Felgoroth's "Elementalist" draft 2


Homebrew and House Rules


Ok before you go any further I know Darkness and Light aren't really elements I just added them so this didn't look exactly like a Shugenja variant. I'm also thinking about changing the name and I'm open to your suggestions. Any ideas for abilities at open levels would be nice, as cool as I think this is there are some empty levels. Also, if anyone can think of something for the Water Elementalist to gain at 5th level rather than a swim speed that would be great, a swim speed is nice and all but it just seems dull in comparison to some of the other Elementalists abilities. Other than that, take a look and let me know what you think. (sorry in advance for any misspelled words or anything written in a confusing manner)

The Elementalist

Role: Elementalists are the masters of the elements that make up the world. Although many mistake them for Clerics of nature gods, Druids, or Sorcerers; Elementalists have a closer relationship with the elements than any others in the world and show so through their abilities.

Starting Gold: 3d6 x 10 gp
Starting Age: As Sorcerer

Alignment: Any neutral.
Hit Die / BAB: d8 / three-fourths (medium)
Saves: Good Will and another good save depending on your element

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Linguistics, Perception, Profession, Spellcraft, Stealth, Swim, and Use Magic Device. Skill Ranks at Each Level: 4+int modifier

Weapon and Armor Proficiencies: Elementalists are proficient with all simple weapons and 1 martial weapon of their choice. Elementalists are also proficient with light armor.

1: Favored Element, Bonus Language, Sense Elements
2: ---
3: Imbue Weapon
4: Evasion/Mettle
5: ---
6: ---
7: Improved Senses
8: ---
9: Bursting Weapons
10: ---
11: Improved Evasion/Mettle
12: Greater Senses
13: ---
14: ---
15: ---
16: ---
17: ---
18: Astounding Senses
19: ---
20: Elemental Body

Spells: An Elementalist casts divine spells drawn from the Elementalist spell list (see below). He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
An Elementalists spell casting modifier is based off of his favored element (see below), Air - Charisma, Darkness - Intelligence, Earth - Wisdom, Fire - Intelligence, Light - Wisdom, Water - Charisma. To learn or cast a spell, an Elementalist must have his chosen spell-casting ability score modifier equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Elemetalists spell is 10 + the spell level + the Elementalist's spell-casting ability score modifier.
Like other spellcasters, an Elementalist can cast only a certain number of spells of each spell level per day. His base daily allotment is the same as a Bards. In addition he receives bonus spells per day if his spell-casting modifier is higher than normal.
An Elementalists selection of spells is extremelly limited. An Elementalist begins play knowing four 0-level spells (also called inori) and two 1st-level spells of the Elementalists choice. When choosing spells at least half of the Elementalists known spells must be from his Favored Elements list.

Favored Element: At 1st level Elementalists choose 1 element to specialize in, gaining additional spells and powers based on that element. Once this choice is made it cannot be changed. As a result of specializing in 1 element, Elementalists are unable to casts spells designated to the opposing element. Opposing Elements are as follows: Air and Earth, Darkness and Light, and Fire and Water.
Each Element gives the Elementalist a number of powers. In addition, Elementalists receive an additional spell slot of each spell level he can cast, from 1st level up. Each day, an Elementalist can use a spell from his favored Element in that slot. An Elementalist can use a spell modified by a metamagic feat in his favored element slot, but it uses a higher-level spell slot.
In addition to the effects listed above, upon choosing a favored element, an Elementalist gains a second good save. Air, Fire, and Light Elementalists have a good Reflex save and Darkness, Earth, and Water Elementalists have a good Fortitude save.

Bonus Language: At 1st level an Elementalist gains a bonus language based on his favored element in addition to the languages he would normally know. The elements and associated languages are as follows: Air - Auran, Darkness - Abyssal, Earth - Terran, Fire - Ignan, Light - Celestial, Water - Aquan.

Sense Elements: One of the first "spells" an Elementalist learns - a magical effect so basic it becomes a spell-like ability - is the ability to sense elements. As a full-round action, an Elementalist can become aware of all sources of one chosen element (air, darkness, earth, fire, light, or water) within 10 feet. The Elementalist learns the size of the objects but not its precise location or actual nature.
By concentrating longer, an Elementalist can either extend his magical senses or gather more information about the elements he has detected. Each additional round spent in concentration allows the Elementalist to add 5 feet to the radius of his sense ability, to a maximum range of 5 additional feet per Elementalist level. Thus at 4th level an Elementalist can sense elements to a maximum range of 30 feet by concentrating for five full rounds. Alternatively an Elementalist can focus on one sensed element per round, attempting a Spellcraft check to determine more about it. The amount of information depends on his Spellcraft check result: 20+: Item's general location (5 foot square containing it or its nearest boundary if it is larger than a 5-foot square); 25+: Whether the item is natural or a spell effect (A normal Spellcraft check against a DC20+spell level can then determine the nature of the spell effect); 30+: Whether the item is a creature or an object; 35+: The exact nature of the item, for example, whether a creature is a human or dwarf, whether an object is gold or stone, whether the air is breathable or not. In subsequent rounds, an Elementalist can retry his Spellcraft check on the same item, shift his attention to a different item, or extend the range of his senses.
At 1st-level an Elementalist can use this ability three times per day. Every 5 levels he advances as an Elementalist allows him to use this ability an additional time per day (4 times at 5th level, 5 times at 10th and so on). Like many divination spells, an Elementalists Sense Elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.
For example, a Fire Elementalist enters a room and concentrates to sense water. (An Elementalist can sense any element, even if it is the Elementalists opposed element). He becomes aware of all sources of water within 10 feet. There is a basin of water on the nightstand, a person behind the door (living things are made of all six elements), and a vial of poison in the persons hand. The Elementalist learns that there are three sources of water within 10 feet of him: one Medium-size, one Small, and one Fine. Concentrating for a round, he makes a Spellcraft check and gets a result of 32. He learns that the Medium-size source of water is a creature, while the others are objects, that all three are natural and not magical, and where each one is. If the assassin behind the door has not already jumped out to attack him, he has learned that the creature is hiding behind the door, but more than likely, he has learned this too late.
Some examples of what you can sense when focusing on certain elements are; Air - sources of air/wind, whether the air is breathable, electricity; Darkness - undead creatures, shade/shadows (but not what is producing these things); Earth - trees, earth, stone, metal; Fire - sources of fire; Light - sources of light (although fire emits light, a character focusing on light will not know it is fire that is emitting the light); Water - sources of water, liquids. *Living Creatures contain all elements and can be sensed when focusing on any element.

