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The forcebound philosophy is to view nature as an intertwined system that only functions well if balance is present. The forces of creation and destruction must always be pushing each either equally through a new cycle. These forces use the powers of the elements Air, Fire, Earth and Water at the forefront to energize the cycles of life and death. The forcebound tap into these powerful forces and channel them into themselves manipulating the power to their needs. In essence, the forcebound fuses with these elements overtime becoming something other then mortal, a force in themselves. 

Like the elements they harness, forcebound dochar is the most temperamental and bewildering of the dochar. Not many forcebound exist in Galorian as the very nature of the path makes it tremendously difficult to maintain. Being a mortal able to harness the depths of natures force can be overwhelming. Leading a forcebound to be comsumed by his own power, what the Dochar call "Extinguished" or turning from the path completely and taking up another bound path. 

Adventuring with a forcebound can be an exhausting experience. Forcebound’s personalities are flavored by the elements they choose to focus in. They can be hot tempered and quarrelsome one minute and then nurturing and compassionate the next. The first element of choice often dictates their main personality, the secondary elements they fuse with give their nature another tone that diffuses the first. Even if a forcebound is successful in containing the raw power he channels his fate is still uncertain. 

Eventually as the forcebound increases in power he will begin to loose his humanity to the elements he serves. Many elder forcebound simply assimilate into the elements they connect with preferring an existence with the forces of nature rather then humanity. Elem Genasi are found to be the most attuned to take the forcebound path as their native elemental natures give them a better grasp over the power they yield. 

Personality Types

Fire: Intense, passionate, quarrelsome, emotional, vengeful, and proud 

Water: Caring, deep, flexible, soothing, empathic 

Earth: Nurturing, aloof, stubborn, single minded, reliable 

Air: stoic, carefree, unattached, wild, risk takers 

Damage Types:

Fire does Fire Damage 

Water does Force, Piercing, Slashing or Cold damage 

Earth does Bludgeoning or acid damage 

Air does force damage 

HD: d8

Class Skills
The forcebound class skills and the key ability for each skill are Athletics (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (nature), Knowledge: (Planes: Elemental), Knowledge: (Geography) (Int), Perception (Wis), Spellcraft (Wis), Survival (Wis).

Alignment: N, LN, CN

Skill Points 
4+ Int modifier

Class Features
All of the following are class features of the forcebound.

Weapon & Armor Proficiency
Forcebound are proficient with all simple weapons, martial melee weapons, short bow, and longbow. They are proficient with all natural attacks. They are proficient with light and medium armors.

A forcebound's spells are drawn from the forcebound Spell List. Their Mana points are calculated by using their WIS modifier. If using the classic spell system the forcebound Spell's known per day are as follows in this table . 

Forcebound Stats

Nature’s Bond (Element) 
At 1st level, a forcebound develops a bond with the elemental forces of nature. This bond takes two forms. The first is a close tie to the natural world, granting the forcebound the domain ( Fire , Earth, Water, or Air )  powers and spells. The specific domains depend upon the force chosen. When determining the powers and bonus spells granted by this domain, the forcebound’s effective level is equal to his forcebound level. 

The second aspect of this bond is to focus his Wild Shape ability so that the Dochar exclusively takes on elemental forms as in the spell elemental body. 

Nature Sense (Ex) 
At 1st level, a forcebound gains a +3 bonus on Knowledge (nature) and Survival checks. 

Force 1 (Ex) 
At 1st level, the dochar must choose which one of the four primary elements they wish to focus in. They can choose Fire, Earth, Water or Air. Once chosen the dochar’s primary wild shape ability, spell list, and domain will be of this element. 

Awaken Element (Sp) 
At 2nd level, the dochar gains the spell like ability Awaken Element. The dochar can give an element human-like sentience. You target a volume of air, earth, fire or water no bigger than a 5-ft cube per four caster levels and it awakens as if becoming an elemental. It has all the statistics of an elemental of Small size for its element type, except that its Intelligence score is 3d6. The creature is friendly towards you and although it is not bound to you, will perform any reasonable task you ask of it for 10min/ lvl and then it collapses or disperses back into its material. An intelligent element remembers what happened around it for one week per caster level before it was awakened and can answer questions about that. This ability can be performed 1/ day + WIS mod. 

Wild Shape (Su) 
At 3rd level, a forcebound gains the ability to turn herself into any small elemental and back again once per day. The forcebound’s wild shape functions as the spell elemental body I. The effect lasts for one hour per forcebound level, or until he changes back. Changing form is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an elemental of the force chosen by the forcebound. 

