As mentioned in the last post the Elementer is a switch gish, moving between martial and spellcasting abilities. This starts with their spellcasting, which is int based and uses the Magus progression. Like the Magus and Wizard they use spellbooks to record and prepare their spells.
On the martial side they have a 3/4th BAB, d8 HD, proficiency with simple weapons and a few specific martial weapons and light armor. Elementer spells can cast in light armor with without chance of failure.
This basic chassis would leave Elementers rather fragile in melee, and this is where the Aegis comes in. This class ability is powered with the Energy Pool and can be activated with a swift action and ended with a free action. While active the Aegis provides scaling bonuses to AC and attack, from +2 at level 1 to +6 at level 17, effectively providing heavy armor and full BAB. Depending on how many points are spend per round (decided when activating the Aegis) the Elementer can also benefit from greater elemental Affinity powers.
The Energy Pool starts out half-full at the start of the day, and can be filled up to Elementer level + int mod.
The pool is filled by way of elemental spells, all of which are listed in as part of the Elementer’s spell list, but which don’t have to be Elementer spells. Casting an elemental spell or sacrificing one to cast a Spell Twist you gain an amount of points equal to the level of the spell cast. Any number of elemental spells can also be sacrificed to gain points, but is only half as efficient.
While preparing spells Elementers can also prepare their Affinities for that day. Each level of the affinity has its own set of elemental abilities and one can be prepared per level. If multiple Affinities of the same element are active, they get a synergy bonus depending on how many are of the same element.
The Lesser affinities are always active and provide additional damage as well as advantages to attacks. From level six and 2 points per round the moderate Affinities provide movement bonuses. Level 11 and 4 energy points per round gives greater Affinities providing defensive bonuses. Finally at level 16 the Master Affinities create damaging and hindering auras for 6 points per round.
Spending enough points per round for an Affinity will also activate all lesser Affinities. From level 7 you can change prepared affinities once per day, later twice and trice.
The abilities provided by the Affinities are useful but not very interesting, for the most part they won’t surprise you if you have read a few elemental classes or archetypes before.
Level 2 provides Evasion (improved at 12) and more interestingly the first 2 Spell Twists learned out of a total of 8. Spell Twists are ways of shaping prepared elemental spells into simpler forms. There are a total of 20 spell twists, 4 per element with 4 additional universal ones.
At level 3 Potency gives additional damage to elemental spells, and level 4 gives Barrier, which provides a floating pool of energy resistance that can be assigned per 5 points to acid, cold, electricity or fire resistance. This starts at 10 points growing up to 60 points at level 19. From level 15 onward 30 points of resistance provides immunity to that element.
The defensive bonuses become much more useful at level 9 when Absorption causes elemental damage striking the Elementer to heal them if it is completely negated in any way.
Fusion allows combining spell slots to cast higher level spells from level 6, including 7th, 8th and 9th levels spells at higher levels and at considerable cost in spell slots.
The capstone of the class is Supremacy, which allow elemental spells and spell twists to bypass much of an enemies energy resistance and DR.
The trade boats that travel the rivers of the Eralasian rain forests are defended from pirates and monsters by an elite group of water focused Elementers trained by an Abaia who lives deep in the wildest parts. Though much appreciated by most traders, the steep tolls demanded by the guardians keeps them from being truly popular.
The Aellar of the Wind Wall use their mastery of air magic to empower their arrows with great speed and accuracy.
The wizard Jorgus Vanderstadt has spend the last 12 yours trying to form the Spell Twists used by Elementers into a series of properly codified spells. He believes the knowledge possessed by a sect of arcane druids will be essential for finally finishing his work.
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