Imbue Weapon: At 3rd level, an Elementalist can imbue one of his weapons with a magical weapon property based on his favored element as a swift action. The elements and the ability they grant are: Air - Shock, Darkness - Vicious, Earth - Corrosive (from the Magic Item Compendium), Fire - Flaming, Light - Merciful, Water - Frost. This ability only functions while the Elementalist wields the weapon. If dropped or taken, the weapon resumes granting the ability if it is returned to the Elementalist before the duration expires. This ability lasts for a number of rounds per day equal to the Elementalist's level. These rounds do not need to be consecutive.

Evasion/Mettle: At 4th level an Elementalist gains either Evasion or Mettle depending on his Favored Element. Air, Fire, and Light Elementalists gain Evasion and Darkness, Earth, and Water Elementalists gain Mettle.
Elementalists that gain Evasion learn to avoid magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Elementalists that gain Mettle learn to overcome magical and unusual attacks with great resiliance. If he makes a successful Fortitude saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. Evasion/Mettle can be used only if the Elementalist is wearing light or no armor. A helpless Elementalist does not gain the benefit of Evasion/Mettle

Improved Senses: Beginning at 6th level an Elementalist can use his Sense Elements ability as a standard action.

Bursting Weapons: At 9th level, whenever an Elementalist uses his Imbue Weapon ability, the weapon becomes a bursting form of its previous type. The elements and their new weapon types granted are – Air – Shocking Burst; Darkness – Vicious Burst (A Vicious Burst weapon functions as a vicious weapon that explodes with disruptive energy that resonates between the opponent and the wielder when scoring a critical hit. In addition to the extra damage from the vicious ability, a vicious burst weapon deals an extra 1d12 points of damage on a successful critical hit and the wielder takes an additional 1d6. If the critical multiplier is above x2 add an extra 1d12 for every multiplier (2d12 for x3, etc.) and an additional 1d6 damage to the wielder for every multiplier (2d6 for x3, etc.).); Earth – Corrosive Burst (functions as flaming burst only with acid damage); Fire – Flaming Burst; Light – Merciful Burst (A Merciful Burst weapon functions as a merciful weapon that explodes, dealing additional non-lethal damage when scoring a critical hit. In addition to the extra damage from the merciful ability, a merciful burst weapon deals an extra 1d10 points of non-lethal damage on a successful critical hit. If the critical multiplier is above x2 add an extra 1d10 for every multiplier (2d10 for x3, etc.).); Water – Icy Burst.

Improved Evasion/Mettle: At 11th level an Elementalist gains either Improved Evasion or Improved Mettle depending on his Favored Element. Air, Fire, and Light Elementalists gain Improved Evasion and Darkness, Earth, and Water Elementalists gain Improved Mettle. A helpless Elementalist does not gain the benefit of Improved Evasion/Improved Mettle.
Improved Evasion works like Evasion, except that while the Elementalist still takes no damage on a successful Reflex saving throw against attacks, he henceforth only takes half damage on a failed save.
Improved Mettle works like Mettle, except that while the Elementalist still suffers no ill effect on a successful Fortitude saving throw against attacks, he henceforth only takes half of any kind of damage on a failed save (i.e. if a Water Elementalist fails a Fortitude save and would take 2 points of strength damage, he would instead only take 1).

Greater Senses: Beginning at 12th level an Elementalist can use his Sense Elements ability as a move equivalent action.

Astounding Senses: Beginning at 18th level an Elementalist can use his Sense Elements ability as a swift action.

Elemental Body: At 20th level an Elementalist has mastered his favored element. You are immune to critical hits, sneak attacks, and damage from your energy type. The elements and their corresponding energy types are: Air - Electricity, Darkness - Negative Energy, Earth - Acid, Fire - Fire, Light - Positive Energy, Water - Cold. In addition if an Elementalist is able to heal when attacked by their favored elements energy type they instead heal 50% more from this type of energy (i.e. if a Darkness Elementalist is undead and he takes 10 points of damage from negative energy, he instead heals 15 points) rather than become immune to that energy type.

Favored Element: The following are descriptions that detail each of the 6 elements an Elementalist can choose as his Favored Element and the powers they grant.

Air:
Step of the Wind: At 2nd level an Air Elementalist learns to move with great agility. As a free action you ignore all difficult terrain and do not take penalties for moving through it for a number of rounds equal to your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Blessing of the Wind: At 5th level and higher, an Air Elementalist is treated as having a running start when making jump checks using the Acrobatics skill.
Wind Stance: When an Air Elementalist reaches 8th level he receives Wind Stance as a bonus feat, he need not meet any prerequisites for this feat.
Tornado Kick: Upon reaching 10th level an Air Elementalist learns to make himself into a devastating whirlwind. As a standard action, an Air Elementalist may become a large whirlwind (10-40ft high) with a fly speed equal to his base land speed for a number of rounds per day equal to 3 + his Charisma modifier. Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind and may be lifted into the air; creatures that come in contact with the whirlwind must succeed on a Reflex save (DC10 + 1/2 Elementalist levels + the Elementalists Charisma modifier) or take 1d6 damage per 3 Elementalist levels. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind, but still takes damage, although it can leave if the save is successful. (All other rules for whirlwinds can be found on page 306 of the Beastiary). An Air Elementalist can use this ability once per day at 10th level and one additional time for every 5 levels after 10th (2 times at 15th, 3 times at 20th). In addition, when an Air Elementalist reaches 20th level, he becomes a huge sized whirlwind (10-50ft) rather than a large whirlwind.
Moon Step: Beginning at 15th level an Air Elementalist masters the art of manipulating the air at his feet. By using a move equivalent action you may make a jump check using the Acrobatics skill while in mid air.

