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Title: PrC
Description: Third time's the charm...


Sethran - November 9, 2007 02:31 AM (GMT)
Elemental Warrior

Every living thing is made up of the elements that exist in Imythess: Fire, Water, Air, Earth, Light, Dark, Metal, and Arcana. Every being has these elements, but usually have one or two that are more prominant than the rest. The Elemental Warrior can harness their own natural element composition and use it in and out of battle. Naturally, though, they can only harness one element, and it has to be somewhat prominent in their composition.

Requirements:
Class: Fighter-Type
Skills:
Knowledge (arcana)
Blade, Brawl, Blunt Weapon, Polearms, Unarmed Fighting, OR Marksman. (Only one of these is needed, though you are not restricted to one, of course.)
Feats: Combat Casting

Costs:
Level One: 100
Level Two: 120
Level Three: 150
Level Four: 150
Level Five: 170

IMPORTANT NOTES:
- You may only gain skills of one element. (Basically, you cannot taek a Fire skill, and a Water skill.)
- The element you choose must be either your Primary or Secondary Element.
Elements will be noted by the colour of their title: Fire, Water, Air, Earth, Dark, Light, Metal, and Arcana

Level One:
Burning Wound- Attacks that you make have a chance to leave a burn where the oponenet is struck.
Numbing Strike- Attacks that you make have a chance of nearly freezing your opponent, making their rmovements shakey, and less percise.
Restraining Hit- Your attacks have a chance at slowing down your opponent's movements.
Viper Bite- Your attacks have a chance at poisoning your enemy. This poison is treatable with most antidotes.
Despairing Cut- Your attacks have a chance to lower your opponent's spirits into near depression.
Blinding Bash- Your attacks have the chance to temporarily blind your opponent.
Breaking Point- You rattacks have a chance to either break an opponent's bone, or to make a wound that bleeds more than normal. (This depends it your weapon is bladed, or blunt.)
Silencer- Your attacks have a chance to temporarily mute your opponent. While muted, a person may not cast spoken spells, as well as communicate to other allies.

Level Two:
Flame Strike- Fire engulfs your weapon temporarily and lasts for a few attacks. It adds slight elemental damage, and it increases the odds of your level one skill's effect.
Tidal Attack- Water engulfs your weapon temporarily and lasts for a few attacks. It adds slight elemental damage, and it increases the odds of your level one skill's effect.
Cyclone Strike- Air circles around your weapon liek a cyclone temporarily and lasts for a few attacks. It adds slight elemental damage, and it increases the odds of your level one skill's effect.
Terra Strike- Plant life and stone engulf your weapon temporarily and lasts for a few attacks. It adds slight elemental damage, and it increases the odds of your level one skill's effect.
Soul Strike- Dark energy and dead souls engulf your weapon temporarily for a few attacks. It adds slight elemental damage, and it increases the odds of your level one skill's effect.
Holy Strike- Holy light, and angelic souls engulf your weapon temporarily for a few attacks. It adds slight elemental damage, and it increases the odds of your level one skill's effect.
Renforced Strike- Shrapnel (aka: metal shards) engulfs your weapon temporarily for a few attacks. It adds slight elemental damage, and it increases the odds of your level one skill's effect.
Magi Strike- Raw mystic energy engulfs your blade temporarily for a few attacks. It adds slight elemental damage, and it increases the odds of your level one skill's effect.

Level Three:
Million Degree Tolerance- Your body can stand high temperatures without being burned, or releasing sweat.
Aquatic Master- Your swimming skills are excellent both above and under the water. Some would swear you're part-fish!
Air Rider- You can fly through the air without the use fo wings.
Gardener- You can make plant life grow at incredible speed, and control it.
Stealthy Shadow- You are quite skilled in finding the perfect hiding place. You cna blend in a bit with the shadows, though the Shadowdancer still trumps you in this art.
Absence of Dark- Even in dark places, you can see perfectly. You may also purge the room of darkness for a time.
Smithy- Crafting weapons is a task you can do with some ease. (You can't make Masterwork or stronger weapons. Also, you must still pay for the weapon.) This ability also allows you to identify different metals.
Mystic Sense- You are granted a sense that detects all sorts of magic. You can tell how strong a magic field or being is without having to find out the old-fashioned way. You can also sense the elemental composition of a living being.

