Elementalist

Many mages specialize in the elements, gaining greater ability to wield elemental energy in their spells. Some take this specialization even further and become Elementalists, spellcasters who have control over raw elemental energy itself. Druidic Elementalists (see below) use their powers to stave off natural disasters, while sorcerers and wizards use it as a path to power or to further their studies into the Elemental Planes.

Elementalists can be among the most powerful of spellcasters because of their control over elemental forces, but they are actually quite rare due to the rigors of the class and the penalties for failure when controlling pure elemental energy. Of the arcane casters, sorcerers are slightly more prevalent than wizards. Druidic Elemental Lords are the most common Elementalists; other divine casters are fairly rare, though some clerics of elemental domains choose this path.

Hit Die: d6.

Requirements

To qualify to become an Elementalist (Elm), the character must fulfill all of the following criteria.

Skills: Concentration 10 ranks, Knowledge (the planes) 6 ranks

Feats: Endurance

Spells: Ability to cast at least two 3rd level spells with the chosen elemental descriptor.

Special: Must have summoned and controlled an elemental of his chosen element, or an outsider with that elemental subtype.

Class Skills

The Elementalist's class skills are Concentration (Int), Craft (Int), Diplomacy (Cha), Knowledge (arcana, the planes)(Int), Profession (Wis), and Spellcraft (Int).

Skill Points Per Level: 4 + Int modifier



Table 1: The Elementalist
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells Per Day
1st +0 +2 +0 +2 Elemental resistance (10)
2nd +1 +3 +0 +3 Elemental touch +1 level of existing class
3rd +1 +3 +1 +3 Summon elemental (Medium)
4th +2 +4 +1 +4 Imbue energy +1 level of existing class
5th +2 +4 +2 +4 Elemental resistance (15)
6th +3 +5 +2 +5 Energy ray, summon elemental (Large) +1 level of existing class
7th +3 +5 +2 +5 Control elemental
8th +4 +6 +3 +6 Draw upon elemental might +1 level of existing class
9th +4 +6 +3 +6 Summon elemental (Huge)
10th +5 +7 +4 +7 Elemental control, elemental resistance (20) +1 level of existing class


Class Features

All of the following are class features of the Elementalist.

Weapon and Armor Proficiency: Elementalists gain no additional weapon or armor proficiencies.

Spells Per Day: At the indicated levels, 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 (improved chance of controlling or rebuking undead, metamagic feats, etc.), 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 Resistance (Ex): At 1st level, the Elementalist gains resistance 10 to his chosen element. This increases to resistance 15 at 5th level and resistance 20 at 10th level.

Elemental Touch (Su): Once per day per two class levels, the Elementalist can wreath one hand (his choice) in elemental energy as a move action. Melee touch attacks with this hand inflict 1d4 points of the appropriate energy damage, +1 per two class levels (no save). The energy remains for ten minutes, or one touch per class level, whichever comes first (it can be dispelled earlier at the Elementalist's will).

Summon Elemental (Sp): At 3rd level, an Elementalist can summon a Large elemental of his chosen type. This requires 3 rounds to perform and can be done only once per day. Summoned elementals remain for 1 minute per class level, though the Elementalist can dismiss them at any time, and follow his commands explicitly. They will never attack their summoner, even if someone else gains control of them.

At 6th level, the Elementalist can summon a Huge elemental; at 9th, he can summon a Gargantuan elemental.

Imbue Energy (Su): Three times per day, an Elementalist can imbue a weapon with elemental energy, as if it were a magic weapon of the appropriate type (flaming, shocking, etc.). The weapon inflicts an additional 1d6 points of the appropriate energy damage on a successful strike. This effect lasts for one minute. Magical items cannot be imbued with energy.

Energy Ray (Su): Three times per day, an Elementalist can shoot forth energy from his hand as a ray. He must make a ranged touch attack as normal; if the ray hits, it inflicts 1d6 points of the appropriate type of energy damage per class level (no save).

Control Elemental (Su): At 7th level, Elementalists can wrest control of an elemental from another person or gain control of an uncontrolled elemental. The former requires an opposed Charisma check, which can be made once per round as a standard action. The latter merely requires a Charisma check against DC 10 + the elemental's ECL, which can be made once per round as a standard action.

Draw Upon Elemental Might (Su): Three times per day, as a full-round action, an Elementalist can draw upon the power of his element. In order to do so, he must be touching a large source of that element (a roomful of air, the ground or a large rock, a large campfire, or a small pond or stream). By doing so, he gains an enhancement bonus to one or more ability scores, depending on the element:

Air: +4 Dex;

Earth: +2 Strength, +2 Con;

Fire: +2 Dex, +2 Cha;

Water: +2 Dex, +2 Wis.

The bonus lasts for a number of rounds equal to the Elementalist’s class level plus Charisma bonus. In the case of Fire and Water Savants, they do not gain more spells with the ability score increase.

Elemental Control (Su): At 10th level, an Elementalist can exert fine control over large amounts of his chosen element. In effect, he can duplicate the effects of any spell with his chosen element as a descriptor, provided the spell’s level is no greater than twice his Charisma bonus (if his Cha modifier is +0 or below, he cannot use this ability), or he could achieve similar effects that aren't covered by existing spells (see below).

Controlling the elements in this manner requires concentration; if the Elementalist loses his focus, the effect immediately ceases (or returns to normal, if it was being altered), and he must make a DC 20 Fort save or be dazed for 1d6 rounds. This control lasts for only two rounds per class level, which can be broken up however the character wishes in a 24-hour period. Each round beyond the maximum allowed, the Elementalist must make a Con check (DC 15, +1 per extra round) or immediately lose control and be dazed for 1d6 rounds and become fatigued. An Elementalist cannot duplicate the effects of a spell with an instantaneous duration. A fatigued or exhausted Elementalist cannot use this power.

In order to exert control, he must be within 5 feet per class level of the element and must be able to see it (this restriction is waived for Air sorcerers, for obvious reasons). Gaining initial control of the element is a full-round action; thereafter, he must maintain concentration, and can control it for up to 1 round per class level. He can manipulate up to 10 cubic feet per class level, all of which must be touching - a Fire Elementalist can't control several separate fires, for instance.

The limits of what can be done are nearly limitless, subject to the player's imagination and the DM's discretion. An Air Elementalist, for instance, could create a miniature dust devil that deals 1d6 points of damage per round to anyone caught in it (creatures and objects of Tiny or smaller size could be swept away). A Fire Elementalist could create animals out of existing sources of fire and control their movement, or simply make a mass of fire move on its own. An Earth Elementalist can make the ground move (ripple, open up under someone or something, or rise), create hands to grapple or pummel, or change its consistency, turning earth into fine dust or quicksand, or stone into mud or sand. A Water Elementalist can raise or lower water, as the spell control water, or create a small tidal wave (enough to swamp a small boat), or create tentacles of water that can snatch creatures nearby or in the water (within 10 feet of the water source) and drag them under to drown. Generally speaking, a controlled elemental mass uses the monster size rules for purposes of grappling, attack rolls, etc.

The Elementalist can relinquish control at any time as a free action; if he loses concentration for any reason, the element automatically reverts to its original state (which could prove disastrous for creatures caught in quicksand or mud).

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