Darkness:
Child of the Dark: At 2nd level a Darkness Elementalist may learns to surround himself in a shadowy substance. As a free action you may conjure shadows around you that grant you 20% concealment against all attacks for a number of rounds equal to his Intelligence modifier. You may use this ability a number of times per day equal to 3 + your Intelligence modifier.
Stance of Darkness: When a Darkness Elementalist reaches 5th level he receives Blind-Fight as a bonus feat, he need not meet any prerequisites for this feat.
Hide in Plain Sight: At 8th level a Darkness Elementalist can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a Darkness Elementalist can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Black Hole: At 10th level a Darkness Elementalist learns to control the Darkness around him like a black hole. As a standard action, a Darkness Elementalist may choose one enemy within 30ft to be the target of this ability. The target must succeed on a successful Fortitude save (DC10+½ your character levels + your Intelligence modifier) or his lungs do not automatically function (creatures that do not need to breathe are immune to this ability) for 1 round per Elementalist level. If the creature fails it’s save it can continue to breathe by taking a standard action each round to do so. An affected creature can attempt to take actions normally (instead of breathing), but each round it does so beginning in the round it failed its save, risks blacking out from lack of oxygen. It must succeed on a successful Fortitude save (DC10+½ your character levels + your Intelligence modifier) at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without breathing; the DC drops back down to its original value if the subject spends an action to breathe. If the subject fails its Fortitude save it is disabled (0 hp). In the following round, it drops to -1 hp and is dying. Curing powers or spells can revive the dying creature but it is still subject to Fortitude saves if the ability hasn't ended. A Darkness Elementalist can use this ability once per day at 10th level and one additional time for every 5 levels after 10th (2 times at 15th, 3 times at 20th). In addition, when a Darkness Elementalist reaches 20th level he may choose to affect a 20ft radius centered on himself with this ability rather than just 1 subject within 30ft.
Eyes in the Dark: At 15th level, a Darkness Elementalist can see in conditions of absolute darkness and magical darkness with no penalties.

Earth:
Earth Stance: When an Earth Elementalist reaches 2nd level he receives Defensive Combat Training as a bonus feat, he need not meet any prerequisites for this feat.
Spines of Earth: Starting at 5th level an Earth Elementalist can grow rocky spines from his body as an immediate action. These spines last a number of rounds equal to your Wisdom modifier and deal 1d6 points of piercing damage to anyone that attacks the Earth Elementalist with an unarmed strike, natural attack, or non-reach melee weapon and to anyone that attempts to grapple him. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Damage Reduction: At 8th level, an Earth Elementalist gains damage reduction. Subtract 1 from the damage the Earth Elementalist takes each time he is dealt damage from a weapon or natural attack. At 11th level and every 3 levels thereafter (14th, 17th, and 20th), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. This damage reduction stacks with damage reduction gained from other classes (such as the Barbarian).
Stone Tomb: Upon reaching 10th level an Earth Elementalist learns to encase enemies in the earth at their feet. As a standard action, an Earth Elementalist may stomp the ground causing the equivalent of an avalanche to enemies surrounding him. Everyone in a 15ft radius that is on the ground must make a Reflex save (DC10+½ your character levels + your Wisdom modifier) or be effected as if they are in the "bury zone" of an avalanche (avalanche rules are on page 429 of the players handbook). Creatures buried in this “avalanche” may make a DC30 strength or escape artist check to dig themselves out; other creatures may help by digging as a full-round action lessening the DC by 5 for each round they dig. Unlike a normal avalanche, creatures buried by this ability take 1d6 points of non-lethal damage for every 2 rounds they remain buried and if they fall unconscious they take 1d6 points of lethal damage for every 2 rounds they remain buried. This ability may be used once per day at 10th level and one additional time per day for every 5 levels after 10th (2 times at 15th, 3 times at 20th). In addition, when an Earth Elementalist becomes 20th level, the radius of this ability increases to 30ft and creatures caught in this ability take damage every round they are underground.
Tremor Sense: At 15th level an Earth Elementalist gains tremor sense out to a range of 20ft.

Fire:
Fire Stance: When a Fire Elementalist reaches 2nd level he receives Improved Initiative as a bonus feat, he need not meet any prerequisites for this feat.
Wild Fire: At 5th level a Fire Elementalist learns to set things ablaze with a single attack. As a standard action, while a Fire Elementalist is using his Imbue Weapon ability, he may make a single melee attack, if the attack hits, the opponent must make a Reflex Save (DC10+1/2 Elementalist levels + your Intelligence modifier) or take normal damage and catch on fire. Creatures that catch fire take 1d6 points of fire damage every round until the fire is extinguished; extinguishing the flames is a full-round action that requires a Reflex Save; rolling on the ground provides the target with a +2 on the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. You can use this ability for a number of times per day equal to 3 + your Intelligence modifier and if the attack misses it does not count as a use of this ability.
Fiery Whip: At 8th level a Fire Elementalist learns to encase his weapon in flames that extend the reach of a weapon. While using your Imbue Weapon ability your weapons reach increases by 5ft and the damage type changes to fire. You still gain all the benefits from a high Strength score, feats, and other effects that increase your damage. For example an attack with a Short Sword that would normally deal 1d6+2 of slashing damage +1d6 points of fire damage (from your Imbue Weapons ability) would instead deal 2d6+2 points of fire damage (1d6 from your short sword and 1d6 from your Imbue Weapons ability).
Dragons Breath: At 10th level a Fire Elementalist learns to breath a deadly cone of fire. As a standard action, a Fire Elementalist may unleash a 15 foot cone of fire that deals 1d6 points of fire damage per Elementalist levels, a Reflex Save (DC10+½ your character levels + your Intelligence modifier) can be made to take half damage. This ability may be used once per day at 10th level and one additional time per day for every 5 levels after 10th (2 times at 15th, 3 times at 20th). In addition, when a Fire Elementalist becomes 20th level, the cone becomes a 30ft cone.
Flash Fire: At 15th level a Fire Elementalist learns cause larger fires when he scores a critical hit. Whenever you are using your Imbue Weapons ability and you score a critical hit, everyone adjacent to your target takes splash damage equal to the amount of your flaming burst damage (1d10 if the weapon has a x2 critical multiplier, 2d10 if the weapon has a x3 critical multiplier, etc.) creatures taking splash damage may make a Reflex Save (DC10+½ your character levels + your Intelligence modifier) for half damage.

