AttilaTheGeek
2012-12-30, 10:34 PM
Hello, Playground! :smallsmile: This is my first real homebrew project, and I'm looking for feedback, good or bad. I wanted to make a class for a character who had a strong affinity for a certain element and didn't want to play an elemental bloodline Sorcerer.
From a mechanics point of view, with the energy pool magic system, I wanted to amplify all the strengths and weaknesses of spontaneous casting. An elementalist knows even fewer spells than a Bard, but can combine them in even more versatile ways because they're not restricted by levels. Also, in the same way that a Sorcerer gets more spell slots than a Wizard, I expanded upon that by having the elementalist's spells per day limited to only as many as he could fit in 24 hours. I'm aware it functions pretty much identically to mana; I wanted to try the concept of a gish character whose spellcasting, while not as powerful as a Wizard or Sorcerer's, could keep up with the melee all day.
It is intentional that the class is very specialized. Each of the different specializations could be a magus archetype and use standard vancian casting, but I think that'd be less true to what I'm trying to go for. One of the most common comments I've received in preliminary feedback is that Resist Energy or Protection from Energy completely shut down the base class features, and to address that the Universal section of the spell list is going to be large and varied, probably the largest of the five. I still want elemental spells to be mainly combat-focused, like the Magus, but not exclusively combat-oriented to the same extent. Thanks for reading, and PEACH please!
Elementalist
There are many magic-users throughout the world, each with their own methods of mastering the arcane, divine, or psionic arts. The elementalist, however, studies magic differently. By choosing a single element and binding themselves to it, an elementalist masters either air, fire, earth, or water over the course of their lifetime. As an elementalist becomes more powerful, he discovers new abilities and unlocks them from within himself, rather than attaining mastery through diligent study.
Role: The roles of the four elementalists vary wildly. Water and Fire elementalists are powerful casters, using the power of their elements to protect allies or to incinerate enemies. Air elementalists use their speed to supplement their martial prowess, speeding around the field of combat and leaving lightning in their wake. Disciples of Earth use the strength of stone to become nearly invulnerable in melee combat. Regardless of the specialization, all elementalists are capable with a blade.
Alignment: For Air and Fire elementalists, any nonlawful. For Earth elementalists, any nonchaotic. For Water elementalists, any.
Hit Die: d6.
Starting Gold: 3d6x10 (Average 105gp)
Class Skills
The elementalist's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), and Profession (Wis). Each element also grants additional class skills.
Skill Ranks per Level: 2 + Int modifier.
Elementalist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Energy Pool
1st|
+0|
+0|
+0|
+2|Energy Pool, Elemental Specialization, Elemental Talent I|
4
2nd|
+1|
+0|
+0|
+3|Energy Siphon|
5
3rd|
+2|
+1|
+1|
+3|Focus I|
6
4th|
+3|
+1|
+1|
+4|Bonus feat|
7
5th|
+3|
+1|
+1|
+4|Elemental Weapon|
8|
5
6th|
+4|
+2|
+2|
+5|Focus II|
10
7th|
+5|
+2|
+2|
+5|Elemental Talent II|
12
8th|
+6/+1|
+2|
+2|
+6|Bonus feat|
14
9th|
+6/+1|
+3|
+3|
+6|Focus III|
16
10th|
+7/+2|
+3|
+3|
+7|Improved Elemental Weapon|
18
11th|
+8/+3|
+3|
+3|
+7|Energy Resistance 10|
21
12th|
+9/+4|
+4|
+4|
+8|Bonus feat, Focus IV|
24
13th|
+9/+4|
+4|
+4|
+8|Elemental Talent III|
27
14th|
+10/5|
+4|
+4|
+9|Energy Resistance 20|
30
15th|
+11/+6/+1|
+5|
+5|
+9|Focus V|
34
16th|
+12/+7/+2|
+5|
+5|
+10|Bonus feat|
38
17th|
+12/+7/+2|
+5|
+5|
+10|Energy Resistance 30|
42
18th|
+13/+8/+3|
+6|
+6|
+11|Focus VI|
46
19th|
+14/+9/+4|
+6|
+6|
+11|Elemental Talent IV|
50
20th|
+15/+10/+5|
+6|
+6|
+12|Ascendance, energy immunity, bonus feat|
55[/table]
Elementalist Spells Known
{table=head]Level|1st|2nd|3rd|4th
1| 2 | - | - | -
2| 2 | - | - | -
3| 3 | - | - | -
4| 3 | - | - | -
5| 3 | - | - | -
6| 3 | 2 | - | -
7| 4 | 2 | - | -
8| 4 | 3 | - | -
9| 4 | 3 | - | -
10| 4 | 3 | - | -
11| 5 | 3 | 2 | -
12| 5 | 4 | 2 | -
13| 5 | 4 | 3 | -
14| 5 | 4 | 3 | -
15| 6 | 4 | 3 | -
16| 6 | 5 | 3 | 2
17| 6 | 5 | 4 | 2
18| 6 | 5 | 4 | 3
19| 6 | 5 | 4 | 3
20| 6 | 6 | 4 | 3[/table]
Class Features
The following are class features of the elementalist.
