of flames up to 50 feet tall, dealing 6 + level dpoints + Wis. Wis + Base Attack Bonus versus Reflex AC. Range 15 + 5 feet / level. Duration 1rd/level

Create 1 Fireball per 5 levels, each explodes in a 15 foot radius, dealing 6+level dpoints of damage + Cha. Charisma + Base Attack Bonus vs Reflex AC for half.

Spirit

Heal

Heal 2 + 1/2 EP dpoints + Cha Bonus on touch to a creature dealt damage in the last round. If no Daily points are used to power this, it cannot heal more than the target was damaged in the last round. Instantaneous.

Detect Life

Detect Life (within 2 size categories) within 5ft +5ft/3 EP. Can instead be focused to one creature in that range to learn that creature's status: awake, asleep, stunned, paralyzed, etc. Can also be focused to detect life at different size categories, but that reduces the range by half. Continuous.

Suggestion

Suggest one action to target. The action must be X words or less and in a language the target knows, where X is EP/4(rounded down). The target gets a Will save where the DC is 6 + 1/2 EP + Cha bonus. If the target makes the save, they gain a +4 to subsequent suggestions, cumulative.

Distract The target gets a Will save where the DC is 10 + 1/2 EP + Cha bonus. If they fail, they have -10 to all spot and listen checks for EP rounds.

Charm

Sleep

Water

Ray of Cold 2+1/2 EP (round down) dpoints + Dex damage. Dex + Base Attack Bonus versus Fortitude AC. Range 15 + 5*EP feet. Instantaneous.

Freezing Sphere 1/2 EP (round down) dpoints + Dex damage. Dex + Base Attack Bonus versus Fortitude AC. Range 5 + 5*EP feet. Will any freeze water surface within the radius of effect up to EP inches deep. Instantaneous.

Control Water Can cull EP gallons of pure water from impure water or mud. Adding an equal amount of Air will cull pure water from the air. Can animate EP^2 cubic feet of water into any rough shape. Can create more intricate shapes, but requires a full minute of concentration.

Heal Heal 1/2 EP dpoints + Dex Bonus on touch to a creature dealt damage in the last round. If no Daily points are used to power this, it cannot heal more than the target was damaged in the last round. Instantaneous.

New die points chart:

  • 1 1d2-1
  • 2 1d1
  • 3 1d2
  • 4 1d4
  • 5 1d6
  • 6 1d8
  • 7 1d10
  • 8 2d6
  • 9 2d8
  • 10 3d6
  • 11 3d8
  • 12 3d10
  • 13 5d6
  • 14 6d6
  • 15 7d6
  • 16 8d6
  • 17 9d6
  • 18 10d6
  • 19 9d8
  • 20 10d8
  • 21 11d8
  • 22 12d8
  • 23 13d8
  • 24 18d6
  • 25 20d6
  • 26 22d6
  • 27 24d6
  • 28 26d6
  • 29 28d6
  • 30 11d20
  • 31 12d20
  • 32 13d20
  • 33 14d20
  • 34 15d20
  • 35 36d8
  • 36 39d8
  • 37 42d8
  • 38 45d8
  • 39 48d8
  • 40 52d8

Level

Something

Something Else

Another Thing

1

5

2

1

2

6

3

1

3

7

3

1

4

8

4

1

5

9

4

2

6

10

5

2

7

11

5

2

8

12

6

2

9

13

6

3

10

14

7

3

11

15

7

3

12

16

8

3

13

17

8

4

14

18

9

4

15

19

9

4

16

20

10

4

17

21

10

5

18

22

11

5

19

23

11

5

20

24

12

5

ElementalistIdeas1 (last edited 2008-08-02 19:05:07 by paw)