Light:
Calming Touch: At 2nd level you can touch a creature as a standard action to heal it 1d6 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
Stance of Light: When a Light Elementalist reaches 5th level he receives Diehard as a bonus feat, he need not meet any prerequisites for this feat.
Steps of Light: At 8th level a Light Elementalists learns to teleport short distances. You can teleport up to 10 feet per Elementalist level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have a line of sight to your destination to use this ability and there must be some source of light in the locations you are teleporting to and from. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Pillar of Light: At 10th level a Light Elementalist may choose to emit an extremely bright light from his body for a number of rounds equal to 3 + his Wisdom modifier. All enemies that see you must make a Fortitude Save DC10+½ your character levels + your Wisdom modifier) or become permanently blinded, the light shed from this otherwise functions as the daylight spell centered on you. This ability may be used once per day at 10th level and one additional time per day for every 5 levels after 10th (2 times at 15th, 3 times at 20th). In addition, when a Light Elementalist becomes 20th level, the light shed from this ability functions as actual daylight for the purposes of creatures that are damaged or destroyed by daylight and creatures that fail their save are frightened for 1d4 rounds.
Speed of Light: Upon reaching 15th level a Light Elementalist learns to harness true speed of light. Every time a creatures attack misses you, you gain a +2 dodge bonus to your armor class against that creature. This bonus disappears once that creature hits you.

Water:
Cold Feet: Upon reaching 2nd level a Water Elementalist learns to freeze the ground around him. All the ground in a 10ft radius centered on you turns to ice for a number of rounds equal to your Charisma modifier; any characters standing on the ground when the ice first appears must make a Reflex save (DC10+1/2 Elementalist levels + your Charisma modifier) or fall prone. After the 1st round the ice appears all creatures moving on or through the ice must make a DC15 Acrobatics check to move half speed, in addition, if they fail this check they fall prone. You can use this ability for a number of times per day equal to 3 + your Charisma modifier. In addition you may use multiple uses of this ability at once to increase the radius by 5ft per use.
Water’s Grace: Upon reaching 5th level a Water Elementalist gains a 30ft swim speed granting them a +8 bonus on swim checks.
Water Stance: When a Water Elementalist reaches 8th level he receives Cleave as a bonus feat, he need not meet any prerequisites for this feat. *If a Water Elementalist already has the Cleave feat, he instead receives Great Cleave as a bonus feat.
Freezing the Life Stream: Upon reaching 10th level a Water Elementalist learns to freeze the blood in his opponent’s veins; as a standard action, a Water Elementalist may make a single melee attack, if the attack hits, the opponent must make a Fortitude Save (DC10+1/2 Elementalist levels + your Charisma modifier) or take the normal damage plus 1d6 points of cold damage per 3 Elementalist levels, and the enemies blood begins to freeze in his veins. Roll 1d20 and use the following effects (even if your opponent has a different anatomy it suffers the same effects). Result of 1-7: The ice spreads to the creature’s legs, wings, etc; the creature takes 1d6 points of dexterity damage and all its speeds are reduced to half their normal speed. Result of 8-14: The ice spreads to the creature’s arms; the creature takes 1d6 points of strength damage and a -6 on all attack rolls and Concentration checks. Result of 15-20: The ice spreads to the creature’s heart; the creature takes 1d6 points of constitution damage. Each of the results only lasts for 1d6+1 rounds. This ability may be used once per day at 10th level and one additional time per day for every 5 levels after 10th (2 times at 15th, 3 times at 20th) *if the initial attack misses it does not count as a use. In addition, when a Water Elementalist reaches 20th level, the ability score damage die increase to d8’s.
Drench: At 15th level a Water Elementalist has mastered the art of dousing flames. Your touch puts out non-magical flames of Medium size or smaller, you may also dispel magical fire you touch as if using dispel magic (caster level equals your Elemantalist levels).

Elementalist Spells

0-level spells
Air - Ghost Sound, Mage Hand, Message, Open/Close
Darkness - Bleed, Disrupt Undead, Prestidigitation, Touch of Fatigue
Earth - Acid Splash, Guidance, Mending, Resistance
Fire - Dancing Lights, Daze, Flare, Light
Light - Arcane Mark, Light, Stabilize, Virtue
Water - Create Water, Detect Poison, Purify Food and Drink, Ray of Frost
All - Detect Magic, Read Magic

1st-level spells
Air - Feather Fall, Floating Disk, Jump, Pass without Trace, Shocking Grasp, Silent Image
Darkness - Cause Fear, Chill Touch, Doom, Hide from Undead, Inflict Light Wounds, Ray of Enfeeblement
Earth - Calm Animals, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Stone, Speak with Animals
Fire - Burning Hands, Expeditious Retreat, Faerie Fire, Hypnotism, Produce Flame, Sleep
Light - Cure Light Wounds, Magic Missile, Remove Fear, Sanctuary, Shield of Faith, True Strike
Water - Bless Water, Color Spray, Disguise Self, Goodberry, Grease, Obscuring Mist
All - Endure Elements, Identify

