Elementalist - A Little bit of Fire and a WHOLE LOT OF FIRE
Aug 9, 2018 12:08:52 GMT -6
Post by Amanojyaku on Aug 9, 2018 12:08:52 GMT -6
Characteristics: Charisma, Willpower, Dexterity
Skills: Academic Lore, Arcana, Ballistics, Brawl, Common Lore, Deceive, Forbidden Lore, Intimidation
Magic School: Evocation
Level Completion: +1 to Evocation Focus Power tests.
Adept
Level: 1
Prerequisites: Academic Lore 2, Arcana 3
Feats:
Elemental Mastery I
Eidetic Memory
Obtain Familiar OR Implement Focus
Spell Might
*Tested
*Weapon Proficiency (Basic)
Wild Magus
Level: 2
Prerequisites: Arcana 3, Evocation 1, Elemental Mastery I
Feats:
Eldritch Trick
Elemental Mastery I
Improvisational Magic
Spell Book
Spell Focus
Elementalist
Level: 3
Prerequisites: Arcana 4, Evocation 2, Elemental Mastery I (x2)
Feats:
Eldritch Trick
*Elemental Mastery I
Elemental Mastery II
Spell Book
Spell Penetration
Touch Spell Specialization
Primordial Theurge
Level: 4
Prerequisites: Arcana 4, Evocation 3, Elemental Mastery II
Feats:
Eldritch Trick
Elemental Mastery II
Greater Spell Focus
Spell Book
*Wizard Tradition
Ultimate Magus
Level: 5
Prerequisites: Arcana 5, Evocation 4, Elemental Mastery II (x2)
Feats:
Archmage Tradition
*Elemental Mastery II
Elemental Mastery III
Greater Spell Penetration
*Spell Book
Spell Mastery
FEATS
Eldritch Trick
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options below to become available for you to use. Whenever you successfully cast a spell, you can apply instances of this feat based on the number of raises you have on the magic test. If a spell has additional effects based on raises to the magic test, raises used for this feat are not counted for determining those effects. You can apply multiple instances of this feat as long as you have enough raises for all the effects used.
Elemental Mastery I
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options below to become available for you to use. Whenever you cast an Evocation spell (but before you make the Focus Power test), you may choose a number of options up to your caster level and apply one of the damage types and all TN modifiers of those chosen to the Focus Power TN of the spell you are going to cast. If an option taken has an asterisk (*) next to its cost, it can be taken multiple times, and its effects stack.
Elemental Mastery II
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options as an additional option as per Elemental Mastery I.
Elemental Mastery III
This feat may be purchased multiple times. Each time that you purchase this feat, choose one of the options as an additional option as per Elemental Mastery I.
Skills: Academic Lore, Arcana, Ballistics, Brawl, Common Lore, Deceive, Forbidden Lore, Intimidation
Magic School: Evocation
Level Completion: +1 to Evocation Focus Power tests.
Adept
Level: 1
Prerequisites: Academic Lore 2, Arcana 3
Feats:
Elemental Mastery I
Eidetic Memory
Obtain Familiar OR Implement Focus
Spell Might
*Tested
*Weapon Proficiency (Basic)
Wild Magus
Level: 2
Prerequisites: Arcana 3, Evocation 1, Elemental Mastery I
Feats:
Eldritch Trick
Elemental Mastery I
Improvisational Magic
Spell Book
Spell Focus
Elementalist
Level: 3
Prerequisites: Arcana 4, Evocation 2, Elemental Mastery I (x2)
Feats:
Eldritch Trick
*Elemental Mastery I
Elemental Mastery II
Spell Book
Spell Penetration
Touch Spell Specialization
Primordial Theurge
Level: 4
Prerequisites: Arcana 4, Evocation 3, Elemental Mastery II
Feats:
Eldritch Trick
Elemental Mastery II
Greater Spell Focus
Spell Book
*Wizard Tradition
Ultimate Magus
Level: 5
Prerequisites: Arcana 5, Evocation 4, Elemental Mastery II (x2)
Feats:
Archmage Tradition
*Elemental Mastery II
Elemental Mastery III
Greater Spell Penetration
*Spell Book
Spell Mastery
FEATS
Eldritch Trick
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options below to become available for you to use. Whenever you successfully cast a spell, you can apply instances of this feat based on the number of raises you have on the magic test. If a spell has additional effects based on raises to the magic test, raises used for this feat are not counted for determining those effects. You can apply multiple instances of this feat as long as you have enough raises for all the effects used.