Weapon and Armor Proficiencies: An elementalist is proficient with simple and martial weapons and light armor. He can cast elementalist spells while wearing light armor without incurring the normal arcane spell failure chance. Like a more conventional arcane spellcaster, an elementalist wearing medium or heavier armor suffers a chance to have his spells fail. Earth elementalists are an exception; they can cast without spell failure chance in medium armor.
Bonus Feats: Every 4 levels, an elementalist gains a bonus feat. At each such opportunity, he can choose a metamagic feat or a combat feat. The elementalist must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels, which can be any feats.
Energy Pool: At 1st level, the elementalist gains a reservoir of mystical energy which he uses to power his spells. Each spell has an energy cost associated with it; to cast that spell, the elementalist must expend that many points from his energy pool. At the beginning of each round on the elementalist's turn, he recovers energy points equal to half his elementalist level, rounded up.
Spells: An elementalist cast spells from the elementalist spell list. An elementalist, like a sorcerer, can cast any spell they know without preparing it ahead of time. However, unlike a sorcerer, an elementalist has no limits on the number of spells he can cast per day.
All elementalist spells are in either the [Air], [Earth], [Fire], [Water], or schools. The elementalist can only learn Universal spells and spells of his element. The four levels of elementalist spells affect only spells known; they have no effect on spell DCs. The base DC for each spell that allows a saving throw is 10 + the elementalist's Charisma modifier + 1/2 the number of energy points spent to cast that spell (minimum 1), unless noted otherwise. The elementalist's Charisma modifier has no effect on his spells known, but some spells and abilities do increase energy point regeneration based on the elementalist's Charisma. Elementalist spells with a duration of "focus" have a duration as long as the elementalist chooses to continue to spend energy points to maintain the spell. Focusing is a free action. Focusing can be interrupted like concentration, but the elementalist can still perform actions while focusing any number of continuous spells.
Metamagic feats can be applied to elementalist spells as normal, but multiply the energy point cost. A metamagic feat that normally increases the level of a spell instead multiplies the point cost by the level increase. For example, the Quicken Spell feat, which increases the level of a spell by four, multiplies the energy point cost of a spell by four. To apply more than one metamagic feat to a spell, multiply the overall cost by the sum of the level increases of each metamagic feat. The general formula is as follows:
Points spent = (Point cost of spell) x (level increase of first metamagic spell + level increase of second metamagic spell + level increase of second metamagic spell + level increase of third metamagic spell) and so on.
A metamagic feat with a level increase of +0 has a multiplier of 1 (meaning it has no increase in the point cost), and a metamagic feat with a level increase of +1 has a multiplier of 1.5.
Elemental Specialization: At 1st level, an elementalist chooses to focus on either air, earth, fire, or water. This choice cannot be changed. Each specialization grants additional abilities, as shown below.
Designer's note: The specializations are being redone in order to bring the levels at which abilities are gained and the scaling of those abilities in line with each other. Feel free to continue to comment on the abilities themselves.
Each specialization grants four different abilities. The elemental [U]talent is a primary ability for each specialization. The talent is gained at 1st level and scales every 6 levels after 1st, maximizing at 19th level. Each specialization's focus is a passive ability granted at 3rd level, which scales every 3 levels and supports the element's theme. Ascendance, which differs for each element, is an incredibly powerful ability gained at 20th level which represents the culmination of the elementalist's advancement. Also, each specialization gets energy resistance to their particular element's associated damage type at 11th, 14th, 17th, and complete immunity to its damage at 20th level.