Elemental Focus (Ex) 
At 4th level, the dochar gains the feat, elemental focus. Your spells of a certain element are more difficult to resist. Benefit: Choose one energy type based upon your chosen force (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. 

Force 2 (Ex) 
At 7th level, the docar chooses a second force to use. The dochar gains new spells, the ability to use the element of that force in existing spells, wildshape and the elements domain. 

Natural Spell (Ex) 
At 7th level a forcebound gains the natural spell feat automatically. This allows him to cast spells while using his wild shape ability. 

Improved Elemental Focus (Ex) 
At 8th level, the dochar gains the feat, improved elemental focus. Now gain +2 to the Difficulty Class for all saving throws against spells that deal damage of the 1st force type, and gain a +1 to the Difficulty Class for all saving throws against spells that deal damage of the 2nd force type. 

Spell Opportunity (Ex) 
At 9th level, the dochar gains the metamagic feat Spell Opportunity. Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character's attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally. 

Drift (Su) 
At 11th level, the forcebound slowly becomes more infused with his elemental nature. And chooses a drift from the list below. Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of elements as time goes by. The attributes must correspond with the dochar’s existing forces chosen. 

More about Drift...

Force 3 
At 13th level, the docar chooses a third force to use. The dochar gains new spells, the ability to use the element of that force in existing spells, wild shape and the elements domain. 

Greater Elemental Focus (Ex) 
At 14th level, the dochar gains the feat, greater improved elemental focus. Now gain +2 to the Difficulty Class for all saving throws against spells that deal damage of the 2nd energy type, and choose a 3rd energy type and gain a +1 to the Difficulty Class for all saving throws against spells that deal damage of the 3rd energy type. 

Drift 2 (Su) 
At 15th level, the dochar gains Drift 2. Choose a second attribute from Drift 1 list. 

Energy Substitution (Ex) 
At 15th level, the dochar gains the feat Energy substitution. When employing a spell with an elemental designator, you can modify the spell to use a different type of element instead. The energy must correspond with your chosen forces. The altered spell works normally in all respects except the type of damage dealt. 

Force 4 
At 17th level, the docar chooses a fourth force to use. The dochar gains new spells, the ability to use the element of that force in existing spells, wild shape and the elements domain. 

Energy Admixture (Ex) 
At 18th level, the dochar can modify any spell that uses one type of energy to add an equal amount of another energy type. If the spell is damaging then the spell does double the normal damage of the spell. The energy types must be of the chosen forces of the dochar. 

Pure Element 
At 20th level, the dochar’s body and soul become infused with his elemental nature. So much so that you become more element then human. You become an outsider elemental and gain the following traits: 

• Immunity to bleed, paralysis, poison, sleep effects, and stunning. 

• Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. 

Elementals do not breathe, eat, or sleep.


Energy Gestalt
You have learned to combine multiple energy effects to great advantage.

Prerequisite 6th level Forcebound

The Energy Gestalt feat enables the use of three tactical maneuvers. In every case, you must deal damage to one or more subjects with a pair of energy-based spells you cast in 2 successive rounds. Acrid Fumes: You cast an acid spell followed by a fire spell. The flames of your second spell turn some of the lingering acid into choking, sickening fumes. Any living creature damaged by both spells is nauseated for 1 round. Those who make a successful Fortitude save (DC based on the second spell) are sickened for 1 round instead. Treat this as a poison effect for the purpose of save bonuses and immunities. Brittle Blast: You cast a cold spell followed by a sonic spell. Any object or construct damaged by both spells takes +50% damage from the sonic spell, because its physical structure has been made brittle by the cold. Improved Conduction: You cast a cold spell followed by an electricity spell. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both spells are slowed for 1 round (as the slow spell). Creatures that make successful Fortitude saves (DC based on the second spell) are fatigued for 1 round.

Energy Penetration

Prerequisite 3rd level Forcebound

You further refine your ability to wield energy associated with your chosen force chosen. When you casts a spell using that type of energy, you gains a +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance. You may take this feat a second time to increase the bonus to +4.  The feat only applies to one force type only. These bonuses can stack with those granted by the Spell Penetration and Greater Spell Penetration feats. 

Augment Elemental
Your knowledge of planar magic allows you to imbue your summoned elementals with extraordinary combat prowess and durability.

Summon Elemental Spell

Each elemental you conjure with a summon spell gains a +2 enhancement bonus on attack rolls and damage rolls, and temporary hit points equal to twice its Hit Dice.