The most useful thing about the elementer as a DM is their dual role as both blaster mage and martial. Start the elementer NPC behind the front line throwing damage at the party, then activate the aegis once the front line is dead or has run off.
Powerful Elementers have excellent resistances and even immunity to energy damage. This allows you to exploit dangerous environments in your encounters.
Flamecaller is an arsonist and burglar who summons fire elementals and uses the fires set as cover for burglary.
Encounter: Earth and Sky
Creatures: 2 air focused elementists archers, 2 earth focused elementists
This encounter takes place in a large open area. The air elementists start using the lesser air affinity to extend their reach. The earth elementist use the barricade spell twist to keep the party away from the archers before engaging.
Encounter: Amidst the Storm
Creatures: 10th level elementer, 2 behir
The behirs start hidden while the elementer lures the party close. Once the party has clumped up the behir use their breath weapon to deal maximum damage. The elementer’s energy resistance protects them from the damage.
Showing posts with label Elementer. Show all posts
Showing posts with label Elementer. Show all posts
Saturday, 16 May 2020
Thursday, 14 May 2020
Elementist
NPC class version of the Elementer (Path of the Wilds)
Focusing on both spellcasting and elementally powered combat is beyond the ability of most. These lesser Elementists instead focus entirely on the martial side of the Elementer.
Hit Die: d8
Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Survival (Wis) and Swim (Str).
Skill Ranks per Level: 2 + Int modifier
| Level | BAB | Fort | Ref | Will | Special |
| 1 | +0 | +0 | +2 | +0 | Aegis |
| 2 | +1 | +0 | +3 | +0 | Spell Twist 1/day 1st level |
| 3 | +2 | +1 | +3 | +1 | Affinity (Lesser) |
| 4 | +3 | +1 | +4 | +1 | |
| 5 | +3 | +1 | +4 | +1 | |
| 6 | +4 | +2 | +5 | +2 | |
| 7 | +5 | +2 | +5 | +2 | Spell Twist 2/day 2st level |
| 8 | +6/+1 | +2 | +6 | +2 | Affinity (Moderate) |
| 9 | +6/+1 | +3 | +6 | +3 | |
| 10 | +7/+2 | +3 | +7 | +3 | |
| 11 | +8/+3 | +3 | +7 | +3 | |
| 12 | +9/+4 | +4 | +8 | +4 | Spell Twist 3/day 3st level |
| 13 | +9/+4 | +4 | +8 | +4 | Affinity (Greater) |
| 14 | +10/+5 | +4 | +9 | +4 | |
| 15 | +11/+6/+1 | +5 | +9 | +5 | |
| 16 | +12/+7/+2 | +5 | +10 | +5 | |
| 17 | +12/+7/+2 | +5 | +10 | +5 | Spell Twist 4/day 4st level |
| 18 | +13/+8/+3 | +6 | +11 | +6 | Affinity (Master) |
| 19 | +14/+9/+4 | +6 | +11 | +6 | |
| 20 | +15/+10/+5 | +6 | +12 | +6 | Spell Twist 5th level |
The the elementist can enter into their aegis form as a swift action. The elementist can use their Aegis for a number of rounds per day equal to their elementer level / 2 + their int modifier, minimum 1 round per day.
While in her aegis form, she gains a +1 bonus on attack rolls and to her AC. This bonus increases by +1 at 5th level and every four elementist levels thereafter to a maximum of +5 at 17th level. While in their aegis form, the elementist is unable to cast spells, use spell trigger or spell completion magic items.
The elementer can voluntarily exit aegis form as a free action at any time. Once she leaves aegis form (whether due to running out of rounds or exiting voluntarily), they cannot re-enter until the end of her next turn.
Spell Twist (Sp): Beginning from level 2 the elementist can learn a Spell Twist in place of a feat. The elementist can use their spell twists once per day at level 2, with one more use per day every 5 levels after. The Spell Twist is treated as if a 1st level spell was used to cast it, increasing by +1 at levels 7, 12, 17 and 20.
Affinity (Su): At 3st level, the elementist learns how to harness the elements to improve their aegis form. Each day when they prepare their spells they selects a single lesser affinity power from those listed and the end of the class description. They gains the benefits of that affinity power while they are in their aegis form. The choice remains until they prepares spells again, at which point they can choose a different affinity power.