Table: Elemental focuses and talents
{table=head]Elemental specialization|Air|Earth|Fire|Water
Focus X|Sneak Attack Xd6|DR X/Adamantine|Burning Rage X rounds/day|Xd6 damage/healing to creatures in a pool
Talent|Bolt|Stone Shield|Cloak of Flame|Pool size increase[/table]
Designer's note: Burning rage is a work in progress (though the name may give it away); I'll add it when it's ready. Also, the following four spoilers are ridden with typos because I haven't posted edits to them in a couple days. I'm working on them.
AirThe Air elementalist channels the power of lightning to travel instantaneously across the battlefield and deliver quick attacks.
Bonus Skills: At 1st level, add Acrobatics (Dex), Fly (Dex), and Stealth (Dex) to your list of class skills.
Bonus Feat: At 1st level, you receive Weapon Finesse as a bonus feat.
Sneak Attack (Ex): At 5th level, your melee attacks inflict an extra 1d6 damage against targets you flank or who are denied their Dexterity bonus to AC. The damage increases by 1d6 every 5 levels after 5th, to a maximum of 4d6 at 20th level.
Bolt (Sp): At 6th level, as a move action, you can transform into a bolt of lightning and instantly travel in a straight line to a distance of up to 30 feet (minimum 15 feet), rematerializing in the new location instantaneously. This movement provokes attacks of opportunity, but you have a 50% miss chance because you are not completely physical. Creatures in this line take 2d6 points of damage and can make a Reflex save to take half as much. (Spell Resistance applies.) Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. Bolt counts as Dimension Door for the purposes of qualifying for the Dimensional Agility (http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html#dimensional-agility) series of feats, but the cost must be paid for each split if you use Dimensional Dervish (http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html#dimensional-dervish). Using Bolt costs 5 energy points.
Quickened Blows (Ex): At 8th level, as a standard action, you can make one attack with each of your weapons at your highest base attack bonus.
Improved Bolt: At 12th level, your Bolt improves. You can Bolt up to 60 feet, and no longer provoke attacks of opportunity. Creatures directly in your path now take 4d6 damage. Whenever you end a Bolt, you can deal 4d6 damage to all creatures in a 15-foot cone in front of you. You can now also use Bolt as part of a bull rush or charge attempt- if you do, you gain a +4 circumstance modifier on the check. As before, all affected targets can make Reflex saves for half damage, and Spell Resistance applies. Bolt now costs 10 energy points.
Bolt Mastery: At 17th level, the power of your Bolt reaches new heights. You can Bolt up to 80 feet. Creatures in your path take 8d6 damage, and creatures 5 feet away from the path take 2d6 damage. Whenever you end a a Bolt, he can either deal 4d6 damage to all creatures within 15 feet of him or 8d6 damage in a 15-foot cone in front of him. Whenever you Bolt as part of a bull rush or charge attempt, your circumstance modifier increases to +8. Creatures can no longer save against the effects of Bolt, but Spell Resistance still applies. Bolt now costs 15 energy points.
EarthThe Earth elementalist is a bastion of defense, embracing the power of stone to become nearly invulnerable.
Combat defense: You are also proficient in medium armor. You can cast elementalist spells while wearing medium armor without incurring the normal arcane spell failure chance.
Bonus Skills: At 1st level, add Climb (Str), Knowledge (geography) (Int), and Survival (Wis) to your list of class skills.
Bonus Feat: At 1st level, you receive Toughness as a bonus feat.
Stone Body (Su): At 3rd level, you gain DR 1/Adamantine. This damage reduction increases by 1 every 3 levels after third, to a maximum of DR 6/Adamantine at 18th level. At 20th level, this effect is replaced by your Ascendance.
Stone Shield (Sp): At 5th level, you can summon a floating shield to defend you in combat. It grants a +3 shield bonus to AC, and the bonus increases by 1 every three levels beyond 5th, to a maximum of +8 at 20th level. Using Stone Shield costs energy points equal to two times the bonus it grants (6 points at 5th level, up to 16 points at 20th level), and you must spend an additional 1 energy point per point of bonus (3 points at 5th level, up to 8 at 20th level) every round to keep it active.
