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Warlock and Elementals Update

Page history last edited by Jason 1 yr ago
 
Warlocks and Elemental SummoningUber-warlock
 
Warlocks develop power through a connection to an elemental plane. The focus of that connection manifests as an elemental creature (of the appropriate type). Warlocks do not understand arcane magic; they channel elemental “spells” via their connection to the elemental plane through their elemental conduit (the elemental creature). This specific elemental creature is bound to the warlock and as the warlock’s connection to the elemental plane develops and becomes more powerful, they can channel greater and greater elemental energy (higher level spells).
 
As a side-effect of their connection to the elemental plane; the warlock can also channel the elemental creature to allow it to manifest physically on the prime material plane. Similarly to their spell effects, as the warlock develops their connection to the elemental plane, they can allow a greater portion of the elemental creature to materialize. The warlock’s connection with their elemental creature is such that the warlock can “summon” the creature at will (but must use a spell action to channel the elemental energy). The elemental creature is the same creature summoned each time and is the actual creature that the warlock has developed his connection to the elemental plane through.
 
When an elemental creature manifests on the prime material plane, it looses some of its potency and is restricted in how much elemental energy it can use based upon the warlock. When an elemental is on the Prime Material plane they do not regain any ESP. While on their native elemental plane, the ESP regeneration is 2x level per hour. Similarly, elementals do not have a physiology like mortal creatures and as such they regain their life-force (hit points) differently. While on the PM plane, they are unable to regain any hit points. While on their native plane they are able to heal much faster and regain their level per hour.
 
If an elemental creature were to become reduced to zero hit points or less, the elemental creature would be destroyed and would need to reform on its native plane. It takes 24 hours for the elemental creature to reform. During this time, the warlock can still cast spells normally; however he is unable to regain any spell points. After 24 hours have passed, the warlock will regain ESP normally and can then “summon” the elemental creature.
 
Crunchy bits:
  • The warlock can summon an elemental equal to his power level. Only one elemental can be summoned at a time. The summoning of an elemental by a warlock cost no ESP but requires one spell action. The elemental can be dismissed at any time. The warlock must use a spell action to dismiss the elemental. The summoning or dismissal of the elemental cannot be aborted to. There is no limit to the number of times an elemental can be summoned nor is there a limit on the duration it can remain on the Prime Material plane. 
  • Elementals do not regain hit points or ESP while on the PM plane (the water elemental’s hit point regeneration ability is the exception to this rule). On the elemental’s native plane it recovers 1 hit point and 2 ESP per level per hour. 
  • Review the elemental’s abilities, they have changed.
 
 
 

 
 
 
Elementals:
The four elementsElementals share a number of abilities:
Willpower: 20 + level
Saves: + 1/level to all saves
Spells: All spells appropriate to their element equal to their level; 1-3 all common spells, 4-6 all uncommon spells, 7-9 all rare spells, 10+ all very rare spells
Spell Strength: +1 @ 1, 3, 5, 7, 9
Initiative: 10 +1 per level +1d10
Vulnerability: Elementals are vulnerable to damage from their opposing element. Fire and water oppose each other as do earth and air. Elementals take double damage from damage from their opposing element. That vulnerability is reduced as the elemental increases in level/power as follows: 1 – 4 take double damage from common and higher, 5 – 8 requires uncommon to take double damage, common does normal damage, 9 – 10 requires rare to take double damage, common and uncommon do normal damage.
Element Resistance: Elementals are resistant to their own type of elemental damage according to the following progression: 1st: resist 75% common damage, 50% uncommon, 25% rare; 4th: immune to common, resist 75% uncommon, 50% rare, 25% very rare; 7th: immune to uncommon, resist 75% rare, 50% very rare; 10th: immune to rare, resist 75% very rare.
Damage immunity: Elementals are planar beings. The develop immunity to damage from physical attacks based on the following schedule: 4th: DI standard, 8th: DI +1.
Defense: Air, fire and water elementals have a “free dodge” ability, it does not cost an action for them to dodge. They cannot use this ability to defend another, if they defend they must use an action to parry or take it. Earth elementals have a unique ability, “free parry”. They can use this to defend another at whatever penalties are applicable (they have no combat feats).
 
 
Air:Air elemental

Actions: Obtain physical actions at: 1st; magical: 1st, 3rd, 6th, 10th

MSP: 30 per level

Attack: 1d6 @ 1st, 6th

Strike: +1 per 2 levels

Parry: +1 per 2 levels

Damage: +1 per 2 levels

Dodge: +1 per level

Hit points: 10 per level

AR: 10 + 1 per level

Strength: 1 per level

Special: Magic resistance 4% every level

 
 
Fire:
Actions: Obtain physical actions at: 1st, 6th; magical 1st, 3rd, 10thFire elemental
MSP: 20 per level
Attack: 1d6 @ 1st, 3rd, 5th, 7th, 9th
Strike: +1 ½ per level
Parry: +1 per level
Damage: +2 per level
Dodge: +1 level
Hit points: 15 per level
AR: 12 + 1 per level
Strength: 5 + 1 per level
Special: Fire aura[1]: deals damage to opponents that successfully attack in melee combat and fail a magic saving throw (no spell strength): 1d6 damage per level (rank 3); 1 – 3 common, 4 – 6 uncommon, 7 – 9 rare, 10 very rare. Radiates light: illuminates 10’ per level.
 


Water:
Actions: Obtain additional actions physical 1st, 3rd, 10th; magical 1st, 6th
Water elementalMSP: 20 per level
Attack: 1d6 @ 1st, 4th, 7th, 10th
Strike: +1 per level
Parry: +1 per level
Damage: +1 per level
Dodge: +1 per level
Hit points: 15 per level
AR: 12 + 1 per level
Strength: 5 + 1 per level
Special: HP Regeneration 1st: 1d10 per minute, 3rd: 2d10 per minute, 5th: 3d10 per minute, 7th: 4d10 per minute, 9th: 5d10 per minute.
 
 
Earth:
Actions: Obtain additional actions physical 1st, 3rd, 6th, 10th; magical 1st
Earth elementalMSP: 10 per level
Attack: 1d6 @ 1st, 3rd, 5th, 7th, 9th
Strike: +2 per level
Parry: +2 per level
Damage: +2 per level
Dodge: +1 per 2 levels
Hit points: 20 per level
AR: 14 + 1 per level
Strength: 10 + 1 per level
Special: 1st "free parry" (an earth elemental does not use an action to attempt to parry an attack); 6th ranged parry (standard ranged attacks [non-magical]).
 
 

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