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Elementalist

The elementalist is a wizard who specializes in the elemental forces of nature. His fascination with the elements is usually developed by close interaction with the elemental badlands of krona or a firsthand experience with a particularly powerful elemental. These wizards tend to take their study to the field, to the elementals that intrigue them and like to avoid the dusty libraries filled with boring books.

Role: The elementalist’s primary function is to expand their own power and attempt to emulate their revered elementals. This can come in the form of devastating spells of fire, ice, lightning and acid or boons to himself and allies. It is common for an elementalist to summon forth his favored elemental on a regular occasion.

Hit Die: d6

Alignment: Any



Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The elementalist's class skills are Appraise (Int), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (planes) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int Modifier

Table: Elementalist
Level
BaB
Fort
Ref
Will
Special

Spells per Day
0
1
2
3
4
5
6
7
8
9
1st
+0
+0
+0
+2
Arcane School, Cantrips
3
1
-
-
-
-
-
-
-
-
2nd
+1
+0
+0
+3
Scribe Scroll
4
2
-
-
-
-
-
-
-
-
3rd
+1
+1
+1
+3
Bonus Feat
4
2
1
-
-
-
-
-
-
-
4th
+2
+1
+1
+4
Bonded Ring
4
3
2
-
-
-
-
-
-
-
5th
+2
+1
+1
+4
Elemental Surge +1
4
3
2
1
-
-
-
-
-
-
6th
+3
+2
+2
+5
Bonus Feat
4
3
3
2
-
-
-
-
-
-
7th
+3
+2
+2
+5

4
4
3
2
1
-
-
-
-
-
8th
+4
+2
+2
+6
Mixed Spell
4
4
3
3
2
-
-
-
-
-
9th
+4
+3
+3
+6
Bonus Feat
4
4
4
3
2
1
-
-
-
-
10th
+5
+3
+3
+7
Elemental Surge +3
4
4
4
3
3
2
-
-
-
-
11th
+5
+3
+3
+7

4
4
4
4
3
2
1
-
-
-
12th
+6/+1
+4
+4
+8
Bonus Feat
4
4
4
4
3
3
2
-
-
-
13th
+6/+1
+4
+4
+8

4
4
4
4
4
3
2
1
-
-
14th
+7/+2
+4
+4
+9
Elemental Surge +5
4
4
4
4
4
3
3
2
-
-
15th
+7/+2
+5
+5
+9
Bonus Feat
4
4
4
4
4
4
3
2
1
-
16th
+8/+3
+5
+5
+10
Dual Elements
4
4
4
4
4
4
3
3
2
-
17th
+8/+3
+5
+5
+10

4
4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
Bonus Feat
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
Elemental Surge +7
4
4
4
4
4
4
4
4
3
3
20th
+10/+5
+6
+6
+12
4
4
4
4
4
4
4
4
4
4

Class Features
All of the following are class features for the elementalist.

Weapon and Armor Proficiency
Elementalists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an elementalist’s gestures, which can cause her spells with somatic components to fail.

Spells
An elementalist casts arcane spells drawn from the sorcerer/wizard spell list. An elementalist must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the elementalist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an elementalist's spell is 10 + the spell level + the elementalist's Intelligence modifier.

An elementalist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Elementalist. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

An elementalist may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the elementalist decides which spells to prepare.

Starting Spells: An elementalist begins play with a spellbook containing all 0-level sorcerer/wizard spells (except those from her opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The elementalist also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new elementalist level, he gains two new spells of any spell level or levels that he can cast (based on his new elementalist level) for his spellbook. At any time, an elementalist can also add spells found in other wizard/elementalist spellbooks to his own (see Magic).

Spells Gained at a New Level: Elementalists perform a certain amount of spell research between adventures. Each time a character attains a new elementalist level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Spells Copied from Another Spellbook or Scroll:  An elementalist can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard/elementalist’s spellbook. No matter what the spell's source, the elementalist must first decipher the magical writing (see Arcane MagicalWritings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). An elementalist who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

Bonus Languages
An elementalist may substitute both elemental languages of his chosen schools for one of the bonus languages available to the character because of his race.

Arcane School
Instead of specializing in a focused arcane school of magic, an elementalist chooses to specialize in two of the elemental schools of magic Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the elementalist can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the elementalist to select his opposed element as his opposition school (air opposes earth, fire opposes water). He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Cantrips
Elementalists can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Elementalist under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. An elementalist can prepare a cantrip from an opposition school, but it uses up two of his available slots.

Scribe Scroll
At 2nd level, an elementalist gains Scribe Scroll as a bonus feat.

Bonus Feat
At 3rd level and every 3 levels after, an elementalist gains a bonus feat. At each such opportunity, he can choose a metamagic feat an item creation, spell mastery, spell focus, greater spell focus, spell perfection, spell penetration or greater spell penetration. The elementalist must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The elementalist is not limited to these categories when choosing those feats.

An elementalist may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

Bonded Ring
At 4th level the Elementalist bonds with a custom crafted ring. The ring is a silver band with a yin-yang designed plain stone embedded in it, once bonded each side of the stone comes to life with the elements chosen from his Arcane Schools. Each side of the stone holds one spell from that element’s school spell list that the elementalist can cast; this spell is chosen when the ring is activated (no preparation), treat the spell as if the elementalist cast it herself. When a spell is used, the corresponding side of the ring is drained until it is a plain stone again. Every day when the elementalist rests, the stones are revived and spell power is restored.

Elemental Surge
Starting at 5th level the elementalist becomes far more potent when casting spells which deal damage from one of his favored elements. He gains a bonus to his critical threat range for spells which deal his favored elements damage; this bonus starts at +1 at 5th level then increases as outlined on Table: Elementalist.

Mixed Spell
Starting at 8th level the elementalist may, at will, switch the elemental damage of a spell for the elemental damage of his second school. For example, an elementalist who specializes in Air and Fire may cast a fireball which inflicts electricity damage instead of fire.

Dual Elements
At 18th level the elementalist may, at a +2 Spell level cost each, cast 1 spell from both his elemental school’s spell list simultaneously. This ability is a metamagic skill, however, it is spontaneously chosen and does not increase the casting time of the spells. This ability can be used 3/day.