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Everynone
2013-11-26, 02:31 AM
Elementalist

"My soul is one with the waves, and when our might works in concert, none may stand in our way." - Yagomi Mizuko, a Hydromancer

Fire. Water. Air. Earth. Any spellcaster who hears one of those words and feels a deep connection and understanding or attraction is probably bound to walk the path of the elementalist. Elementalists devote almost all of their magical understanding or natural talent to unlocking the secrets and powers contained within the primal forces of the world. In order to do so, they focus on one element and stop at nothing until they have mastered everything they can concerning it’s magical applications. The educated spellcaster usually refers to these elementalists as Pyromancers, Hydromancers or Cryomancers, Aeromancers or Astramancers, or Geomancers or Oxymancers, depending on the element or energy type an elementalist chooses to specialize in. However the common folk usually have simpler names for these spellcasters, like Ice Mages or Earth Priests.

Many different kinds of spellcasters have the inclination and potential to become elementalists. The most commonly known elementalists are arcane casters, usually wizards who have become bored with the study of theoretical applications of subtle magics and wish for a more practical training in using magic that isn’t subtle in the least, or sorcerers who find a particular delight in blasting away at their enemies with the primal forces of the world. There is also the occasional bard who wishes to pursue more combat-oriented areas of arcana.

Certain divine spellcasters may also possess a predisposition to becoming elementalists. Clerics of a deity that holds dominance over one of the founding forces of the world certainly might feel an inclination to match their deity’s interest. Druids who feel more of a connection to a primal energy rather than flora or fauna may also wish to become elementalists. Rarely, though it’s not unheard of, a paladin or ranger may attempt to follow the path of the elementalist, though they never progress as far as their cleric or druid counterparts.


Hit Die: d4


Requirements

To qualify to become an elementalist, a character must fulfill all the following criteria.

Feat: Energy Substitution or any elemental enhancement feat

Spellcasting: Must be able to cast at least three spells that deal elemental damage (fire, cold, electricity, or acid), one of which must be 3rd level or higher.

Skills: Knowledge (arcana) 9 ranks, Spellcraft 9 ranks, Knowledge (the planes) 4 ranks

Special: Must have either come into peaceful contact with, or killed, an elemental or outsider with an elemental subtype (fire, water, air, or earth).


Class Skills

The elementalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points: 2 + Int modifier


Class Features

All of the following are class features of the elementalist.

Weapon and Armor Proficiency: Elementalists gain no proficiency with any weapons, armor, or shields.

Spellcasting: Every level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an elementalist, he must decide to which class he adds the new level for purposes of determining spells per day.

Elemental Specialization (Ex): Any true elementalist always feels a certain attraction to one of the four classical elements. Starting at 1st level, the elementalist must choose which element will be their chosen element to specialize in and it’s appropriate energy type (fire for fire, cold for water, electricity for air, and acid for earth). This choice must match the energy type pertaining to one of their elemental enhancement feats or their Energy Substitution feat. When the elementalist casts a spell that deals energy damage, it’s energy descriptor changes to the elementalist’s chosen energy type, and it deals damage of that energy type instead of it’s normal energy type.

Elemental Ability: At every level except 1st and 10th, an elementalist may choose to learn one ability from the following list. Once an ability is chosen, it may not be changed. Each ability may only be chosen once:

Elemental Blasting (Ex): An elementalist understands the power they wield, and is able to wreak more destruction with the primal forces at their disposal. Any damage an elementalist does using a spell with their chosen energy descriptor adds their class level to the total, before any resistances the target may have.

Elemental Focus (Ex): Constant use of elemental spells has caused the elementalist’s castings to become more potent. Any spells the elementalist casts with their chosen energy descriptor have a DC increase of 1/3 their elementalist level, rounded down, to a minimum of 1.

Elemental Penetration (Ex): The elementalist is able to force the energy they control to breach magical barriers it would not normally be able to breach. An elementalist may add 1/2 their class level rounded down to a minimum of 1 to any caster level checks they must make while casting spells with their chosen energy type.

Elemental Proficiency (Ex): An elementalist’s intuitive understanding of how to direct, shape, and use their element allows them to damage opponents that would normally not allow themselves to be damaged. If an elementalist casts a spell with a descriptor of their chosen energy type and has a saving throw against an opponent with Evasion or Mettle, and their opponent makes their save, they still take half damage, as opposed to none. Opponents with Improved Evasion act as normal.

Elemental Resistance (Ex): An elementalist’s regular exposure to their element of choice causes them to build up a resistance to it. The elementalist gains resistance to energy 2 of their chosen energy type per level of elementalist. In addition, they are permanently considered to be under the effects of the spell endure elements.