FireThe Fire elementalist wields the power of flame to incinerate enemies at close range.
Bonus Skills: At 1st level, add Knowledge (Arcana) (Int), Spellcraft (Int), and Use Magic Device (Charisma) to your list of class skills.
Bonus Feat: At 1st level, you receive Weapon Focus in a weapon of your choice as a bonus feat.
Burn: Many of your spells cause a target to catch on fire. Burning damage functions similarly to bleed damage. However, burn damage is not completely removed by the application of any spell that cures hit point damage. Instead, the amount of burning removed is equal to the number of hit points healed by the spell. A creature can attempt to extinguish its flames by rolling on the ground, removing 20 points of burn damage (which will, in many cases, be all of the burn damage) as a full-round action that provokes attacks of opportunity. The creature is prone for the attacks of opportunity, but standing up is part of the action. You get a +10 modifier on Intimidate checks against a creature you've set on fire.
Cloak of Flame (Sp): At 6th level, as a standard action, you can release your hold on your inner flame, allowing it to expand outward to deal 1d6 damage to all creatures within 5 feet of you at the beginning of each of your turns. It costs no energy to maintain, but takes a move action to turn off.
Flame Blade (Su): At 8th level, whenever you deal fire damage to a creature with your weapon, you may expend any number of energy points, up to a maximum of half your level. The creature takes 1 point of continuous burn damage for each two energy points expended. For example, at 20th level, you can expend 10 energy points to deal 5 points of burn damage.
Improved Cloak of Flame: At 12th level, your cloak of flame becomes more powerful. While it is active, you deal 2d6 damage to creatures standing next to you and half as much to creatures within 10 feet of you. Your cloak of flame can now be deactivated as a swift action. In addition, you recover an additional 2 energy points per round.
Cloak Mastery: At 17th level, your cloak of flame becomes even more powerful, heralding your elemental transformation. It deals 4d6 damage to creatures within 5 feet of you and half as much to creatures within 10 feet of you. Your cloak of flame can now be deactivated as an immediate action. While it is active, you recover 5 energy points per round.
Explosion (Sp): At 20th level, you can cause a burning creature to erupt in flame. To make a target explode, it must have be taking least 15 points of burn damage each turn. The creature erupts in a blast of flame, dealing 10d6 to all creatures within 30 feet and an additional 10d6 damage to itself. Each creature affected except the original can make a Reflex save at a DC of 19+ your Charisma modifier for half damage. Causing a creature to explode takes 30 energy points.
WaterThe Water elementalist is the most versatile of the four, freezing enemies in place while rejuvenating allies with the power of pure water.
Bonus Skills: At 1st level, add Heal (Wis), Sense Motive (Wis), and Swim (Str) to your list of class skills.
Bonus Feat: At 1st level, you receive Combat Casting as a bonus feat.
Frozen: Some of your spells cause creatures to become Frozen. Frozen creatures cannot move, have their dexterity reduced by 6, and take a -4 penalty on attack rolls. Frozen spellcasters must make a concentration check (DC 15 + spell level) or lose the spell.
Pool (Sp): At 3rd level, you can summon a small pool of water that covers the ground. Your pool covers a 10-foot square and has one of the following effects, which is chosen when the pool is created, cannot change, and triggers at each round. Unlike other abilities which function over multiple rounds, all of the pool's effects trigger at the beginning of your round. Creatures not touching the ground are unaffected by any of the pool's powers.
Cure 1d6 points of damage per four caster levels to each friendly creature in the pool.
Deal 1d6 damage per four caster levels to each hostile creature in the pool.
Reduce the movement speed of each creature, hostile and friendly, in the pool by 10 feet, to a minimum of 5 feet. At 8th level, each creature is instead entangled (http://paizo.com/pathfinderRPG/prd/glossary.html#_entangled) by frost clinging to their legs. At 14th level, affected creatures are instead frozen. Frozen creatures can make a Reflex save to become entangled instead. Each of these conditions lasts for 1 round.
