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ELEMENTALIST

Elementalists are masters at manipulating energy, turning the study of elemental power into less an academic exercise and more a martial art. These warrior mages can be found the world over, either as specialist battle casters or as members of cultures where no division is placed between the studies of magic and warfare.

Alignment: Any

Hit Die: d8

Class Skills: The elementalist’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Influence (Cha), Knowledge (arcane) (Int), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

Table: The Elementalist

Elementalist.jpg

CLASS FEATURES

The following are the class features of the elementalist:


Weapon and Armor Proficiency:

An elementalist is proficient with all simple weapons and light armor. In addition, if this is the character’s first level in any class, they may select a martial tradition of their choice.


Casting:

An elementalist may combine spheres and talents to create magical effects. An elementalist is considered a Mid-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)


Spell Pool:

An elementalist gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.


Blended Talents:

Whenever an elementalist would gain a magic talent from his class levels (not the 2 bonus talents gained when first gaining the casting class feature), he may instead choose to gain a combat talent.


Weave Elements:

At 1st level, an elementalist chooses air, earth, fire, or water as his favored element and gains the associated package from the Nature sphere as a bonus sphere. He uses his class level as his caster level with that package. This stacks normally with caster levels gained from other sources.

Elemental Pulse (Su):

At 1st level, an elementalist develops a weapon uniquely crafted from his own mastery over the elements. He can create orbs of elemental energy that can be slung at an enemy, or used to strike an enemy to deal damage. An elemental pulse can be a melee or ranged weapon, requiring the target to either be in reach, or can be made as a ranged attack with a range increment of 30 feet.

 

An elemental pulse deals 1d6 points of damage, +1 additional damage per four elementalist levels. The damage type of these attacks is determined by the elementalist's favored element. Elemental pulses only materialize when making attacks; if the elementalist is not making an attack with an elemental pulse, his hands are considered free unless he is otherwise holding an item.

 

Elemental pulses are considered to be a light weapon and they can be used for two-weapon fighting (with each hand creating one shot) as well as feats and abilities that apply to weapon attacks. The elementalist may also choose to combine both of his elemental pulses into one weapon, treating it as a two-handed weapon and increasing its damage dice to 1d10, although this decision must be made at the start of his turn and lasts until the start of his next turn. When a feat or ability is used to add a bonus to a weapon type, such as Weapon Focus (elemental pulse), it applies to both melee and ranged attacks, as long as they otherwise qualify for the feat. The elementalist threatens within reach of his melee elemental pulse, but only if he has a hand free.

 

Beginning at 5th level, the elementalist can spend a spell point as a swift action to empower all elemental pulses (of any element) he makes for 2 rounds, +1 additional round at 7th level and every two levels thereafter. As long as they are empowered, the elementalist’s pulse shots use his Charisma modifier in place of his Strength modifier when determining damage. At 10th level, as long as they are empowered, the elementalist's pulse shots become touch attacks. Empowered pulse shots gain additional benefits from the elemental specialization class feature.


Evasion (Ex):

At 2nd level an elementalist learns to avoid damage from many area-effect attacks. If an elementalist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elementalist is wearing light armor or no armor and carrying no more than a light load. A helpless elementalist does not gain the benefit of evasion.


Elemental Defense:

At 3rd level, an elementalist gains resistance 5 his favored element. At 7th level and every four levels thereafter, this resistance increases by 5 to a maximum of resistance 25 at 19th level.


Dodge Bonus:

At 4th level, an elementalist gains a +1 dodge bonus to their AC. This increases by one for every 4 levels thereafter, to a maximum of +5 at 20th level.


Elemental Specialization (Su):

At 5th level, an elementalist may begin following a new path that allows him to further improve his elemental pulse, including mastering new energy types as well as increasing the power of his original elemental pulse. He selects a single element, and gains the powers from its first selection. At 10th level, the elementalist may choose to either further focus on an element he has selected and gain the next powers listed in each entry, or select a new element and gain the initial powers from it, with the further option of following it further at later levels. Each time an element is selected, the elemental pulse related to that element increases its damage dice by one step (1d6 to 1d8 to 1d10).

The available elemental specializations and their associated powers can be found HERE.


Elemental Form (Su):

At 7th level, the elementalist learns to utilize his prowess to briefly enter a new state of being. He can spend 3 spell points as a full-round action to begin his ascension, granting himself additional abilities. When he begins his ascension, the elementalist gains a +4 dodge bonus to his armor class until the beginning of his next turn, but cannot make attacks of opportunity until his next turn.

 

At the start of his next turn, the elementalist becomes ascended for 1 minute. While ascended, all of his elemental pulses are considered to be empowered, and he gains certain benefits based off his elemental specializations. After his ascension is over, he becomes exhausted for 1 minute and may not ascend again for 1 hour.

 

At 13th level, his ascension reaches a higher limit. The elementalist may become ascended as a standard action, but does not gain a dodge bonus and is not prevented from making attacks of opportunity. The elementalist no longer becomes exhausted when he ends his ascension, regardless of how he began it, and may begin another ascension at any time.

Bonus Magic Feat:

At 9th and 17th level, the elementalist gains a bonus magic feat that he meets the prerequisites for.


Improved Evasion (Ex):

At 11th level, an elementalist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless elementalist does not gain the benefit of improved evasion.

Timeless Body (Ex):

After attaining 17th level, an elementalist no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the elementalist still dies of old age when his time is up.


Avatar of the Elements (Su):

At 20th level, the elementalist masters his ascended form. He can enter his ascended form at any time as a free action that can be taken outside of his turn without spending spell points, and it lasts indefinitely. He may exit his ascended state as a free action.

ARCHETYPES

The following archetypes are available to the elementalist

ARCANOPHAGE

SOUL ADEPT

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