Elementalist

Elementalist

Elementalists are magical warriors, wielding elemental damage with the same skill and tactical precision a fighter might wield their sword or bow.

Elementalists specialize in the command and control of elemental magic, using it to control the battle area, protect allies, and rain destruction down upon their foes.

Starting Wealth
3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Alignment
Any
Hit Die
d8
Skill Ranks
4 + Int modifier
Class Skills
AcrobaticsDexBluffChaClimbStrCraftIntEscape ArtistDexFlyDexIntimidateChaKnowledge (arcana)IntKnowledge (nature)IntKnowledge (planes)IntPerceptionWisProfessionWisSpellcraftIntStealthDexSurvivalWisSwimStr

Class Progression

Level-by-level Base Attack Bonus, Saving Throws, Special Abilities, and Talents

Level Base Attack Bonus Fort Save Ref Save Will Save Special Caster Level Magic Talents
1st +0 +2 +2 +2 Casting, spell pool, weave energy +0 (1) 0 (+2)
2nd +1 +3 +3 +3 Combat feat, evasion +1 1
3rd +2 +3 +3 +3 Favored element +2 2
4th +3 +4 +4 +4 Dodge bonus +1 +3 3
5th +3 +4 +4 +4 Elemental defense +3 3
6th +4 +5 +5 +5 Combat feat +4 4
7th +5 +5 +5 +5 Elemental movement +5 5
8th +6/+1 +6 +6 +6 Dodge bonus +2 +6 6
9th +6/+1 +6 +6 +6 Favored element +6 6
10th +7/+2 +7 +7 +7 Combat feat +7 7
11th +8/+3 +7 +7 +7 Elemental defense, improved evasion +8 8
12th +9/+4 +8 +8 +8 Dodge bonus +3 +9 9
13th +9/+4 +8 +8 +8 Elemental movement +9 9
14th +10/+5 +9 +9 +9 Combat feat +10 10
15th +11/+6/+1 +9 +9 +9 Favored element +11 11
16th +12/+7/+2 +10 +10 +10 Dodge bonus +4 +12 12
17th +12/+7/+2 +10 +10 +10 Elemental defense +12 12
18th +13/+8/+3 +11 +11 +11 Combat feat +13 13
19th +14/+9/+4 +11 +11 +11 Elemental movement +14 14
20th +15/+10/+5 +12 +12 +12 Dodge bonus +5, energy body +15 15

Class Features

Primary proficiencies, spell pool, casting mechanics, and baseline powers

Weapon and Armor Proficiency

An elementalist is proficient with all martial and simple weapons and light armor.

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Casting

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

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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 casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

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Magic Talents

An elementalist gains 3/4ths of a magic talent per level, according to Table: The Elementalist.

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Weave Energy

An elementalist gains the Destruction sphere as a bonus magic talent and uses his class level as his caster level with the Destruction sphere. This stacks normally with caster levels gained from other sources.

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Evasion (Ex)

At 2nd level an elementalist learns to avoid damage from many area-effect attacks. If an elementalist succeeds at a 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.

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Combat Feat

An elementalist’s martial focus grants him a bonus combat feat at 2nd level and every 4 levels thereafter, chosen from those for which he qualifies.

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Favored Element (Su)

At 3rd level, the elementalist chooses one blast type group from the Destruction sphere. When creating a destructive blast from this blast type group, it deals an additional +1/2 damage per elementalist level.

At 9th and 15th level, the elementalist chooses an additional favored element, gaining the same bonus. In addition, the bonus granted by his previous favored elements increase by an additional +1/2 damage per elementalist level.

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Dodge Bonus

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

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Elemental Defense (Su)

At 5th level, an elementalist gains resistance 5 to acid, cold, fire, and electricity. At 11th level, this resistance increases to 10. At 17th level, this resistance increases to 15.

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Elemental Movement

At 7th level, the elementalist gains one of the following: a 30 feet swim speed, a 20 feet fly speed with maneuverability (average), a 15 feet burrow speed, or a +20 feet bonus to his base speed. At 13th and 19th levels, the elementalist gains an additional elemental movement and all elemental movements possessed increase by 10 feet.