2nd-level spells
Air - Blur, Gust of Wind, Invisibility, Mirror Image, Shatter, Whispering Wind
Darkness - Blindness/Deafness, Darkvision, Darkness, Death Knell, Ghoul Touch, Inflict Moderate Wounds
Earth - Barkskin, Make Whole, Soften Earth and Stone, Tree Shape, Warp Wood, Wood Shape
Fire - Continual Flame, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Scorching Ray
Light - Aid, Cure Moderate Wounds, Consecrate, Glitterdust, Lesser Restoration, Sound Burst
Water - Alter Self, Chill Metal, Delay Poison, Fog Cloud, Hypnotic Pattern, Obscure Object
All - Resist Energy

/3rd-level spells
Air - Displacement, Invisibility Sphere, Gaseous Form, Lightning Bolt, Major Image, Wind Wall
Darkness - Bestow Curse, Deeper Darkness, Inflict Serious Wounds, Ray of Exhaustion, Speak with Dead, Vampiric Touch
Earth - Meld into Stone, Neutralize Poison, Slow, Spike Growth, Tiny Hut, Tree Shape
Fire - Deep Slumber, Fireball, Fire Trap, Flame Arrow, Haste, Keen Edge
Light - Cure Serious Wounds, Daylight, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light
Water - Create Food and Water, Quench, Sleet Storm, Stinking Cloud, Water Breathing, Water Walk
All - Protection from Energy

4th-level spells
Air - Air Walk, Call Lightning, Freedom of Movement, Greater Invisibility, Shout
Darkness - Crushing Despair, Enervation, Fear, Inflict Critical Wounds, Shadow Conjuration
Earth - Antiplant Shell, Rusting Grasp, Spike Stones, Stone Shape, Stoneskin
Fire - Confusion, Dimension Door, Fire Shield, Flame Strike, Wall of Fire
Light - Cure Critical Wounds, Death Ward, Divine Power, Discern Lies, Restoration
Water - Hallucinatory Terrain, Ice Storm, Rainbow Pattern, Solid Fog, Wall of Ice

5th-level spells
Air - Call Lightning Storm, Control Winds, Persistent Image, Sending, Wall of Force
Darkness - Mass Inflict Light Wounds, Nightmare, Shadow Evocation, Unhallow, Waves of Fatigue
Earth - Passwall, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Thorns, Wall of Stone
Fire - Fabricate, Feeblemind, Mind Fog, Symbol of Sleep, Teleport
Light - Atonement, Breath of Life, Disrupting Weapon, Hallow, Mass Cure Light Wounds
Water - Cloudkill, Cone of Cold, Control Water, Mirage Arcana, Seeming

6th-level spells
Air - Chain Lightning, Forceful Hand, Mislead, Programmed Image, Wind Walk
Darkness - Antilife Shell, Eyebite, Harm, Shadow Walk, Symbol of Fear
Earth - Flesh to Stone, Ironwood, Liveoak, Move Earth, Stone to Flesh
Fire - Contingency, Disintegrate, Fire Seeds, Form of the Dragon 1 (brass/red/gold only), Word of Recall
Light - Heal, Mass Cure Moderate Wounds, Legend Lore, True Seeing, Undeath to Death
Water - Acid Fog, Freezing Sphere, Hero's Feast, Repulsion, Veil

RPG Superstar 2012 Top 32

Maybe add the Elemental Aegis, Elemental Pool, and Elemental Strike (energy sneak attack) abilities.

Elemental Pool (Su). The Elementalist has a pool of Elemental Points equal to 1/2 his level + his Charisma bonus (minimum 1). He can spend points from this pool to power his Elemental Strike ability. As long as he has at least 1 point in his pool, he benefits from the Elemental Aegis.

Elemental Aegis (Su). As long as he has 1 point in his Elemental Pool, the elementalist benefits from the Elemental Aegis of his Favored Element.

Air. Electicity Resistance 5 and +1 deflection bonus to AC. This increases by 1 every 5 levels (5, 10, 15, 20).

Darkness. Negative energy Resistance 5 and 10% miss chance. These increase by 1 factor at levels 5, 10, 15, 20.

Earth. etc. etc.

Gotta go to work soon! Will finish this post later!


SmiloDan wrote:

Maybe add the Elemental Aegis, Elemental Pool, and Elemental Strike (energy sneak attack) abilities.

Elemental Pool (Su). The Elementalist has a pool of Elemental Points equal to 1/2 his level + his Charisma bonus (minimum 1). He can spend points from this pool to power his Elemental Strike ability. As long as he has at least 1 point in his pool, he benefits from the Elemental Aegis.

Elemental Aegis (Su). As long as he has 1 point in his Elemental Pool, the elementalist benefits from the Elemental Aegis of his Favored Element.

Air. Electicity Resistance 5 and +1 deflection bonus to AC. This increases by 1 every 5 levels (5, 10, 15, 20).

Darkness. Negative energy Resistance 5 and 10% miss chance. These increase by 1 factor at levels 5, 10, 15, 20.

Earth. etc. etc.

Gotta go to work soon! Will finish this post later!

Something like that might work, I might have to rework some of the "powers" they get from their favored element though (so they take points and whatnot). Also, just to clarify something, when using fiery whip, you can still attack adjacent opponents.

EDIT: What do you think about the name Exemplar for the class? (so like Exemplar of Air, Exemplar of Darkness, etc. etc. etc.) one of my friends mentioned it but we're not sure the class really fits the name.

RPG Superstar 2012 Top 32

Elemental Pool (Su). The Elementalist has a pool of Elemental Points equal to 1/2 his level + his Charisma bonus (minimum 1). He can spend points from this pool to power his Elemental Strike ability. As long as he has at least 1 point in his pool, he benefits from the Elemental Aegis.

Elemental Aegis (Su). As long as he has 1 point in his Elemental Pool, the elementalist benefits from the Elemental Aegis of his Favored Element. His Elemental Aegis bonus is +1 at level 1, and increases by 1 at levels 5, 10, 15, and 20.