Elemental Resilience (Ex): An elementalist is able to avoid being affected by their element with uncanny resilience. An elementalist gains a bonus to saves against spells, spell-like abilities, or supernatural abilities with their chosen energy type as a descriptor equal to 1/2 their elementalist level.

Elemental Emulation (Ex): An elementalist’s close relationship with their element of choice allows them to permanently adopt certain properties of the element for themselves. If the elementalist chose fire, air, or earth as their element, they gain either a bonus to initiative checks, a dodge bonus to Armor Class, or damage reduction equal to half their class level, rounded down, to a minimum of 1, respectively. If the elementalist chose water as their element, they permanently gain +1 Hit Points for any Hit Dice they possess.

In addition, if the elementalist chose fire as their element, they gain Intimidate and Bluff as class skills. If they chose water, they gain Swim and Heal as class skills. If they chose Air, they gain Jump and Tumble as class skills. If they chose earth, they gain Knowledge (dungeoneering) and Survival as class skills.

Elemental Augmentation (Su): The elementalist learns how to imbue their body with the power of their element. For a number of rounds per day equal to twice their elementalist level, as a free action, an elementalist can channel the power of their element into their body, augmenting their abilities. While augmented, any Elemental Resistance to their chosen element doubles, as does any bonus from Elemental Emulation.

In addition, if the elementalist chose fire as their element, they gain a +2 bonus to Strength and Dexterity while augmented. If they chose water, they gain a +2 bonus to Dexterity and Constitution while augmented. If they chose air, they get a +4 bonus to Dexterity while augmented. And if they chose earth, they get a +2 bonus to Strength and Constitution while augmented. The amount of rounds an elementalist can augment themselves can be spread out throughout the day, as long as they never exceed their total rounds per day.

Elemental Retribution (Su): The elementalist learns how to envelope their body in their chosen energy type, damaging their enemies near and far. For a number of rounds per day equal to twice their elementalist level, as a free action, an elementalist can cover themselves in a powerful nimbus of their chosen energy type. Whenever they are struck in melee, they automatically inflict half their elementalist level rounded down in d6s, using their chosen energy type as damage to whoever struck them. Any unarmed strikes or melee touch attacks they successfully hit with also inflict half their elementalist level rounded down in d6s, using their chosen energy type as damage. Any weapons wielded by them also gain this property. They also gain the ability to make a ranged touch attack as a standard action in the form of a ray that blasts their enemies and deals half their elementalist level rounded down in d6s, using their chosen energy type as damage, with a range of 60ft. Any other Elemental Abilities an elementalist has applies to these effects as if they were spells without a specified level. The amount of rounds an elementalist can use this ability can be spread out throughout the day, as long as they never exceed their total rounds per day.

Elemental Transformation (Su): High-level druids are not the only ones with a deep enough understanding of the primal aspects of the world to assume the shapes of their animation. The elementalist gains the ability to turn themselves into any creature with the elemental type and their chosen elemental subtype. This ability functions like the druid’s Wild Shape class feature, except as noted here. The effect lasts 1 hour per elementalist level, or until they change back. The new form’s Hit Dice can’t exceed the elementalist’s caster level. Two levels after this ability is chosen, it may be used twice per day, and four levels after it is chosen, it may be used three times per day. In addition, the elementalist permanently gains the subtype of their chosen energy type.

Elemental Knowledge (Ex): Through experience, an elementalist slowly gains more information about the magical properties of their chosen element, and is able to put this information into practice. If the elementalist’s previous spellcasting class was a memorized caster, the elementalist gains the ability to cast one more spell per day with their chosen energy descriptor, of any spell level the elementalist can cast. If the elementalist’s previous spellcasting class was a spontaneous caster, the elementalist gains one more known spell with their chosen energy descriptor, of any spell level the elementalist can cast.

In addition, the elementalist may add their class level to any Spellcraft or Knowledge checks pertaining to either spells with their chosen energy descriptor, or to the element itself, respectively, and may always make these checks as if they were trained, and may always take 10 on these checks if they so chose. The elementalist also learns the language of their element, if they did not already speak it: Ignan for fire, Aquan for water, Auran for air, and Terran for earth.

Elemental Feat (Ex): The elementalist gains new insight into the applications of magic in regards to their chosen element. The elementalist may choose an elemental enhancement feat corresponding to their chosen energy type as a bonus feat, or any metamagic feat. If they choose to gain an elemental enhancement feat, it must match their chosen element, but they do not need to meet the prerequisites, aside from having the prerequisite feats.

