Elementalist

An Elementalist is a Force User that can generate and control energies and forces of nature using The Force. They can change the temperature of things, create heat and even fire. They can condense the moisture in the air into ice. They can create electrical attacks and even magnetize metal objects.

Base Abilities
Ultimate Ability
Powers
Motivators

The Elementalist uses the Motivators from the Light Side, Dark Side or Grey Side. It also has the following Motivators:

Hit Points

The Elementalist’s gains 1 hit point per level.

Leveling Table

Class Level

Class Features for Level

0

  • Spark
  • Warm/Cool

1

  • Learn Force Power
  • Force Power Skill Point

2

  • Force Power Skill Point
  • Force Power Skill Point

3

  • Learn Force Power
  • Force Power Skill Point

4

  • Force Power Skill Point
  • Force Power Skill Point

5

  • Learn Force Power
  • Force Power Skill Point

6

  • Force Power Skill Point
  • Force Power Skill Point

7

  • Force Power Skill Point
  • Force Power Skill Point

8

  • Powerful EL
  • Precise EL

9

  • Distant EL
  • Area EL

10

  • Force Tempest
  • Increase Maximum Force Rating by 1

Talent Tree(s)

Burn

The Burn power represents Pyrokinesis, the ability to control fire with the mind. It also encompasses the ability to create heat.

The Elementalist can use this ability in multiple ways. They can generate heat to melt or burn items. They can also control fire kinetically, allowing them to hurl fire at enemies as a type of attack.

To generate heat, the Elementalist uses an Action and forms a dice pool with Force Rating + Burn power + ranks in Powerful EL. These dice are rolled and the number of Hits indicates how much heat was generated (with Critical Hits counting as two hits).

Burn Temperature Table

Number of Hits

Temperature Delta

Effects

1

+5

Melt Ice

2

+10

Create Steam

3

+20

Melt Plastoid

4

+40

Melt Durasteel

5

+80

Melt Phrik, Melt Cortosis

6

+160

Melt Beskar

To perform a ranged attack, the Elementalist uses an Action and creates a dice pool based on their Force Rating + Burn power. The default maximum range is Close range, which is increased with ranks in Distant EL. The Extra Damage and Vicious EL can both apply to make these fire attacks more deadly.

Powerful EL can be used to add additional damage dice if the Elementalist doesn't care about accidentally hitting those around the target. The Gamemaster can choose to have attacks that use Powerful EL to add Spread(N) where N is the number of Powerful EL used.

Precise EL is used when the Elementalist wants to avoid hitting some members with an AOE attack. Each rank of Precise EL allows the Elementalist to exclude 1 person from the area effect. Precise EL can also be used for Aimed Attacks to gain an extra success.

Freeze

The Freeze power represents Cryokinesis, the ability to decrease the temperature using the mind. This includes creating ice by condensing the moisture in the air. This can cause direct damage, but also potentially freeze injuries to prevent them from worsening.

An Elementalist can telekinetically control the ice that they generate or that is in the area, allowing them to fling deadly icicles at targets as an attack.

To freeze a target, the Elementalist uses an Action and creates a dice pool with their Force Rating + Freeze power + ranks in Powerful EL. These dice are rolled and the number of Hits indicates how much an item was frozen (with Critical Hits).

Freeze Temperature Table

Number of Hits

Temperature Delta (Celsius)

Effects

1

-5

Condense Steam

2

-10

Freeze Water

3

-20

Frostbite

4

-40

Hypothermia

5

-80

Cryosleep

6

-160

Absolute Zero

To perform a ranged attack, the Elementalist uses an Action and creates a dice pool based on their Force Rating + Freeze power + ranks in Precise EL. The default maximum range is Close range, which is increased with ranks in Distant EL. The Extra Damage and Vicious EL can both apply to make these ice attacks more deadly.

Zap

The Zap power represents Electrokinesis, the ability to control electricity with the mind. This can be used to reroute power in conjunction with an Engineer skill, Mechanics. Of course the ability to telekinetically control electricity can also be used martially.

To generate power for a device, the Elementalist uses an Action and then creates a dice pool with their Force Rating + Zap power + ranks of Powerful EL. Each Hit increases the amount of electrical power generated for the device by 1. Critical Hits count as two Hits. The more Hits, the larger the device that can be powered. By default the Elementalist can keep up this power for 1 minute. They can spend 1 Motivation to extend the duration by another minute.

Electrical Power Generation Table

Number of Hits

Typical Device Powered

1

Glowstick, Datapad

2

Hand Scanner

3

Droid

4

Repulsor

5

Speeder

6

Fighter*

7

Light Freighter*

*This would be enough power to maintain basic ship's systems and travel very slowly, this does not include enough power to fight, nor hyperspace travel. Think of it as "emergency power", enough to maintain life support and drift through space to the nearest world.

The Zap power can also be used to make a ranged attack. This requires an Action and uses the Elementalist's Force Rating + Zap power + levels in Precise EL. The default maximum range is Close range, which is increased with ranks in Distant EL. The Extra Damage and Vicious EL can both apply to make these electric powerful.

This damage can be Ionic, which does Stress to Droids and 2x damage to personal shields, or it can do Stress to organic beings.

Magnetize

The other aspect of the Zap power is the Magnetize power. Magnetize allows the Elementalist to control metal telekinetically, as well as magnetize and demagnetize ferrous metal objects. The primary way to use this power is to magnetize objects strategically, so that opponents have difficulty using metallic weapons, or in the case of metal armor, moving at all.

To magnetize an object the Elementalist uses an Action and creates a dice pool with Force Rating + the Magnetize power + ranks in Powerful EL. The dice are rolled and each Hit increases the difficulty for the opponent to resist using their own Strength check. The object stays magnetized for 1d8 hours.

Magnetized metal armor (primitive Iron armor, Durasteel, Phrik, Cortosis or Beskar all are magnetizable) will pull with the same strength, potentially pulling smaller objects to the armor or holding the wearer in place against a larger metal object (such as a starship hull).

The Elementalist can also magnetize weapons, preventing the user from being able to wield them unless they beat a similar Strength check.

For the ability to pull weapons out of an opponent's hands, see the Magnetic Disarm talent.

Finally the Elementalist can use an Action and attack with magnetized objects. They create a dice pool with their Force Rating + Magnetize Power + any ranks of Precise EL. Finally the Elementalist can use the damage bonus from weapons that are specifically designed for throwing (such as axes, knives and grenades), or if it is another type of weapon or object, adding 1 die for the damage bonus. The Elementalist rolls this magnetized object dice pool as normal against the target's Defense Dice, and any leftover Hits cause damage. The Vicious EL talent will allow the Elementalist to convert 1 Focus result to a Critical Hit per rank. Critical Hits act as they normally do in combat.

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