Level Four:
Flaming Body- Your body is envelopped in a defensive fire that doesn't harm anyone. It acts as armour from physical and magical attacks. Water or Ice spells will destroy this shield upon contact. Normally, the shield lasts for 2 minutes.
Tsunami Being- Your body is envelopped in a defensive liquid that doesn't harm anyone. It acts as armour from physical and magical attacks. Electric or Fire spells will destroy this shield upon contact. Normally, the shield lasts for 2 minutes.
Wind Barrier- Your body is envelopped in a defensive tornado that doesn't harm anyone. It acts as armour from physical and magical attacks. Earth spells will destroy this shield upon contact. Normally, the shield lasts for 2 minutes.
Earthen Being- Your body is envelopped in defensive stones that don't harm anyone. It acts as armour from physical and magical attacks. Air spells will destroy this shield upon contact. Normally, the shield lasts for 2 minutes.
Cursed Soul- Your body is envelopped in a defensive black aura that doesn't harm anyone. It acts as armour from physical and magical attacks. Light spells will destroy this shield upon contact. Normally, the shield lasts for 2 minutes.
Angelic Being- Your body is envelopped in a defensive white aura that doesn't harm anyone. It acts as armour from physical and magical attacks. Dark spells will destroy this shield upon contact. Normally, the shield lasts for 2 minutes.
Human Shield- Your body is envelopped in defensive Shrapnel that doesn't harm anyone. It acts as armour from physical attacks. Most spells will destroy this shield upon contact. Normally, the shield lasts for 2 minutes.
Mystic Body- Your body is envelopped in a defensive layer of magic that doesn't harm anyone. It acts as armour from magical attacks. Most physical attacks will destroy this shield upon contact. Normally, the shield lasts for 2 minutes.

Level Five:
Strike of the Elements- This is a powerful physical attacks that draws all the elements in the user's composition together, creating a weapon with all the elements engulfing it. When the weapon is used, a trail of the elements is left in it's wake, catchign those who may have avoided the original attack. After the attack is delivered, the raw elements leave the weapon, and engulf an opponent. From there, the elements become chaotic amongst each other, and cause a non-elemental explosion. This attack will leave the user weakened for at least half an hour. They also can't use any elemental attacks during this time.

Rith - November 9, 2007 05:49 PM (GMT)
(Dragoon, Sheild master, Hunter.. wouldn't this be the fourth time?)
This class is better than the last but still not very good. It's really too much of a magicy class which we don't need more of and it doesn't even offset the balance of two air PrCs. Strangley enough I did once again take inspiration from thinking about this class for a PrC I had been working on a while back, but I digress.

Elements: Anyone taking this class would not have the primary element of Metal as the class effects are very magicy. Raging Besrker, Charger, and the pending Resilient knight are good examples of Metal PrCs. Those with Arcana as their primary may take, but will likely be more apt to take magical Classes. The element should also only be one's primary elment which would certainly makes sense since it has the strongest hold. As such Metal should probably be removed to show metal is used in more of a secondary element due to the magicalish abilites that draw forth elemental power.

Skills: Brawl is not a weapon skill. Marksmanship is covered by the windbow.

Status Attack: These aren't good ideas. They aren't described well enough as to how each effect would be caused. Does the weapon cause burns because it is wreathed in flames or because it's very hot? Does this effect your weapon or your fists, and legs as well and if so does the efect have harmful effects on you (such as would normally come from eveloping your fist in fire)? Is it just for weapons that the warrior has skill in? How effective is the poison (Kill/KO in five minutes, stun for 30 sec, etc)? Additionaly all this first level abilites would fair better when mixed in with weapon enchantments.

Strikes: All of these are effectively spells. In truth their is only Flame weapon and holy weapon, but thanks to the rules that allow you to adjust items, you can easily adjust the element of a spell without making it any more powerful. Not to mention, weapon enchantments also cover this arae as well and in a better manner too. Also I'd very much Like you to explain how wind, water, and Earth deal extra elemental damages. Wind might chill, but the would of the element of Ice. Wind, water, and earth often deal damage through brute force similar to the 'metal' element. Tornados rip thing apart and toss them away with high speed wind, but that's not really elemental damage. Fire burning is elemental damage, Lighting shocking, ice chilling, acid corroding.

Spells/Spell-like abilities: All level three abilites should be sratched. If this is to be a fighter-specific class then all of it's magic should be pertaining to battle, and propbly throu focusing elemental energy through their weapon.

Barriers: All level four abilites should also be sctrached for reasons stated above. Also enveloping oneself in metal would kind of suffocate said person as well preventing him from moving, unlike the other barriers.

Strike of the Elements: This attack makes no sense to me. The entire class is based on one element save this one ability that randomly pops out of nowhere and says you can use all elements at once which does not follow the main focus that was given to the class.

In case if you decide to continue to working on this PrC, which I don't suggest, I suggest that you make the abilites very melee oreintated and try not to cross paths with weapon enchantments or other elemental classes.




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