Air. For each plus of his Elemental Aegis, the Air Exemplar gains Electricity Resistance 5 and a +1 deflection bonus to AC as the winds around him blow against the weapons striking at him.

Darkness. For each plus of his Elemental Aegis, the Darkness Exemplar gains Negative Energy Resistance 5 and a 10% miss chance as the darkness that surrounds him clouds the vision of his opponents.

Earth. For each plus of his Elemental Aegis, the Earth Exemplar gains Acid Resistance 5 and a +1 natural bonus to AC as his stony hide grows harder and harder.

Fire. For each plus of his Elemental Aegis, the Fire Exemplar gains Fire Resistance 5 and causes 1d6 points of fire damage to opponents attacking him in melee with non-reach weapons as his fiery aura strikes back at them.

Light. For each plus of his Elemental Aegis, the Light Exemplar gains Positive Energy Resistance 5 or DR 5/- against non-lethal damage and Fast Healing 1 if his hit point total is less than half his maximum total.

Water. For each plus of his Elemental Aegis, the Water Exemplar gains Cold Resistance 5 and DR 1/- as the strength of the oceans absorbs the might of the blows that strike him.

Elemental Strike (Su). At 2nd level, the Exemplar can spend 1 point from his Elemental Pool as a swift action and cause an additional +1d6 points of damage on all weapon damage rolls for 1 round. The amount of the damage increases to 2d6 at 6th level, 3d6 at 10th, 4d6 at 14th, and 5d6 at 18th level. The type of the damage matches the element of
the Exemplar as follows:

Air, electricity
Darkness, negative energy
Earth, acid
Fire, fire
Light, non-lethal damage (positive energy against undead opponents)
Water, cold


SmiloDan wrote:

Elemental Pool (Su). The Elementalist has a pool of Elemental Points equal to 1/2 his level + his Charisma bonus (minimum 1). He can spend points from this pool to power his Elemental Strike ability. As long as he has at least 1 point in his pool, he benefits from the Elemental Aegis.

Elemental Aegis (Su). As long as he has 1 point in his Elemental Pool, the elementalist benefits from the Elemental Aegis of his Favored Element. His Elemental Aegis bonus is +1 at level 1, and increases by 1 at levels 5, 10, 15, and 20.

Air. For each plus of his Elemental Aegis, the Air Exemplar gains Electricity Resistance 5 and a +1 deflection bonus to AC as the winds around him blow against the weapons striking at him.

Darkness. For each plus of his Elemental Aegis, the Darkness Exemplar gains Negative Energy Resistance 5 and a 10% miss chance as the darkness that surrounds him clouds the vision of his opponents.

Earth. For each plus of his Elemental Aegis, the Earth Exemplar gains Acid Resistance 5 and a +1 natural bonus to AC as his stony hide grows harder and harder.

Fire. For each plus of his Elemental Aegis, the Fire Exemplar gains Fire Resistance 5 and causes 1d6 points of fire damage to opponents attacking him in melee with non-reach weapons as his fiery aura strikes back at them.

Light. For each plus of his Elemental Aegis, the Light Exemplar gains Positive Energy Resistance 5 or DR 5/- against non-lethal damage and Fast Healing 1 if his hit point total is less than half his maximum total.

Water. For each plus of his Elemental Aegis, the Water Exemplar gains Cold Resistance 5 and DR 1/- as the strength of the oceans absorbs the might of the blows that strike him.

Elemental Strike (Su). At 2nd level, the Exemplar can spend 1 point from his Elemental Pool as a swift action and cause an additional +1d6 points of damage on all weapon damage rolls for 1 round. The amount of the damage increases to 2d6 at 6th level, 3d6 at 10th, 4d6 at 14th, and 5d6 at 18th level. The type of the damage...

I like this idea, I may change Elemental Strike a little, maybe something along the lines of "at 6th level you add +1d6 to the damage of your imbue weapons ability (so a Fire Elementalist/Exemplar/whatever would add +2d6 fire damage to all of his attacks with the weapon he is applying Imbue Weapon to), for every 4 levels after 6th you add an additional +1d6 (+2d6 at 10th, +3d6 at 14th, etc.)." This way you can still use Imbue Weapons without using your pool points but you can increase your damage output. I'd also change the pool to 1/2 your level + your spell casting modifier (because it's different depending on your element) but I'm almost 99% sure you that's what you meant.


Actually I just got a completely different idea. Rather than giving the class Imbue Weapons and proficiency with 1 martial weapon of their choice I think I might give them the ability to create a weapon out of their element that starts out deals 1d6 and as you gain levels it gains damage dice (similar to a Monks Unarmed Strike), probably ending around 2d8 or 3d6.

RPG Superstar 2012 Top 32

I did some more work on it. Basically, the Elemental Talents will be drawn from your Favored Elemental abilities, but re-powered to fit in every 4 levels (4, 8, 12, 16, and 20). Maybe we can expand the list a bit so each exemplar has more than one or two choices at each level. I would also shy away from giving them bonus feats as talents. Maybe give them a small list of bonus feats?

Elemental Exemplar

BAB: +¾
Good Saves: Fortitude and Will (Darkness, Earth, Water) or Reflex and Will (Air, Fire, Light).
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Linguistics, Perception, Profession, Spellcraft, Stealth, Swim, and Use Magic Device.

Skill Ranks at Each Level: 4+int modifier

Weapon and Armor Proficiencies: Elementalists are proficient with all simple weapons and 1 martial weapon of their choice. Elementalists are also proficient with light armor.