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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.

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Energy Body

At 20th level, the elementalist’s body has become one with the energy he weaves. His elemental defense increases to resistance 20, and he gains immunity to sneak attacks and critical hits, and gains DR 10/magic.


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Class Equipment

3 items available

The following magical items are especially appropriate for elementalists.

Elemental-Attuning Pendant [TS:WAT]

Aura moderate Destruction and Protection; CL 7th
Slot neck; Price 22,000 gp; Weight 2 lbs.

This golden pendant has four gems on it. When worn by a creature with the elemental defense ability, that creature may spend an immediate action to reduce the energy resistance of three of their elemental defense’s types to 0, and increase the remaining type of energy resistance by the amount reduced. This never becomes immunity. This change lasts for one full round, after which the enhanced energy resistance returns to its normal amount and the other energy resistances become 5 less than they were before the user activated this pendant. This change lasts until the pendant is used again or until 1 hour passes; if the hour passes, then the wearer’s elemental defense ability returns to its normal amounts for each energy resistance.

Construction Requirements
Craft Marvelous Item, Destruction sphere, Protection sphere (Energy Resistance (aegis, ward)), creator must have the elemental defense ability; Cost 11,000 gp

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Energy-Weaving Gauntlets [TS:WAT]

Aura moderate Destruction; CL 8th
Slot hands; Price 16,000 gp; Weight 1/2 lbs.

These fine cloth gloves are decorated with runes of power. When a character with the favored element class feature uses a destructive blast with their favored element, they may replace any effect except changing the damage dice with the non-dice effects of another blast type they have that is also associated with their favored elements, although they must pay any additional spell point costs (if necessary). For example, an elementalist with the acid and fire favored elements could replace the penalty on Fortitude saves caused by the Blistering Blast (blast type) talent with the lingering acidic damage from the Acid Blast (blast type) talent. If the wearer of these gloves is using the Admixture talent, they may replace one or both additional effects, subject to the limitations described above.

Construction Requirements
Craft Apparatus, Destruction sphere (Admixture), creator must have the favored element ability; Cost 8,000 gp

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Nature-Walking Boots [TS:WAT]

Aura faint Nature and Protection; CL 5th
Slot feet; Price 8,000 gp; Weight 2 lbs.

These boots are rugged and durable, suitable for use in all types of different environments. While wearing these, a creature with the elemental movement class feature gains 5 additional energy resistance against the opposite of their form of movement while using that form of movement. Swimming improves fire resistance, flying improves acid resistance, burrowing improves electricity resistance, and land movement improves cold resistance.

Construction Requirements
Craft Apparatus, Nature sphere, Protection sphere (Energy Resistance (aegis, ward)), creator must have the elemental movement ability; Cost 4,000 gp

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Favored Class Bonuses

Racial options when taking a level in Elementalist

Aasimar

Deal +1/2 damage to evil outsiders and undead with your destructive blasts.

Cherufe

All destructive blasts deal an additional +1/4 fire damage.

Cuazaj

All destructive blasts deal an additional +1/4 electricity damage.

Dwarf

+1 energy resistance to acid, cold, electricity, fire, or sonic (maximum 10 per energy type). This stacks with the energy resistance normally gained through this class or any other source.

Elf

+1 foot to one movement type the elementalist possesses. In combat, this only has an effect for every five increases to the movement’s speed.

Fenghuang

Gain +1/6 of a dodge bonus to AC.

Gnome

+1/6 of a magic talent.

Goblin

Add +1/2 to damage rolls the elementalist makes with destructive blasts against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.

Half-elf

+1/6 bonus to all damage dealt with unarmed strikes.

Half-orc

Increase the damage dealt with all destructive blasts not augmented by favored element by +1/2.

Halfling

Gain +1/6 of a dodge bonus to AC.

Human

Gain +1/6 of a bonus magic talent.

