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Elementalist

There are four known elementalists: air, earth, fire, and water. The four basic forces of nature are also forces of magic, and arcane spellcasters who focus their studies on one of these elements might choose to become an elementalist.

Only those who've learned how to cast arcane spells can become elementalists, although among those, the requirements aren't that severe. Druids and rangers make excellent multiclassed elementalists if they first learn a bit of arcane spellcasting. Rogues and fighters can benefit from a bit of extra fire-power, but the devotion to elemental magic does require time away from other pursuits, and so may not be appropriate for most.

Elementalists will sometimes work together, although their powers are magnified most when two elementalists of different elements work together.

Hit Die: D4.

Requirements:

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

Spellcasting: Ability to cast arcane spells.
   Knowledge (arcana): 5 ranks.
   Spells: Must be able to cast at least five spells in one element.

Class Skills

The elementalist's class skills are Alchemy, Concentration, Craft, Knowledge (all), Profession, Scry, Spellcraft.

    Skill Points at Each Level: 2 + Int Modifier.

Class Features

All of the following are features of the elementalist prestige class.

Weapon and Armor Proficiency: Elementalists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Elementalists are not proficient with any form of armor or shield.

Spells per Day: An elementalist's spells are, in effect, added to the spells that the character can cast through the other spellcasting class. The elementalist prestige class is special in that its levels are added to the other spellcasting class for purposes of determining total spellcasting power. For example, a character is a 6th level wizard, 3rd level elementalist. This character casts all spells as a 9th level wizard, every effect of every spell cast is as if the character were a 9th level wizard.

Summon Elemental: Elementalists can summon an elemental of the appropriate type once per week. The strength of the elemental depends upon the elementalist's level (2nd: Small, 4th: Medium, 6th: Large, 8th: Huge, 10th: Greater). The elemental behaves as it would for a druid casting a Summon Nature's Ally spell. The elemental remains in service for a number of rounds equal to twice the elementalist's level.

Resistance: Elementalists develop a toughness and resistance to effects of their element. Every elementalist receives a +1 per odd level bonus on all rolls (whether the effect is a breath weapon, spell, natural effect, etc. makes no difference) against effects to that element. So, a 6th level fire elementalist gets a +3 on any roll against any effect from fire.

Weakness: Although elementalists are tougher than others in their own element, this toughness also results in a weakness in their diametrically opposed element. All elementalists have a penalty of –1 per even level penalty to all rolls against that element. For example, the same 6th level fire elementalist has a –3 penalty on all rolls against effects from cold.

Skill Bonus: All elementalists get a free rank in Knowledge (specific element) per level. Many elementalists have already taken a few ranks in this skill prior to becoming an elementalist. As this skill is a class skill for both the elementalist and the prior class, the skill ranks are cumulative.

Table: The Elementalist

Class Level Base Attack Bonus Fort Save Ref Save Will Save Resistance Bonus Weakness Penalty Bonus Skill Ranks Summon Elemental
1st +0 +0 +0 +2 +1 -0 +1  
2nd +1 +0 +0 +3 +1 -1 +2 Small
3rd +1 +1 +1 +3 +2 -1 +3  
4th +2 +1 +1 +4 +2 -2 +4 Medium
5th +2 +1 +1 +4 +3 -2 +5  
6th +3 +2 +2 +5 +3 -3 +6 Large
7th +3 +2 +2 +5 +4 -3 +7  
8th +4 +2 +2 +6 +4 -4 +8 Huge
9th +4 +3 +3 +6 +5 -4 +9  
10th +5 +3 +3 +7 +5 -5 +10 Greater