Elemental Familiar (Ex): An elementalist’s familiar takes a particular liking to all the energetic spells being cast around it. If the elementalist’s previous spellcasting class granted a familiar, class levels from that class and elementalist stack for the purposes of determining how powerful the familiar is. In addition, the familiar becomes a Small elemental with the elementalist’s chosen element as it’s subtype. All other rules for familiars apply normally.

Elemental Enemy (Ex): Because their in-depth understanding of elemental creatures, the elementalist gains a +2 bonus on all Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Hide, Listen, Move Silently, Sense Motive, Spot, and Spellcraft skill checks made specifically against any creature with a subtype of their chosen element. Likewise, they get a +2 bonus on caster level checks and spell DCs while casting spells that affect them, as well as a +2 dodge bonus to Armor Class and +2 to saves against any spells and supernatural or spell-like abilities they may use. An elementalist may make Knowledge skill checks as if they were trained when attempting to identify or discern things about these creatures.

Elemental Turning/Rebuking (Su): An elementalist’s understanding of the sentient manifestations of their element allow them to influence elementals. The elementalist gains the ability to turn or rebuke elementals with the elementalist’s chosen element subtype just as a cleric would turn or rebuke undead, except as noted here. Upon gaining this ability, an elementalist must choose whether they wish to turn or rebuke elementals, regardless of their alignment. An elementalist may attempt to turn or rebuke elementals a number of time per day equal to 3 + their Charisma modifier, with an effective cleric level equal to their highest caster level. You do not need to present any symbol to do so. An elementalist with 10 or more ranks in Knowledge (the planes) gets a +2 bonus on these turning or rebuking checks. This ability is affected by the Extra Turning feat.

Elemental Summoning (Ex): An elementalist’s ability to affect creatures predisposed to their chosen element increases in such a way that they can call on these primal forces when their magic allows. The elementalist gains the Summon Elemental feat as a bonus feat if they did not already have it. If the elementalist is a memorized caster, he has the ability to spontaneously convert any of his memorized spells into summon monster spells of the same level, just as a cleric can convert their spells into cure wounds spells or a druid can convert their spells into summon nature’s ally spells. If the elementalist is a spontaneous caster, he gains knowledge of any summon monster spells in spell level he has access to, and continues to gain knowledge of these spells as gains access to spell levels, if he did not already know these spells. However, a memorized caster can only spontaneously convert their spells to summon monster spells to summon creatures with their chosen element as a subtype. Likewise, a spontaneous caster may only cast the summon monster spells they learned from this class feature to summon creatures with their chosen element as a subtype. They may, however, cast summon monster spells without this restriction if they learned their spell via another source.

Elemental Counterspelling (Ex): The practice an elementalist has undergone in controlling their chosen element allows them to affect it even when others are the sources of such power. An elementalist may counter any spell with a descriptor of either their chosen energy type or the opposite type (fire is opposite water, and air is opposite earth) by using a spell of the same level or higher with their chosen element’s descriptor. He may use a swift action to counter a spell when he has not already readied an action, but the action does not need to be taken on the elementalist’s turn.

Elemental Metamagic (Ex): The elementalist has a deeper understanding of the ways the elements may be altered in a spell, and is able to alter said spells more efficiently. Any metamagic applied to a spell that does energy damage of the elementalist’s chosen type costs one less spell level increase, to a minimum of +1.

Elemental Mastery (Ex): The elementalist reaches the apex of their power and understanding over their chosen element. Starting at 10th level, an elementalist can unleash almost incalculable amounts of damage against their foes. When rolling for damage with a spell the uses the elementalist’s chosen energy type, increase the number of dice rolled by 1/2 the spell’s level, rounded up.

If the elementalist chose fire as their element, their base land speed doubles. If they chose water, they gain a swim speed equal to their base land speed. If they chose air, they gain a fly speed equal to their base land speed (average maneuverability). And if they chose earth, they gain a burrow speed equal to their base land speed.

In addition, an elementalist becomes completely immune to any energy damage of their chosen type, and is able to bypass any immunities or resistances others may have to their chosen energy type by 50%.


