Archived

The original version of Elementalist, from before Ultimate Spheres of Power. Not part of the current rules.

Source: Spheres of Power

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.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The elementalist’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Arcane; Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Class Features

Table: The Elementalist

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialBase Caster LevelMagic Talents
1st+0+2+2+2Casting, spell pool, weave energy+0 (1)0 (+2)
2nd+1+3+3+3Evasion, combat feat+11
3rd+2+3+3+3Favored element+22
4th+3+4+4+4Dodge bonus +1+33
5th+3+4+4+4Elemental defense+33
6th+4+5+5+5Combat feat+44
7th+5+5+5+5Elemental movement+55
8th+6/+1+6+6+6Dodge bonus +2+66
9th+6/+1+6+6+6Favored element+66
10th+7/+2+7+7+7Combat feat+77
11th+8/+3+7+7+7Elemental defense, improved evasion+88
12th+9/+4+8+8+8Dodge bonus +3+99
13th+9/+4+8+8+8Elemental movement+99
14th+10/+5+9+9+9Combat feat+1010
15th+11/+6/+1+9+9+9Favored element+1111
16th+12/+7/+2+10+10+10Dodge bonus +4+1212
17th+12/+7/+2+10+10+10Elemental defense+1212
18th+13/+8/+3+11+11+11Combat feat+1313
19th+14/+9/+4+11+11+11Elemental movement+1414
20th+15/+10/+5+12+12+12Dodge bonus +5, energy body+1515

Weapon and Armor Proficiency

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

Casting

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

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

Magic Talents

An elementalist gains 1 magic talent every time he gains a caster level, according to Table: Elementalist. This does not stack with caster levels gained from other sources.

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.

Evasion (Ex)

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

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.

Favored Element (Su)

At 3rd level, the elementalist chooses one damage type he may inflict with his Destruction sphere (the basic destructive blast, or a blast type talent he possesses). When creating a destructive blast of this type, 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.

Dodge Bonus

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

Elemental Defense (Su)

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

Elemental Movement

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

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.

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.


Feats

The following are feats from Spheres of Power that are particularly relevant or useful for the Elementalist.

Extra Electrokinetic Stunt

Prerequisites: Electrokinetic Stunt class feature

Benefit: You gain an additional electrokinetic stunt for which you qualify. You may take this feat multiple times. The effects stack.

Extra Magic Talent

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.

Extra Spell Points

Prerequisite: Spell Pool.

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

Improved Favored Element

Prerequisites: Two favored elements

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

Sphere Focus

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.


Favored Class Bonuses

Aasimar

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

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

Gnome

+1/6th 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 +1/6th 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.