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Mystic class is versatile caster, in large part defined by connection — a power, theme, or patron that is the key to the character's magical abilities.
Mystic Connection: Elementalist
You tap the primal power of the old elements of air, earth, fire, and water. You can use them against your enemies and to protect yourself from their wild ravages.
Associated Deities: The Mother, The Primal.
Associated Skills: Mysticism and Physical Sciences.
Spells: 1st—elemental bolt, 2nd—elemental aura, 3rd—elemental blast, 4th—elemental wall, 5th—control weather, 6th—terraform.
Elemental Attunement (Su) [1st Level]
- When you regain spells after resting, you have to select one element: air (electricity), earth (acid), fire (fire), or water (cold). This sets the energy type of your connection spells and powers until you change it again. You can produce small amount of element your are currently attuned to within 10 feet as a standard action, using it to heat or cool things, ignite flammables, create pebble, blow candles, or fill a cup of water—matter created by this ability vanishes 1 minute later. You add your mystic level to energy damage of the corresponding type dealt (not stacking with weapon specialization). After gaining channel skill feature, you can apply its bonus to Bluff, Diplomacy, and Intimidate checks made to interact with creatures of the matching elemental subtype.
Elemental Adaptation (Su) [3rd level]
- You gain constant life bubble effect and 5 points of resistance to energy type linked to your current elemental attunement. This resistance increases to 10 at 8th, 15 at 13th, and 20 at 18th levels.
Elemental Summoning (Sp) [6th level]
- You can spend 1 Resolve Point to summon a Small elemental spirit of the subtype matching your attunement to serve you for 10 minutes. You can only have one spirit summoned with this ability at a time, except when your Elemental Enlightenment ability is active. At 9th level, you can summon a Medium elemental. At 12th level, you can summon a Large elemental. At 15th level, you can summon Huge elemental, and at 18th level an Elder one.
Shift Attunement (Su) [9th level]
- Whenever you rest for 10 minutes and spend Resolve to regain Stamina, you can change your elemental attunement to a different element.
Elemental Bond (Sp) [12th level]
- Creatures connected to you by your Telepathic Bond class feature share benefits of your current Elemental Adaptation.
Elemental Fusion (Su) [15th level]
- You can spend 1 Resolve Point as a swift action to attune to all four elements for 1 minute. You add half your level to acid, cold, electricity, and fire damage, and your connection spells deal damage of those four types—using the victim's worst resistance and the greatest vulnerability. You and allies connected to you via your telepathic bond gain resistance to acid, cold, electricity, and fire, and your summoned elemental gains all four elemental templates. When the elemental fusion ends you can select your current attunement.
Elemental Rift (Sp) [18th level]
- You can perform a ritual that opens a rift to one of the Elemental Planes. Each round you have to spend 1 Resolve Point as a full action for ten rounds until the portal is open. You can either choose the rift to let you and other creatures to pass through for the next minute or let the elemental energies spill out of the rift, slowly turning the surrounding region into a wasteland dominated by single element for the next year. This ability cannot be used in place not connected to Elemental Planes.
New Spells
Elemental Aura
School abjuration (acid, cold, electricity, or fire)
Casting Time 1 standard action
Range personal
Duration 1 round/level (D)
You infuse yourself with elemental energies matching your current elemental attunement. Your elemental adaptation resistance doubles, and your unarmed strikes deal energy damage of your current attunement and target EAC. All creatures that start their turn adjacent to you suffer 2d6 points of acid, cold, electricity, or fire damage, as determined by your current attunement. Additionally you gain the benefits determined by your current elemental attunement:
- Air: fly speed equal to your base speed with average maneuverability.
- Earth: Ability to walk on any surface as if using spider climb.
- Fire: Increase your base speed by 20 feet.
- Water: Swim speed equal to your base speed, ignore penalties for moving and fighting underwater.
Elemental Bolt
School evocation (acid, cold, electricity, or fire)
Casting Time 1 standard or full action
Range long (400 ft. + 40 ft./level)
Target one creature or object
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You throw an orb of pure elemental energy matching your current elemental connection dealing 2d6 points of damage when cast as a standard action, and 3d6 points of damage when cast as a full action.
Elemental Wall
School evocation (acid, cold, electricity, or fire)
This spell works like wall of fire, except it deals electricity damage when cast in air attunement, or cold damage when cast in water attunement. When cast in earth attunement it creates a wall of stone composed of one 5-ft. square per level with hardness of 8 and 2 inches of thickness (thickness can be doubled by halving the wall area). Each 5-ft. square of the wall has 15 Hit Points per inch of thickness. The stone wall crumbles to dust when the spell ends.
Elemental Wave
School evocation (acid, cold, electricity, or fire)
Casting Time 1 standard action
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You unleash a wave of elemental energy matching your current attunement, dealing 10d6 points of acid, cold, electricity, or fire damage.
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