Upon reaching 8th, 13th, and 18th levels, the elementist may also select a moderate, greater, and master affinity power, respectively. The elementist automatically gains the benefits of their affinities when they enter their Aegis form.
Affinity powers are categorized into one of four elements: air, earth, fire, or water. If they’re currently benefiting from more than one power of the same element, they gain additional effects depending on the number they’re currently benefiting from as listed in that power’s “synergy” entry.
Wednesday, 13 May 2020
Elementer Multiclass and Gestalt
Obviously the big difficulty of multiclassing or gestalting with the Elementer is that spellcasting is not possible while the aegis is up. This makes full casters less than useful as it leaves them regularly unable to cast their spells.
On the other hand having more spell slots gives an elementer the ability to prepare and cast more elemental spells. Bloodragers with the Elemental bloodline in particular give access to bonus spells while also providing additional combat bonuses.
It is also usefull to check with you DM about various spellcasting variant can be used even when the Aegis is active. While Psionic powers might not fly, systems like Strange Magic 2's Herbalism or Onmyodo might be allowed.
Path of War and Spheres of Might both give more active abilities while in melee, while also giving additional movement options to get in or out of battle. The Mystic would work well for a more martially inclined Elementer.
A secret sect of Nagaji herbalists use elementally grown herbs to enter their aegis form.
Ever since a near death upon the battlefield a long repressed former incarnation of the Samsaran Nicah Pranata surfaces whenever they activate their Aegis. The resulting bloody rages make them a danger to their comrades.
Ku-Aya is the greatest prodigy the Tell-Mosan Academy of the Flowing Spear and Burning Sigil has seen in centuries. This made it all the more worrying when she vanished during a mission supporting a new settlement in the Riverhome Mountains.
On the other hand having more spell slots gives an elementer the ability to prepare and cast more elemental spells. Bloodragers with the Elemental bloodline in particular give access to bonus spells while also providing additional combat bonuses.
It is also usefull to check with you DM about various spellcasting variant can be used even when the Aegis is active. While Psionic powers might not fly, systems like Strange Magic 2's Herbalism or Onmyodo might be allowed.
Path of War and Spheres of Might both give more active abilities while in melee, while also giving additional movement options to get in or out of battle. The Mystic would work well for a more martially inclined Elementer.
A secret sect of Nagaji herbalists use elementally grown herbs to enter their aegis form.
Ever since a near death upon the battlefield a long repressed former incarnation of the Samsaran Nicah Pranata surfaces whenever they activate their Aegis. The resulting bloody rages make them a danger to their comrades.
Ku-Aya is the greatest prodigy the Tell-Mosan Academy of the Flowing Spear and Burning Sigil has seen in centuries. This made it all the more worrying when she vanished during a mission supporting a new settlement in the Riverhome Mountains.
Tuesday, 12 May 2020
Elementer Class Features
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.
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.
Monday, 11 May 2020
Elementer Introduction
The raw powers of the elements of nature have fascinated throughout history, and many have attempted to control them. Damming rivers, shaping hills, harnessing the winds and confining fire to the hearth. Similarly most elemental mages seek to contain and control the wild powers of nature.
Not so the Elementers, these warrior mages seek a balance between directing and being swept away. By casting their elemental spells they build up a pool of elemental energy. When needed this power is unleashed and forms the Elementer’s Aegis, a mantle of nature’s might that is the weapon, shield and armor of an elemental warrior.
The Elementer is a half-caster like the Magus with d8 Hit Die, 3/4th BAB and up to 6th level casting, but where the Magus combines spell and sword the Elementer switches between the two.
By casting spells or her Spell Twists she gains points in her Energy Pool. With a swift action she can activate her Aegis. While the Aegis is up the Elementer gains bonuses to attack and defense, but gives up the ability to use spells and fill her Energy Pool.
Depending on how many points she spends on the Aegis per round the Elementer also prepared Affinity powers that make her a more deadly warrior.
