Solaris RPG
Class Name:
Elementalist
Energy Potency:
1.00
Available Armors:
Cloth, Light
Class Type:
Caster
Elemental Potency:
1.15
Available Weapons:
Light, Medium
Elementalists rely on tricks and sorcery instead of metal to achieve their goals. They are masters over the eight elemental forces of Solaris and wield them with deadly power and accuracy. They have been around for as long as time itself because no matter what obstacles come before the Elementalists, their prowess and dedication to knowledge make them capable of always finding a way over it, around it, or even through it. Armies dwindle and planets are destroyed, but the power of the Elementalist will always remain.
Level 1 Ability:
Mystical Adroit - Having chosen Elementalist as his class, the character chooses a second favored element. He may use any of the eight elements when making elemental attacks. If he has the requisite Base WIS PVS, he can use the Elemental Perks granted by both favored elements. (Passive Ability)
Level 5 Ability:
Magic Shield - Once per battle, when a Elementalist fails to avoid a physical attack, he may ignore the damage by constructing a shield of pure magic around his body that deflects the physical blow. (Reaction Ability)
Level 10 Ability:
Mental Dexterity - Once per battle, an elementalist can use two actions in the same turn. One action must be an elemental force attack and the other action must be an elementalist job class capability or a special ability having to do with one or more of the elementalist’s favored elements. (Action Ability)
Level 20 Ability:
Meditation - The Elementalist can sacrifice his action to immerse himself momentarily in a state of meditation. While it only lasts a few seconds, its effects can be battle-changing. The Meditation causes the Elementalist’s next elemental attack to deal double base elemental damage. This can be done multiple times during battle, but only one Meditation can be used to enhance a single attack. (Action Ability)
Level 30 Ability:
Elemental Dominance - Three times per battle, when an enemy uses an Elemental Perk, the Elementalist may cancel its effects with the wave of his hand. This can be used even when it isn’t the Elementalist’s turn. He may not dispel the same Elemental Perk from the same target more than twice in a battle. He may only use Elemental Dominance on another elementalist if he is higher leven than the opponent. (Interrupt Ability)
Level 50 Ability:
Rift - Elementalists are experts when it comes to the realms of magic and shifting. A Elementalist can open a rift in space and use it to travel as though they were using the Teleportation level perk, but can also invite willing participants to travel through the rift, even if they do not have the required tier of Teleportation, if any at all. Also, a Elementalist can detect when others in the area use their ability to teleport and attempt to follow them by opening a rift to wherever they went by tapping into the residual energy of the escapee’s shift. A Elementalist can use this to follow a target anywhere and even if they used an ability other than Teleportation to get there. Examples might include, but are not limited to, short-range translations, inter-planar travel, or shifts into places such as the shadows or the earth. Rift does not allow a Elementalist to travel to these places on his own, just the ability to follow others. When a Elementalist opens a rift to travel through it, he can recall it within 48 hours in order to find a way home. (Action Ability)
Level 75 Ability:
Empowered Elements - Any time that a Elementalist makes an elemental attack against an elementally-attuned creature or an elementally-constructed object or obstacle, the element used is considered to be “strong” against that target, even if it would normally be marked as “weak” against that target. Also, if an enemy makes an elemental attack against an elementally-constructed object or obstacle made by a Elementalist with Empowered Elements, the element used is considered to be “weak” against that target, even if it would normally be marked as “strong” against that target. If two Elementalists with Empowered Elements attempt to use this bonus against each others’ elements in any way, they both act as if they did not have the job class capability. (Passive Ability)
Level 90 Ability:
Shattered Spirit - Once per battle, the elementalist can unleash a burst of elemental force that can leave scars on the body for centuries. The attack deals double base damage as well as carries a 100% bonus to damage. Furthermore, it will devastate the target, reducing him to 0% elemental damage reduction for the Shattered Spirit attack and for the next three rounds thereafter. (Action Ability)
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