| PLEASE tell me if this is too insane. Classes-
Elemental Adept- Master of Fire, Ice, Acid, Sonic, or Electricity.
Mineral Savant- Master of one Solid, Liquid, or Gas mineral.
Psychoportionast- Master of telekenisis.
Shapechanger- Master of the Many forms.
Speed Demon- Master of speed and agility.
Swashbuckler- Master of dueling and tactical combat.
Telepath- Master of the Mind and domination.
The Indestructable- Master of skin manipultion and strengthening.
Power thief- Steal other mutants/gifted's powers, possibly permanent.
Elemental Adept-
Hit Die- D4
Skills- 2+int modifier(x4 at 1st level)
Skill selection-
Concentration
Craft (any, all taken individually)
Knowledge-
Elements
Mechanics
Organisms
Local
Nobility
Architecture
Profession
Class-
Level-------Base Attack------Saves----------Class Ability
1----------------0-----------0/0/2-------Elemental Resist 5
2----------------1-----------0/0/3-------Elemental Prowess 1
3----------------1-----------1/1/3-----------Energy Pool
4----------------2-----------1/1/4----------Augment Damage
5----------------2-----------1/1/4------------Bonus feat
6----------------3-----------2/2/5-------Elemental Resist 10
7----------------3-----------2/2/5-------Elemental Prowess 2
8----------------4-----------2/2/6----------Shape Element
9----------------4-----------3/3/6----------Augment Size
10---------------5-----------3/3/7------------Bonus Feat
11---------------5-----------3/3/7-------Elemental Resist 15
12---------------6-----------4/4/8-------Elemental Prowess 3
13---------------6-----------4/4/8----------Control Element
14---------------7-----------4/4/9----------Augment Length
15---------------7-----------5/5/9------------Bonus Feat
16---------------8-----------5/5/10------Elemental Resist 20
17---------------8-----------5/5/10-------------------------
18---------------9-----------6/6/11-------Elemental Savant
19---------------9-----------6/6/11------Elemental Transition
20---------------10----------6/6/12-------Elemental Mastery
Elemental Resist- You gain a resistance to your gifted element.
Elemental Prowess- You gain an attack with your element. This attack is 3/4 your level as a Monk with this attack. The
attack increases your damage to 1d6 points of elemental damage. You can use the 1 of the following feats as if you had them-
-Expertise (Use normal Base attack. Not New Base attack. It is every -1 you take, +1 you gain)
-Power Attack (Use normal Base attack. Not New Base attack. It is every -1 you take, +1 you gain)
-Point Blank Shot
This ability is a standard action. This is a supernatural ability. You can use this ability 2/day or for 1 point
from your pool (See below). When you obtain the pool, you no longer have the twice per day use.
ALL attacks are ranged and at 50 ft. All have 20/x2 criticals.
Electricity- Piercing
Ice- piercing or slashing
Acid- bludgeoning
Fire- bludgeoning
Energy pool-
You gain an energy pool commonly known as Mana. It is equal to your level + Intelligence modifier x3.
So, if you were 10th level and had a +2 intelligence modifier, then you would have 12x2=36 points.
Augment Damage- When using your prowess attack, you can use 1 point to increase the damage with the
attack by an extra d6. So, if you were to use 3 points on 1 attack, you gain the benefits of one of those feats,
dealing 4d6 damage.
Bonus feats-
Any metamagic feat
All metamagic feats have a cost of there level adjustment. SO, for maximize, you can use the elemental attack for max damage
at a cost of 3 more points.
Elemental Prowess 2-
You gain the benefits of Full base attack and the ability to spend 2 points to strike an extra target. you can target
many targets, each costing 2 points extra.
You also gain the feats-
-Precise Shot
-Improved sunder
-Improved Disarm
Shape Element-
Any time you use your attack, you can forfeit the attack for one of the following benifits. (This negates the use of points and
uses the abilities own points)
2 points- You gain a melee weapon of choice. The weapon can be the following-
Any simple weapon
2 points per level of armor (I.E light: 2, Medium: 4, Heavy: 6)
The armor check penalty is reduced by 2 to a minimum of 0 and anyone using an unarmed strike or trying to grapple automatically
takes 1d4 points of damage per round.
2 points for a heavy shield-
+2 armor check penalty. Shield bash (if any) can do 1d6 extra damage.
Augment size-
For an additional 4 points from your pool, you can make the attack a radius attack instead of a direct. This gives you a
20 ft radius and they make reflex saves instead of you attacking them. The DC = (10 + Intelligence + every 2 points spent)
Control element-
Your control of your element is so precise that you can shape it much more than before.
You can turn it into 1 ten ft cube for every 2 points you spend.
You can turn it into a cone with a 20 ft cone. This costs 3 points and can be augmented for 3 more points for 20 more ft to
a max of 60 ft.
You can spend 3 points and an extra round to double the effect. This means, if you were to spend 4 points to make it 5d6, and
take an extra round, it'd be 10d6 with only 7 points instead of 9.
You can also spend 11 of your points to make up to mile radius of your element. This does 1d6/2 points spent after the 11
damage to everything in it's way. No save to objects. reflex for creatures. (You can spend 13 points for 2d6 damage or
21 for 6d6). This also has a whirlwind (air), burn (fire), Knockback 30 ft (Earth), or drown/Slow (as spell) (Water/ice)
for anybody who fails there save for more than half the DC. (DC= 10 + Intelligence + every 2 points spent.)
Examples-
Storm spent 21 of her points and creates a storm against Toad. Toad fails his reflex save and is blown away from the force
into the sea dealing 6d6 damage.
Pyro attacks the cops out of defense. He strikes the 2 cars with the extra target ability and burns them with
this ability for 5d6 damage with a total of 21 points.
Augment Length-
You can spend 2 points to increase the range.
You can spend 4 points to make it last another round.
You can spend 7 points to make it last another round for a radius. They would make another reflex save or take half (none w/evasion).
You can spend 9 points to use it as a free action, but you can do this only once per round.
Elemental Savant-
You are exceptionally adept at using your element. You gain immunity to your element and can use 1 less point for each ability
you possess. You have a vulnerability to your opposing element though.
Fire-water
Earth-air
Elemental Transition-
You become more and morel ike an element. You gain immunity to paralysis, stunning, and mind affecting effects such as
A confusion from a telepath. You also are no longer subject to sneak attacks and critical hits. Your body takes on a
permanent elemental figure.
Elemental Mastery-
All your abilities can be used with 3 less points used.
All yoour abilities DC'sare increased by 2
You can bypass 10 points of resistance to your element to someone else. (Pyro battling another fire elemental adept can bypass the resistance
5) |