At 5th level, the size increases to a 10-foot radius. It increases to a 20-foot radius at 10th level, a 30-foot radius at 15th level, and a 40-foot radius at 20th level. At the beginning of your turn each round, if you are standing in your pool, you regenerate energy points equal to 1/4 your level (in addition to normal energy point regeneration). Creating or moving your pool costs 1 energy point per four levels, and no energy points to maintain. You can only have one pool at a time.
Energy Siphon (Su): At 2nd level, whenever an elementalist deals melee damage to a creature, he regains energy points equal to his Charisma modifier. An elementalist can regain no more than 1/2 his level, rounded up, in energy points this way each round.
Elemental Weapon (Su): At 5th level, an elementalist can imbue any weapon he holds with a small fraction of his elemental power, granting it a special ability as shown in the table below. The bonus functions only as long as he holds the weapon, and costs 2 energy points per round to maintain.
Improved Elemental Weapon (Su): At 10th level, the power of the elementalist's Elemental Weapon improves. At the cost of 4 energy points per round, he can grant a weapon a more powerful special ability instead.
{table=head]Elemental Specialization|Elemental Weapon|Improved Elemental Weapon
Air|
Shock|
Shocking Burst
Earth|
Corrosive|
Corrosive Burst
Fire|
Flaming|
Flaming Burst
Water|
Frost|
Icy Burst[/table]
Ascendance (Su): At 20th level, the elementalist's natural form becomes a Medium air, earth, fire, or water elemental, depending on his specialization. This does not affect his capability to speak or cast spells, and his ability scores remain unchanged. He is forevermore treated as a native outsider rather than a humanoid (or whatever his original type was) for the purposes of spells and effects. Ascendance also grants a number of additional effects depending on the elementalist's specialization:
Air elementalists gain a fly speed of 80 feet with good maneuverability and gain the Whirlwind (http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html#_whirlwind)supernatural ability at a height of 10-40 feet and with a save DC of 16 + the elementalist's Charisma modifier.
Earth elementalists gain DR 10/Adamantine, which replaces the bonus granted from Stone Body. They also gain the Earth Mastery (http://paizo.com/pathfinderRPG/prd/monsters/elemental.html) extraordinary ability.
Fire elementalists gain the Explode spell-like ability, detailed under Elemental Specialization: Fire, as well as a 10-foot increase in movement speed as long as their Cloak of Flame is active.
Water elementalists gain a swim speed of 80 feet as well as the ability to become actual water. In liquid form, you gain a +30 bonus to Escape Artist checks, a +5 bonus to Acrobatics checks, and a +5 bonus to Stealth checks. You can move through water perfectly without making Swim checks. You take half damage from magical weapons, and no damage from nonmagical weapons. You cannot hold objects, make unarmed attacks, or cast spells in liquid form. Liquid form takes a move action to enter or leave.
From a mechanics point of view, with the energy pool magic system, I wanted to amplify all the strengths and weaknesses of spontaneous casting. An elementalist knows even fewer spells than a Bard, but can combine them in even more versatile ways because they're not restricted by levels. Also, in the same way that a Sorcerer gets more spell slots than a Wizard, I expanded upon that by having the elementalist's spells per day limited to only as many as he could fit in 24 hours. I'm aware it functions pretty much identically to mana; I wanted to try the concept of a gish character whose spellcasting, while not as powerful as a Wizard or Sorcerer's, could keep up with the melee all day.
It is intentional that the class is very specialized. Each of the different specializations could be a magus archetype and use standard vancian casting, but I think that'd be less true to what I'm trying to go for. One of the most common comments I've received in preliminary feedback is that Resist Energy or Protection from Energy completely shut down the base class features, and to address that the Universal section of the spell list is going to be large and varied, probably the largest of the five. I still want elemental spells to be mainly combat-focused, like the Magus, but not exclusively combat-oriented to the same extent. Thanks for reading, and PEACH please!
Elementalist
There are many magic-users throughout the world, each with their own methods of mastering the arcane, divine, or psionic arts. The elementalist, however, studies magic differently. By choosing a single element and binding themselves to it, an elementalist masters either air, fire, earth, or water over the course of their lifetime. As an elementalist becomes more powerful, he discovers new abilities and unlocks them from within himself, rather than attaining mastery through diligent study.