Table: The Elementalist
{table=head]Level|BAB|Fort|Refl|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Elemental Specialization|+1 to existing class
2nd|+1|+0|+0|+3|Elemental Ability|+1 to existing class
3rd|+1|+1|+1|+3|Elemental Ability|+1 to existing class
4th|+2|+1|+1|+4|Elemental Ability|+1 to existing class
5th|+2|+1|+1|+4|Elemental Ability|+1 to existing class
6th|+3|+2|+2|+5|Elemental Ability|+1 to existing class
7th|+3|+2|+2|+5|Elemental Ability|+1 to existing class
8th|+4|+2|+2|+6|Elemental Ability|+1 to existing class
9th|+4|+3|+3|+6|Elemental Ability|+1 to existing class
10th|+5|+3|+3|+7|Elemental Mastery|+1 to existing class[/table]


Elemental Enhancement Feats
Spirit of the Flame [General, Elemental Enhancement]
You have gained an affinity to fire and heat.
Prerequisites: Ability to cast 3rd level or higher spells, Spellcraft 8 ranks
Benefit: 5/- resistance to fire damage, 20% increase in any fire damage dealt

Will of the Blaze [General, Elemental Enhancement]
Your control over the element of fire has improved.
Prerequisites: Spirit of the Flame, Ability to cast 5th level or higher spells, Spellcraft 11 ranks
Benefit: Any spell you cast that deals HP damage and has an elemental focus (such as ice storm) automatically deals fire damage instead. This ability can be negated at will.

Wrath of the Inferno [General, Elemental Enhancement]
You have mastered the art of bringing forth searing heat and wracking flames.
Prerequisites: Will of the Blaze, Ability to cast 7th level spells, Spellcraft 14 ranks
Benefit: Any spell you cast which deals fire damage or has the ‘Fire’, ‘Heat’, or ‘Burning’ descriptors is increased in potency by 50%. If the spell is also empowered, the effect is doubled.


Aegis of Rime [General, Elemental Enhancement]
You have gained an affinity to frost and cold.
Prerequisites: Ability to cast 3rd level or higher spells, Spellcraft 8 ranks
Benefit: 5/- resistance to cold damage, 20% increase in any cold damage dealt

Coldhearted [General, Elemental Enhancement]
Your control over the element of ice has improved.
Prerequisites: Aegis of Rime, Ability to cast 5th level or higher spells, Spellcraft 11 ranks
Benefit: Any spell you cast that deals Hit Point damage and has an elemental focus (such as fireball) automatically deals cold damage instead. This ability can be negated at will.

Icy Soul [General, Elemental Enhancement]
You have mastered the art of frost.
Prerequisites: Coldhearted, Ability to cast 7th level spells, Spellcraft 14 ranks
Benefit: Any spell you cast which deals cold damage or has the ‘Ice’, ‘Frost’, or ‘Cold’ descriptors is increased in potency by 50%. If the spell is also empowered, the effect is doubled.


Scion of Storms [General, Elemental Enhancement]
You have gained an affinity to electricity and lightning.
Prerequisites: Ability to cast 3rd level or higher spells, Spellcraft 8 ranks
Benefit: 5/- resistance to electrical damage, 20% increase in any electrical damage dealt

Thane of Thunder [General, Elemental Enhancement]
Your control over the element of air has improved.
Prerequisites: Scion of Storms, Ability to cast 5th level or higher spells, Spellcraft 11 ranks
Benefit: Any spell you cast that deals HP damage and has an elemental focus (such as fireball) automatically deals electrical damage instead. This ability can be negated at will.

Lord of Lightning [General, Elemental Enhancement]
You have mastered the art of conjuring the wrath of the weather.
Prerequisites: Thane of Thunder, Ability to cast 7th level spells, Spellcraft 14 ranks
Benefit: Any spell you cast which deals electrical damage or has the ‘Electrical’, ‘Storm’, or ‘Weather’ descriptors is increased in potency by 50%. If the spell is also empowered, the effect is doubled.


Aqua Mortis [General, Elemental Enhancement]
You have gained an affinity to acid and withering.
Prerequisites: Ability to cast 3rd level or higher spells, Spellcraft 8 ranks
Benefit: 5/- resistance to acid damage, 20% increase in any acid damage dealt

Acidic Personality [General, Elemental Enhancement]
Your control over the element of acid has improved.
Prerequisites: Aqua Mortis, Ability to cast 5th level or higher spells, Spellcraft 11 ranks
Benefit: Any spell you cast that deals HP damage and has an elemental focus (such as fireball) automatically deals acid damage instead. This ability can be negated at will.

Aquis Necrosis [General, Elemental Enhancement]
You have mastered the art of melting objects and people in equal measure.
Prerequisites: Acidic Personality, Ability to cast 7th level spells, Spellcraft 14 ranks
Benefit: Any spell you cast which deals acid damage or has the ‘Acid’ or ‘Earth’ descriptors is increased in potency by 50%. If the spell is also empowered, the effect is doubled.


An Overneath creation.