top of page
Search

The Elementalist


This week we take a look at another of the new classes included in the Tome of Whispers. The Elementalist is one of the more combat-focused classes, but with a focus on using raw elemental energy instead of weapons or more traditional magic. Although an Elementalist's Talents may seem like magic, they are not magic and cannot be counterspelled like magic.


Unlike magic, which is typically a dwindling daily resource, controlling an element comes with no inherent costs. Perhaps the biggest difference, however, is that most Elementalists are only capable of utilizing one element at a time. Though most will never expand beyond their primary element, it can be possible to collect all of the elements, even if doing so can put quite a strain on the body.


Although the Elementalist is a heavily combat-focused class, many of the Talents they can learn have utility beyond just dealing raw damage. Some can provide environmental control, apply potent buffs or debilitating afflictions, or even directly mimic certain spells. Which Talents an Elementalist learns, and which element is its primary focus, makes each Elementalist a unique expression of elemental mastery.


Elemental Proficiency


How you interact with an element, and how effectively you can bend it to your will, largely depends on your proficiency with that element. Each of the four primary elements of air, earth, fire, and water require their own separate proficiency. Many Elementalist class perks have an elemental proficiency prerequisite in addition to level and other prerequisites. An elemental proficiency is a special type of esoteric proficiency. Any time you would gain an esoteric proficiency boost you can freely improve an element of your choice. This can cause you to grow stronger with one element or gain the ability to use another element that you couldn't use before. Elemental proficiency is subject to the same level requirements for master and legendary as other proficiencies.


Elemental Kinetics


At first level, you get to choose one of the four primary elements to be your focus. Each type of elemental kinetics sets your initial proficiency with your primary element, comes with a few special abilities, and also grants two bonus class perks of your choice, though they must have the trait matching your primary element. While it is possible to expand beyond your elemental focus, this primary element will always come easier to you, and manipulating your primary element puts less strain on your body.


Aerokinesis

Trained Element: Air

Opposition Element: Earth


Air is often an easily accessible element, but its ephemeral nature makes it difficult to control. For most beginner Aerokineticists, it can feel more like the element is controlling you rather than the other way around. Still, the tantalizing power of flight can await those that seek mastery of air, and many great Aerokinetic masters seek to slip the bonds of gravity altogether.


The power of air does not typically play nicely with armor. An Aerokineticist begins play as an expert with unarmored defense but is untrained with any other armor categories. Although it can be possible to utilize air in armor, doing so is difficult. Whenever an Aerokineticist accepts Strain, there is always an amount of excess strain equal to the armor check penalty, if any.


Even if an Aerokineticist cannot fly, the mastery of elemental air offers a protective barrier against gravity itself. You always treat a fall as reduced by a number of hexes equal to your Reflex modifier, and you always land on your feet regardless of how much damage you might take. This ability makes you effectively immune to being prone unless you allow it. A primary Aerokineticist can freely add the agile trait to any Talent with the air, fire, or water trait.


Geokinesis

Trained Element: Earth

Opposition Element: Air


Earth is often found in abundance but is a stubborn element. This stubbornness frequently seems to rub off on the personalities of those who develop Geokinetic talent. It typically requires great strength, both physical and mental, to bend earth to your will since rocks and stones are rigid, inflexible, and quite heavy. Still, the raw power of making boulders and even mountains obey your command draws many to the path of the Geokineticist.


As dense and inflexible as elemental earth can be it is perhaps the easiest element to pair with physical armor. A Geokineticist begins plan trained with all armor categories, and their ability to manipulate earth is of great help when wearing armor made from stone in particular. A Geokineticist ignores the check penalty from stone armor. Yet, the rigid inflexibility of earth can be a drawback as well. If a Geokineticist accepts Strain while not in direct physical contact with the ground, there is always an amount of excess strain equal to the number of hexes of distance to the nearest ground.


Even if a Geokineticst lacks a burrow speed, their strong connection to the earth grants them several maneuverability benefits. A Geokineticist can always ignore natural difficult terrain and greater difficult terrain from soil and stone. If an effect would force them to move against their will, they reduce the distance they are moved by their strength or endurance modifier, whichever is better. A primary Geokineticist can also leverage their physical strength in their elemental manipulation and can freely choose to add the propulsive trait to any ranged attacks from a Talent with the earth, fire, or water trait.


