Difference between revisions of "Elemental Lord"
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'''Feats:''' Toughness, Great Fortitude, and Weapon Focus (Spear, Longbow, Greatsword, Rapier, Flail, Throwing Axe, Dart, or Shuriken). <br> | '''Feats:''' Toughness, Great Fortitude, and Weapon Focus (Spear, Longbow, Greatsword, Rapier, Flail, Throwing Axe, Dart, or Shuriken). <br> | ||
'''Spellcasting:''' Able to cast 3rd-level divine spells. | '''Spellcasting:''' Able to cast 3rd-level divine spells. | ||
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+ | '''Special note: Due to spellcasting progression on this server, Bards cannot qualify for Elemental Lord''' | ||
==Class Features== | ==Class Features== | ||
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'''Weapon Proficiencies''': None<br> | '''Weapon Proficiencies''': None<br> | ||
'''Armor Proficiencies''': None<br> | '''Armor Proficiencies''': None<br> | ||
− | '''Skill Points''': | + | '''Skill Points''': 4 + Int modifier<br> |
− | '''Class Skills''': | + | '''Class Skills''': Acrobatics, Diplomacy, Heal, Intimidate, Knowledge (nature, religion), Sense Motive, Spellcraft, and Survival.<br> |
'''Spells per Day/Spells Known:''' When a new Elemental Lord level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve. | '''Spells per Day/Spells Known:''' When a new Elemental Lord level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve. |
Latest revision as of 13:42, 6 March 2021
Base Classes | Prestige Classes |
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Among those who walk the wilds and seek the mysteries and splendor of nature, a select few have discovered the path to walk the fine line of veneration of the elements within the cycle of seasons. These individuals, known as elemental lords, are physical and spiritual embodiments of the seasons, and the Overseers who preside over them. As diverse as the storms, winds, calm and chill of the cycle, each manifests the blessings of the passing seasons as suits not only their faith, but their unique dispositions.
Elemental Lords wield Lightning, Fire, Frost, Acid, and Thunder like a warrior wields his sword. Because of their command of the most destructive aspects of nature, Elemental Lords are viewed with awe and fear by lesser folk, regardless of their motivation.
Though all Elemental Lords are granted some measure of control over Thunder, their primary Element is dictated by the Overseer they Serve: Acid for followers of Memnos, Frost for followers of Fraeyal, Lightning for followers of Niomae and Lilianthe, and Fire for those who follow Scorsheth.
Note: When pursuing this PRC, you may only choose one of the following
Stormlord
Stormlords embrace the fierce nature and powerful forces behind storms, especially those of Spring, from driving rain to gusting winds and hammering peals of thunder. As no two storms are the same, no two Stormlords are completely alike, though they often share certain qualities. Most are followers of Lilianthe and favor the longbow, which serves as an ideal conduit of the power of the storm, allowing them to rain down their attacks upon their foes, like falling lightning and driving rain. A lesser number of Stormlords worship Niomae, and can be even fiercer than their counterparts, recalling the most powerful hurricanes of the open ocean. These Stormlords typically favour the spear or trident.
Flamelord
Flamelords are typically adherents of Scorsheth and Summer, with a focus upon battle and conflict. Often described as temperamental and explosive, they embody the flame and the heat of summer. Most are quick to make themselves clear and known on whatever point is on hand - typically with their favored weapon the greatsword, much as fire will spread and burn without regard. A common thread among Flamelords, much as the fire they venerate, is that they do as their nature insists, and everyone and everything else can move or stand against them.
Earthlord
Earthlords are by and large, supplicants of Memnos and Autumn, who are steady and patient representatives of a time of great need and preparation. As the land prepares for the long sleep and everything goes to ground - figuratively with their preparations for the winter or literally in the case of falling leaves and the other heralding signs of Autumn, Earthlords prepare themselves for the future in the present, seeing to tasks that must be attended to, regardless of the difficulty or the struggle. As sturdy and stable as the soil beneath their feet, they embrace the calming of Autumn into their very nature and bring it forth to others in their guidance and deeds. Earthlords favour the flail.
Frostlord
Frostlords worship and embrace Fraeyal and winter, and seek to emulate it and bring forth it's decisive influence. Just as the sheer cold of winter can pierce deep, to the heart, biting and slipping in wherever opportunity allows, so do Frostlords, favoring the rapier as symbolic for both icicles, and the piercing chill. Calm to a point of near stillness, Frostlords are seldom unprepared, preferring to plan and ready themselves. before acting with plan in hand and finishing whatever they began, before returning once again to their waiting and planning.
Requirements
Base Save Bonus: Fortitude +4
Feats: Toughness, Great Fortitude, and Weapon Focus (Spear, Longbow, Greatsword, Rapier, Flail, Throwing Axe, Dart, or Shuriken).
Spellcasting: Able to cast 3rd-level divine spells.
Special note: Due to spellcasting progression on this server, Bards cannot qualify for Elemental Lord
Class Features
Hit Die: d8
Base Attack Bonus: Medium
High Saves: Fortitude and Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 4 + Int modifier
Class Skills: Acrobatics, Diplomacy, Heal, Intimidate, Knowledge (nature, religion), Sense Motive, Spellcraft, and Survival.
Spells per Day/Spells Known: When a new Elemental Lord level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.
Elemental Resistance: At 1st level, an Elemental Lord gains resistance 5 to whichever Element they are aligned with. This increases to resistance 10 at 4th level and resistance 15 at 7th level.
Enhanced Elemental Lord Weapons: At 1st level, the Elemental Lord's thrown weapons, and the favored weapon of their Deity count as +1 weapons. This bonus increases to +2 at 6th level and +3 at 9th level.
Elemental Weapon : At 2nd level, an Elemental Lord may enchant any equipped thrown weapon or the favored weapon of their Deity to deal an additional 1d8 points of elemental damage. This effect lasts 20 rounds.
Elemental Burst Weapon: At 5th level, an Elemental Lord may enchant any equipped thrown weapon, or the favored weapon of their Deity to deal an additional 1d8 points of elemental damage and an extra 2d8 points of weapon damage on a critical hit (4d8 if the critical multiplier is x3, 6d8 if the critical multiplier is x4). This effect lasts 20 rounds.
Elemental Burst and Sonic Weapon: At 8th level, the Elemental Lord may enchant any equipped thrown weapon, or the favored weapon of their Deity to deal an additional 1d8 points of elemental damage, an extra 1d8 points of sonic damage, and an extra 2d8 points of weapon damage on a critical hit (4d8 if the critical multiplier is x3, 6d8 if the critical multiplier is x4). This effect lasts 20 rounds.
Elemental Immunity: At 9th level, the Elemental Lord gains immunity to whichever Element they are aligned with.
Extended Storm Avatar: At 10th level, the Elemental Lord can use Elemental Avatar. For Storm Lords This functions the same as the 8th-level druid spell Storm Avatar. For Earth Lords this functions the same as the 9th-level wizard spell Iron Body, except without the normal detrimental effects. For Fire Lords This spell grants Immunity to Missile Attacks, 3d6 fire damage to all attacks, and a Fire Aura that deals 2d6 fire damage to each creature within five feat each round. For Frost Lords This spell grants 3d6 cold damage to all attacks and a Freezing Aura that deals 2d6 cold damage, and slows all creatures within 10 feet each round. This ability lasts for a number of rounds equal to double the Elemental Lord's Class Level, this ability may be used once every 20 minutes.