Spell Twists are spell like abilities that are learned while leveling up, these can be used by expending prepared spells of the right element and have scaling effects depending on the spell level expended. Spell Twists can be used while the Aegis is active, but do not give energy points when used at that time.
The Elementer is an interesting variation on the usual gish, switching from wizard to fighter instead of remaining in the martial role as most do. The relatively low limit on the Energy Pool encourages the player to regularly switch between the two states. You do however get no bonus feats, so be careful about the combat feats you select.
Elementers are an int caster who gets 4+int skill points per level, so even with the inherent MAD of a gish you won’t be short on skill points. Your class skill list casts a wide net with Knowledge(arcana) and Spellcraft from the wizard side, to Survival and Knowledge(nature) from the ranger side.
As an int caster it is easy to connect the Elementer with scholarly institutions or military academies. On the other side a more wilderness oriented character could easily have been taught by apprenticeship with the vagabond who passes the village every season.
It is possible to specialize in any of the elements or to divide your attention between them, so think about what what your character’s favored element is and how this effects their outlook and vice versa.
When the Aronil Empire started hunting the desert tribes the Janni shamans were forced learn to defend themselves with more than just spells. Soon they found their elemental magic as useful in the thick of battle as well as it was for supporting their tribes fighters. Nowadays the warrior-shamans are the elite warriors of their own empire.
The port city of Wildhaven is ruled by four guilds. The Artisans of the Forge, the Merchants of the Ships, the Masons of the Stone and the Farmers of the Vane. Each of the guilds has their own corps of elemental soldiers, who often brawl in the streets.
Nature’s Spear is a young and enthousiastic warforged adventurer. He has merged his programmed martial skill and his adopted father’s druidic lessons into a deadly combination.
Not so the Elementers, these warrior mages seek a balance between directing and being swept away. By casting their elemental spells they build up a pool of elemental energy. When needed this power is unleashed and forms the Elementer’s Aegis, a mantle of nature’s might that is the weapon, shield and armor of an elemental warrior.
The Elementer is a half-caster like the Magus with d8 Hit Die, 3/4th BAB and up to 6th level casting, but where the Magus combines spell and sword the Elementer switches between the two.
By casting spells or her Spell Twists she gains points in her Energy Pool. With a swift action she can activate her Aegis. While the Aegis is up the Elementer gains bonuses to attack and defense, but gives up the ability to use spells and fill her Energy Pool.
Depending on how many points she spends on the Aegis per round the Elementer also prepared Affinity powers that make her a more deadly warrior.
Spell Twists are spell like abilities that are learned while leveling up, these can be used by expending prepared spells of the right element and have scaling effects depending on the spell level expended. Spell Twists can be used while the Aegis is active, but do not give energy points when used at that time.
The Elementer is an interesting variation on the usual gish, switching from wizard to fighter instead of remaining in the martial role as most do. The relatively low limit on the Energy Pool encourages the player to regularly switch between the two states. You do however get no bonus feats, so be careful about the combat feats you select.
Elementers are an int caster who gets 4+int skill points per level, so even with the inherent MAD of a gish you won’t be short on skill points. Your class skill list casts a wide net with Knowledge(arcana) and Spellcraft from the wizard side, to Survival and Knowledge(nature) from the ranger side.
As an int caster it is easy to connect the Elementer with scholarly institutions or military academies. On the other side a more wilderness oriented character could easily have been taught by apprenticeship with the vagabond who passes the village every season.
It is possible to specialize in any of the elements or to divide your attention between them, so think about what what your character’s favored element is and how this effects their outlook and vice versa.
When the Aronil Empire started hunting the desert tribes the Janni shamans were forced learn to defend themselves with more than just spells. Soon they found their elemental magic as useful in the thick of battle as well as it was for supporting their tribes fighters. Nowadays the warrior-shamans are the elite warriors of their own empire.
The port city of Wildhaven is ruled by four guilds. The Artisans of the Forge, the Merchants of the Ships, the Masons of the Stone and the Farmers of the Vane. Each of the guilds has their own corps of elemental soldiers, who often brawl in the streets.
Nature’s Spear is a young and enthousiastic warforged adventurer. He has merged his programmed martial skill and his adopted father’s druidic lessons into a deadly combination.
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