LEVEL ABILITY
1. Favored Elemental, Elemental Aegis +1, Elemental Pool, Sense Elements
2. Elemental Strike +1d6
3. Evasion or Mettle
4. Elemental Talent
5. Elemental Aegis +2
6. Elemental Strike +2d6
7. Improved Senses (standard action)
8. Elemental Talent
9. Improved Elemental Strike (rounds equal Cha bonus)
10. Elemental Aegis +3, Elemental Strike +3d6
11. Improved Evasion or Improved Mettle
12. Elemental Talent
13. Greater Senses (move action)
14. Elemental Strike +4d6
15. Elemental Aegis +4
16. Elemental Talent
17. Greater Elemental Strike (touch attack)
18. Elemental Strike +5d6
19. Astounding Senses (swift action)
20. Elemental Aegis +5, Elemental Body, Elemental Talent.

Elemental Pool (Su). The Elementalist has a pool of Elemental Points equal to 1/2 his level + his Charisma bonus (minimum 1). He can spend points from this pool to power his Elemental Strike ability. As long as he has at least 1 point in his pool, he benefits from the Elemental Aegis.

Elemental Aegis (Su). As long as he has 1 point in his Elemental Pool, the elementalist benefits from the Elemental Aegis of his Favored Element. His Elemental Aegis bonus is +1 at level 1, and increases by 1 at levels 5, 10, 15, and 20.
Air. For each plus of his Elemental Aegis, the Air Exemplar gains Electricity Resistance 5 and a +1 deflection bonus to AC as the winds around him blow against the weapons striking at him.

Darkness. For each plus of his Elemental Aegis, the Darkness Exemplar gains Negative Energy Resistance 5 and a 10% miss chance as the darkness that surrounds him clouds the vision of his opponents.

Earth. For each plus of his Elemental Aegis, the Earth Exemplar gains Acid Resistance 5 and a +1 natural bonus to AC as his stony hide grows harder and harder.

Fire. For each plus of his Elemental Aegis, the Fire Exemplar gains Fire Resistance 5 and causes 1d6 points of fire damage to opponents attacking him in melee with non-reach weapons as his fiery aura strikes back at them.

Light. For each plus of his Elemental Aegis, the Light Exemplar gains Positive Energy Resistance 5 or DR 5/- against non-lethal damage and Fast Healing 1 if his hit point total is less than half his maximum total.

Water. For each plus of his Elemental Aegis, the Water Exemplar gains Cold Resistance 5 and DR 1/- as the strength of the oceans absorbs the might of the blows that strike him.

Favored Element: At 1st level Exemplars choose 1 element to specialize in, gaining additional spells and powers based on that element. Once this choice is made it cannot be changed. As a result of specializing in 1 element, Exemplars are unable to casts spells designated to the opposing element. Opposing Elements are as follows: Air and Earth, Darkness and Light, and Fire and Water.
Each Element gives the Exemplars a number of powers. In addition, Exemplars receive an additional spell slot of each spell level he can cast, from 1st level up. Each day, an Exemplar can use a spell from his favored Element in that slot. An Exemplars can use a spell modified by a metamagic feat in his favored element slot, but it uses a higher-level spell slot.
In addition to the effects listed above, upon choosing a favored element, an Exemplar gains a second good save. Air, Fire, and Light Exemplars have a good Reflex save and Darkness, Earth, and Water Exemplars have a good Fortitude save. Lastly, Exemplars gain their element’s language as a bonus language (Air learn Auran, Darkness learn Abyssal, Earth learn Terran, Fire learn Ignan, Light learn Celestial, Water learn Aquan).

Sense Elements: One of the first "spells" an Exemplar learns - a magical effect so basic it becomes a spell-like ability - is the ability to sense elements. As a full-round action, an Exemplar can become aware of all sources of one chosen element (air, darkness, earth, fire, light, or water) within 10 feet. The Exemplar learns the size of the objects but not its precise location or actual nature.
By concentrating longer, an Exemplar can either extend his magical senses or gather more information about the elements he has detected. Each additional round spent in concentration allows the Exemplar to add 5 feet to the radius of his sense ability, to a maximum range of 5 additional feet per Exemplar level. Thus at 4th level an Exemplar can sense elements to a maximum range of 30 feet by concentrating for five full rounds. Alternatively an Exemplar can focus on one sensed element per round, attempting a Spellcraft check to determine more about it. The amount of information depends on his Spellcraft check result: 20+: Item's general location (5 foot square containing it or its nearest boundary if it is larger than a 5-foot square); 25+: Whether the item is natural or a spell effect (A normal Spellcraft check against a DC20+spell level can then determine the nature of the spell effect); 30+: Whether the item is a creature or an object; 35+: The exact nature of the item, for example, whether a creature is a human or dwarf, whether an object is gold or stone, whether the air is breathable or not. In subsequent rounds, an Exemplar can retry his Spellcraft check on the same item, shift his attention to a different item, or extend the range of his senses.
At 1st-level an Exemplar can use this ability three times per day. Every 5 levels he advances as an Exemplar allows him to use this ability an additional time per day (4 times at 5th level, 5 times at 10th and so on). Like many divination spells, an Exemplar’s Sense Elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.
For example, a Fire Exemplar enters a room and concentrates to sense water. (An Exemplar can sense any element, even if it is the Exemplar’s opposed element). He becomes aware of all sources of water within 10 feet. There is a basin of water on the nightstand, a person behind the door (living things are made of all six elements), and a vial of poison in the persons hand. The Exemplar learns that there are three sources of water within 10 feet of him: one Medium-size, one Small, and one Fine. Concentrating for a round, he makes a Spellcraft check and gets a result of 32. He learns that the Medium-size source of water is a creature, while the others are objects, that all three are natural and not magical, and where each one is. If the assassin behind the door has not already jumped out to attack him, he has learned that the creature is hiding behind the door, but more than likely, he has learned this too late.
Some examples of what you can sense when focusing on certain elements are; Air - sources of air/wind, whether the air is breathable, electricity; Darkness - undead creatures, shade/shadows (but not what is producing these things); Earth - trees, earth, stone, metal; Fire - sources of fire; Light - sources of light (although fire emits light, a character focusing on light will not know it is fire that is emitting the light); Water - sources of water, liquids. *Living Creatures contain all elements and can be sensed when focusing on any element.