Merfolk

Gain DR 1/piercing for every 6 times this benefit is taken.

Orc

Deal an additional +1/2 bonus damage vs. objects when using a destructive blast.

Tiefling

All destructive blasts deal an additional +1/4 negative energy damage. This extra negative energy damage has no effect on undead, or other targets normally healed by negative energy.

Elementalist Feats

Feats specific to Elementalist characters

Extra Magic Talent

Prerequisites:Basic Magic Training or casting class feature

Prerequisite: Basic Magic Training or casting class feature.

Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

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Extra Spell Points

Prerequisites:Spell pool

Prerequisite: Spell pool.

Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.

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Improved Favored Element

Prerequisites:Two favored elements

Prerequisites: Two favored elements.

Benefit: Your second and third favored elements receive the same damage bonus as your first favored element.

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Rebuff, Improved (Combat)

Prerequisites:Destruction sphere (Rebuff (blast shape))

Prerequisites: Destruction sphere (Rebuff (blast shape)).

Benefit: Whenever a creature within range is the target of a ranged attack, you may spend a spell point as an immediate action to target the projectile with a destructive blast. Make an opposed attack roll using your caster level in place of your base attack bonus to destroy the projectile and negate the attack. Unusually massive projectiles (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

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Rebuff, Superior (Combat)

Prerequisites:Destruction sphere (Rebuff (blast shape)), Improved Rebuff, improved evasion class feature

Prerequisites: Destruction sphere (Rebuff (blast shape)), Improved Rebuff, improved evasion class feature.

Benefit: When using the Rebuff talent to provide cover to allies, you also grant them the benefits of improved evasion.

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Sphere Focus

Prerequisites:Casting class feature

Prerequisite: Casting class feature.

Benefit: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. Each time it is gained, apply this benefit to a different sphere.

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Archetypes

17 archetypes for Elementalist

Admixture Savant

ArchetypeElementalist

Admixture savants specialize in mixing blast types together to create more potent blasts.

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Arcanophage

ArchetypeElementalist

The Arcanophage specializes in mimicking the powers they've seen - but the more they imitate, the higher the chance of triggering Wild Magic becomes!

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Arcanopulser

ArchetypeElementalist

The Arcanopulser is a Champion that can use the Mana sphere to create pulsating shots of power.

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Earth Warrior

ArchetypeElementalist

Earth warriors specialize in manipulating the earth for offense, defense, and movement.

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Electrokinetic

ArchetypeElementalist

Electrokinetics master electric blasts to hurl lightning at their foes.

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Elemontalist

ArchetypeElementalist

Elemontalists are proud warriors of the citric arts, drawing powerful and refreshing might from the most powerful of scurvy deterrents.

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Flame Warrior

ArchetypeElementalist

Flame warriors are experts at manipulating fire to serve their purposes.

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Geomancer

ArchetypeElementalist

Geomancers trade their mastery of destruction for control over the Nature sphere.

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Martial Elementalist

ArchetypeElementalist

Martial elementalists are capable of using the combat spheres.

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Metal Warrior

ArchetypeElementalist

Metal warriors can conduct electrical power through their bodies to shock their foes.

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Natural Warrior

ArchetypeElementalist

Natural warriors manipulate chemical acids and are at home in natural environments.

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Sablesavant

ArchetypeElementalist

Sablesavants mix and swirl their destructive magics with cloying darkness. This archetype uses the Polished Dark sphere rework.

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Soul Adept

ArchetypeElementalist

Soul adepts focus on etheric energies and manipulate the powers of Death.

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Tenebrous Stalker

ArchetypeElementalist

Tenebrous stalkers are elementalists who specialize in Dark and Illusion.

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Twinsoul Elementalist

ArchetypeElementalist

Twinsoul elementalists create elemental conduits that act as companions.

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Water Warrior

ArchetypeElementalist

Water warriors can manipulate water well and are resistant to damage from the cold.

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Wind Warrior

ArchetypeElementalist

Wind warriors shape the air to strike at their foes and shield their bodies.

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