Hydrokinesis

Trained Element: Water

Opposition Element: Fire


Although water is important for life, it is not quite so ubiquitous as air or earth. Most hydrokineticists hail from coastal regions or arctic environments where snow and ice are plentiful. While it may seem unlikely to find a Hydrokineticist in an arid desert environment, those that have the capability to bring forth water directly from the elemental planes can not only be comfortable in such terrains but can accumulate great power and wealth from commanding such a valuable resource.


While water is typically thought to be a fluid and flexible element like air, it can be rigid and inflexible like earth in its frozen form. Hydrokineticists begin play trained in light armor, medium armor, and unarmored defense. They always ignore the agility cap imposed by light or medium armor. Hydrokineticists tend to be more susceptible to heat and evaporation than others. Each time a Hydrokineticist takes fire damage from any source, they also take 1 point of excess Strain for every 10 HP lost as a result.


Even if a Hydrokineticist cannot swim, their strong connection to the water grants several benefits. As a result of their ability to manipulate their own water, a Hydrokineticist cannot suffer natural dehydration from thirst. A Hydrokineticist can similarly regulate their own buoyancy, treating any desired direction as "down" when immersed in water. They are also never hindered in their movement by deep snow or slippery conditions from ice. A primary Hydrokineticist can freely add the sweep trait to any attack Talent with the air, earth, or water trait.


Pyrokinesis

Trained Element: Fire

Opposition Element: Water


Although fire is important for life and civilization, it is perhaps the least abundant natural element. As a result, many Pyrokineticists hail from blistering deserts or regions with active volcanism. Yet, since most people have learned the secret to making fire on demand, Pyrokineticsts are not limited to such extreme environments anymore. Fire is typically considered the most dangerous element to master and mishandling it can result in serious burns to an incautious user. However, mastery over fire makes for one of the most impressive displays, and its tendency to spread makes it especially helpful if outnumbered.


Fire is flexible and difficult to contain, much like air. Pyrokineticists begin play trained in light armor and unarmored defense. They always increase their swift value by 1 in light armor, or by 2 when unarmored. Pyrokineticists tend to be more susceptible to cold than others. If a Pyrokineticist takes cold damage from any source, they also take 1 point of excess Strain for every 10 HP lost as a result.


While fire is not typically associated with any one type of movement over another, it is known for being difficult to contain. Any checks to Grapple or Drag a Pyrokineticist take a circumstance penalty equal to the Pyrokineticists swift value. This penalty also applies to Attacks of Opportunity as a result of movement though threatened hexes. A primary Pyrokineticist can freely add the finesse trait to any Talent with the air, earth, or fire trait.


Strain


Bending the elements to one's will requires a great deal of effort, and certain activities and types of damage can cause Strain. Strain is measured in points, and the effects of Strain largely depend on whether the Elementalist's Strain value has reached certain thresholds. Elementalists can reduce their Strain value by resting, and can reset it to zero by taking an extended rest.


Strain can be voluntarily accepted by an Elementalist to add extra power to their elemental Talents. Most Talents have a basic effect that can always be used without accepting Strain, but improve in power as more Strain is accepted during their use. Strain can also be forced upon an Elementalist against their will. An Elementalist's primary element outlines certain circumstances that cause excess strain. Using elemental Talents without your primary element's trait also causes strain, and this effect is magnified when trying to use your opposition element.


Class Perks


Although some Elementalist class perks can be used by an Elementalist without regard for elemental proficiency, most of them require a certain level of proficiency for at least one element. Some hybrid perks require a level of proficiency with more than one element at the same time. Class perks can function similarly to metamagic, altering or improving the ways in which an Elementalist uses their Talents. Class perks are also the primary means through which an Elementalist learns Talents in the first place.



The Elementalist is an interesting take on a combat-focused class with a very different flavor than other classes. There are more than a hundred Talents to sort through and choose from, however, which is why this class is in the Tome of Whispers. Even if you limit yourself to just the talents available to your primary element, and your level of proficiency, there's still a lot of new information to consider. This is, of course, a good thing as well! There's so much variety available to this class that it can only start to feel repetitive by your own choosing. Next time we'll take another look at the Card Game, so stay tuned!

 
 
 

Commentaires


Post: Blog2_Post

Subscribe Form

Thanks for submitting!

  • Facebook
  • Twitter

©2019 by Fornax Publishing. Proudly created with Wix.com

bottom of page