At 7th level, the Exemplar can use Sense Elements as a standard action.
At 13th level, the Exemplar can use Sense Element\s as a move action.
At 19th level, the Exemplar can use Sense Elements as a swift action.

Elemental Strike (Su). At 2nd level, the Exemplar can spend 1 point from his Elemental Pool as a swift action and cause an additional +1d6 points of damage on all weapon damage rolls for 1 round. At 9th level, the Exemplar’s Elemental Strike improves and persists for a number of rounds equal to his Charisma bonus when activated. At 17th level, the Exemplar has greater mastery over his Elemental Strike, and treats his attacks made with is Elemental Strikes as if they were touch attacks. The amount of damage increases to 2d6 at 6th level, 3d6 at 10th, 4d6 at 14th, and 5d6 at 18th level. The type of the damage matches the element of the Exemplar as follows:

Air, electricity
Darkness, negative energy
Earth, acid
Fire, fire
Light, non-lethal damage (positive energy against undead opponents)
Water, cold

Evasion/Mettle: At 3rd level an Exemplar gains either Evasion or Mettle depending on his Favored Element. Air, Fire, and Light Elementalists gain Evasion and Darkness, Earth, and Water Elementalists gain Mettle.
Exemplars that gain Evasion learn to avoid magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Exemplars that gain Mettle learn to overcome magical and unusual attacks with great resilience. If he makes a successful Fortitude saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. Evasion/Mettle can be used only if the Elementalist is wearing light or no armor. A helpless Exemplar does not gain the benefit of Evasion/Mettle.

Improved Evasion/Mettle: At 11th level an Exemplar gains either Improved Evasion or Improved Mettle depending on his Favored Element. Air, Fire, and Light Exemplar gain Improved Evasion and Darkness, Earth, and Water Exemplars gain Improved Mettle. A helpless Exemplar does not gain the benefit of Improved Evasion/Improved Mettle.
Improved Evasion works like Evasion, except that while the Exemplar still takes no damage on a successful Reflex saving throw against attacks, he henceforth only takes half damage on a failed save.
Improved Mettle works like Mettle, except that while the Exemplar still suffers no ill effect on a successful Fortitude saving throw against attacks, he henceforth only takes half of any kind of damage on a failed save (i.e. if a Water Exemplar fails a Fortitude save and would take 2 points of strength damage, he would instead only take 1).

Elemental Body: At 20th level an Exemplar has mastered his favored element. You are immune to critical hits, sneak attacks, and damage from your energy type. The elements and their corresponding energy types are: Air - Electricity, Darkness - Negative Energy, Earth - Acid, Fire - Fire, Light - Positive Energy and/or Non-lethal Damage, Water - Cold. In addition if an Exemplar is able to heal when attacked by their favored elements energy type they instead heal 50% more from this type of energy (i.e. if a Darkness Exemplar is undead and he takes 10 points of damage from negative energy, he instead heals 15 points) rather than become immune to that energy type.

Element Talents: The following are descriptions that detail each of the 6 elements an Elementalist can choose as his Favored Element and the powers they grant.

RPG Superstar 2012 Top 32

Felgoroth wrote:

Actually I just got a completely different idea. Rather than giving the class Imbue Weapons and proficiency with 1 martial weapon of their choice I think I might give them the ability to create a weapon out of their element that starts out deals 1d6 and as you gain levels it gains damage dice (similar to a Monks Unarmed Strike), probably ending around 2d8 or 3d6.

Neat! Kind of like the Ki Blade or whatever that psionic class is called. Mindblade? Something like that.


SmiloDan wrote:
Felgoroth wrote:

Actually I just got a completely different idea. Rather than giving the class Imbue Weapons and proficiency with 1 martial weapon of their choice I think I might give them the ability to create a weapon out of their element that starts out deals 1d6 and as you gain levels it gains damage dice (similar to a Monks Unarmed Strike), probably ending around 2d8 or 3d6.

Neat! Kind of like the Ki Blade or whatever that psionic class is called. Mindblade? Something like that.

Ya I think that would be kind of cool and then they could get a "bursting" ability when they score critical hits and all that good stuff. At the moment I'd have to say the order I like them in from most to least would be Air - Water - Earth - Light - Fire - Darkness. I mean I like all of them but Moon Step is just the coolest thing I've ever thought of, double jumping has been left out of D&D for far too long in my opinion.

RPG Superstar 2012 Top 32

I don't understand the Moon Step. Usually, jumping doesn't take an action, it is used during a movement. If you have to hurdle over 3 separate tables, you can RAW. Unless you're allowing them to spend a swift action and move a distance equal to their Acrobatics (jumping) check.


SmiloDan wrote:
I don't understand the Moon Step. Usually, jumping doesn't take an action, it is used during a movement. If you have to hurdle over 3 separate tables, you can RAW. Unless you're allowing them to spend a swift action and move a distance equal to their Acrobatics (jumping) check.

You jump and then while you're still in the air you can jump again. You can essentially get twice as high as someone while jumping or change directions in the middle of your jump by using a move action.

RPG Superstar 2012 Top 32

That's kind of neat.

Have you done any more work on this?


SmiloDan wrote:

That's kind of neat.

Have you done any more work on this?

Not lately, I've been working a lot (although I have everyday off this week, but not this weekend). I'm trying to figure out if I want to give the class an elemental weapon or if I like the Imbue Weapons ability more, either way I like the bursting weapons ability (as it plays a vital part in high level fire elementalists). I'm thinking about giving them "talents/discoveries" so they can choose from a list (kind of like a rogue or alchemist) of abilities depending on their element. The problem is thinking of these abilities and names for them lol.

RPG Superstar 2012 Top 32

I definitely like the Talent idea. One of my favorite aspects of Pathfinder is all the rage powers, rogue talents, sorcerer bloodlines, etc., that let you customize your character mechanically in addition to just feats, skills, and spells.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Felgoroth's "Elementalist" draft 2 All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules