Table of Contents
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Role: Elementalists are magical warriors, wielding elemental damage with the same skill and tactical precision a fighter might wield their sword or bow.
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 (arcana) (Int), Knowledge (nature) (Int), Knowledge (planes) (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 ElementalistLevel | 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 |

Weapon and Armor Proficiency
An elementalist is proficient with all martial and simple weapons and light armor.
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.)
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.
Magic Talents
An elementalist gains 3/4ths of a magic talent per level, according to Table: The Elementalist.
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 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.
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 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.
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.
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.
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.
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.
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 foot to one movement type the elementalist possesses. In combat, this only has an effect for every five increases to the movement’s speed.
Gnome: +1/6 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
The following feats are particularly appropriate or useful for elementalists.
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.
Rebuff, Improved (Combat)
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.
Rebuff, Superior (Combat)
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.
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.
Archetypes
The following are archetypes that elementalists can select.
Admixture Savant
Admixture savants specialize in mixing blast types together to create more potent blasts.
Arcanophage
The Arcanophage specializes in mimicking the powers they've seen - but the more they imitate, the higher the chance of triggering Wild Magic becomes!
Arcanopulser [CS]
The Arcanopulser is a Champion that can use the Mana sphere to create pulsating shots of power.
Earth Warrior
Earth warriors specialize in manipulating the earth for offense, defense, and movement.
Electrokinetic
Electrokinetics master electric blasts to hurl lightning at their foes.
Elemontalist
Elemontalists are proud warriors of the citric arts, drawing powerful and refreshing might from the most powerful of scurvy deterrents.
Flame Warrior
Flame warriors are experts at manipulating fire to serve their purposes.
Geomancer
Geomancers trade their mastery of destruction for control over the Nature sphere.
Martial Elementalist [CS]
Martial elementalists are capable of using the combat spheres.
Metal Warrior
Metal warriors can conduct electrical power through their bodies to shock their foes.
Natural Warrior
Natural warriors manipulate chemical acids and are at home in natural environments.
Soul Adept
Soul adepts focus on etheric energies and manipulate the powers of Death.
Tenebrous Stalker
Tenebrous stalkers are elementalists who specialize in Dark and Illusion.
Twinsoul Elementalist
Twinsoul elementalists create elemental conduits that act as companions.
Water Warrior
Water warriors can manipulate water well and are resistant to damage from the cold.
Wind Warrior
Wind warriors shape the air to strike at their foes and shield their bodies.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book