- Accuracy Mastery (1 raise): When casting a spell with the Touch or Ranged Touch keyword, you gain 1 raise on the attack roll.
- Blast Mastery (2 raises): Increase or decrease the Blast radius of a spell by 1.
- Damage Mastery (1/3 raises): For 1 raise, add +1k0 to the damage of a spell. For 3 raises, add +0k1 damage. If the spell cast copies itself, this applies only to the first copy unless those copies are based on raises.
- Ether Mastery (1 raise): One creature targeted by the spell takes 1 check on any opposed tests made against it.
- Fatal Mastery (2 raises): When casting a spell that deals damage, it deals at least 1 wound, regardless of the target's Resilience.
- Piercing Mastery (1 raise): Reduce the Aura of one target when calculating damage from this spell by 1.
- Range Mastery (1 raise): Increase the range of a spell with the Attack keyword by 5m.
Elemental Mastery I
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options below to become available for you to use. Whenever you cast an Evocation spell (but before you make the Focus Power test), you may choose a number of options up to your caster level and apply one of the damage types and all TN modifiers of those chosen to the Focus Power TN of the spell you are going to cast. If an option taken has an asterisk (*) next to its cost, it can be taken multiple times, and its effects stack.
- Earth: +5 TN, I damage. Targets on the ground are knocked prone.
- Air: +5* TN, I damage. Targets are pushed 5 meters away from you for each time this option is taken.
- Fire: +5 TN, E damage. If someone takes damage from the spell, he must make a Dex Test (TN 15) or catch on fire.
- Water: +5* TN, I or R damage. The spell gains Proven with a value of 1 plus the number of times this option is taken.
- Wood: +5* TN, R damage. The spell may be cast as though it originated from a plant (or Dryad) within 5 meters times the number of times this option is taken.
Elemental Mastery II
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options as an additional option as per Elemental Mastery I.
- Meteor: +5* TN, X damage. The spell gains Blast with a rating equal to the number of times this option is taken, or increases its existing Blast rating by the same amount.
- Magma: +10 TN, E damage. The ground underneath targets (or within the spell's Blast radius, if any) is now lava, becoming difficult terrain and setting everyone walking on it on fire.
- Acid: +5* TN, E damage. Reduce the AP of armor worn by targets by the number of times this option is taken until it is repaired. If this reduces the AP of the affected armor to 0, the armor is destroyed.
- Lightning: +10 TN, E damage. The spell gains the Shocking property and a static bonus to damage equal to the AP on the body location it hit the target.
- Ice: +10 TN, R damage. The spell gains the Snare and Tearing properties.
Elemental Mastery III
This feat may be purchased multiple times. Each time that you purchase this feat, choose one of the options as an additional option as per Elemental Mastery I.
- Holy: +15 TN, X damage. The spell gains the Orgone Array and - if the target is aligned to a different pantheon than the caster - Volatile properties. In addition, the spell gains a static bonus to damage equal to the caster's Devotion and Faith (if any) plus one-tenth of the target's Corruption.
- Gravity: +10* TN, X damage. Treat the targets' Resilience as 1 lower for each time this option is taken, to a minimum of 1, when determining damage dealt by this spell.
- Metal: +5* TN, R damage. The spell gains Power Field and ignores up to 2 additional points of the target's Aura for each time this option is taken.
- Void: +5 TN, E damage. Wounds caused by this spell may not be healed by resource points or magic, only time.
- Heart: +10 TN, E damage. The spell gains a static bonus to damage equal to the caster's Resolve.