Role: The roles of the four elementalists vary wildly. Water and Fire elementalists are powerful casters, using the power of their elements to protect allies or to incinerate enemies. Air elementalists use their speed to supplement their martial prowess, speeding around the field of combat and leaving lightning in their wake. Disciples of Earth use the strength of stone to become nearly invulnerable in melee combat. Regardless of the specialization, all elementalists are capable with a blade.
Alignment: For Air and Fire elementalists, any nonlawful. For Earth elementalists, any nonchaotic. For Water elementalists, any.
Hit Die: d6.
Starting Gold: 3d6x10 (Average 105gp)
Class Skills
The elementalist's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), and Profession (Wis). Each element also grants additional class skills.
Skill Ranks per Level: 2 + Int modifier.
Elementalist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Energy Pool
1st|
+0|
+0|
+0|
+2|Energy Pool, Elemental Specialization, Elemental Talent I|
4
2nd|
+1|
+0|
+0|
+3|Energy Siphon|
5
3rd|
+2|
+1|
+1|
+3|Focus I|
6
4th|
+3|
+1|
+1|
+4|Bonus feat|
7
5th|
+3|
+1|
+1|
+4|Elemental Weapon|
8|
5
6th|
+4|
+2|
+2|
+5|Focus II|
10
7th|
+5|
+2|
+2|
+5|Elemental Talent II|
12
8th|
+6/+1|
+2|
+2|
+6|Bonus feat|
14
9th|
+6/+1|
+3|
+3|
+6|Focus III|
16
10th|
+7/+2|
+3|
+3|
+7|Improved Elemental Weapon|
18
11th|
+8/+3|
+3|
+3|
+7|Energy Resistance 10|
21
12th|
+9/+4|
+4|
+4|
+8|Bonus feat, Focus IV|
24
13th|
+9/+4|
+4|
+4|
+8|Elemental Talent III|
27
14th|
+10/5|
+4|
+4|
+9|Energy Resistance 20|
30
15th|
+11/+6/+1|
+5|
+5|
+9|Focus V|
34
16th|
+12/+7/+2|
+5|
+5|
+10|Bonus feat|
38
17th|
+12/+7/+2|
+5|
+5|
+10|Energy Resistance 30|
42
18th|
+13/+8/+3|
+6|
+6|
+11|Focus VI|
46
19th|
+14/+9/+4|
+6|
+6|
+11|Elemental Talent IV|
50
20th|
+15/+10/+5|
+6|
+6|
+12|Ascendance, energy immunity, bonus feat|
55[/table]
Elementalist Spells Known
{table=head]Level|1st|2nd|3rd|4th
1| 2 | - | - | -
2| 2 | - | - | -
3| 3 | - | - | -
4| 3 | - | - | -
5| 3 | - | - | -
6| 3 | 2 | - | -
7| 4 | 2 | - | -
8| 4 | 3 | - | -
9| 4 | 3 | - | -
10| 4 | 3 | - | -
11| 5 | 3 | 2 | -
12| 5 | 4 | 2 | -
13| 5 | 4 | 3 | -
14| 5 | 4 | 3 | -
15| 6 | 4 | 3 | -
16| 6 | 5 | 3 | 2
17| 6 | 5 | 4 | 2
18| 6 | 5 | 4 | 3
19| 6 | 5 | 4 | 3
20| 6 | 6 | 4 | 3[/table]
Class Features
The following are class features of the elementalist.
Weapon and Armor Proficiencies: An elementalist is proficient with simple and martial weapons and light armor. He can cast elementalist spells while wearing light armor without incurring the normal arcane spell failure chance. Like a more conventional arcane spellcaster, an elementalist wearing medium or heavier armor suffers a chance to have his spells fail. Earth elementalists are an exception; they can cast without spell failure chance in medium armor.
Bonus Feats: Every 4 levels, an elementalist gains a bonus feat. At each such opportunity, he can choose a metamagic feat or a combat feat. The elementalist must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels, which can be any feats.
Energy Pool: At 1st level, the elementalist gains a reservoir of mystical energy which he uses to power his spells. Each spell has an energy cost associated with it; to cast that spell, the elementalist must expend that many points from his energy pool. At the beginning of each round on the elementalist's turn, he recovers energy points equal to half his elementalist level, rounded up.
Spells: An elementalist cast spells from the elementalist spell list. An elementalist, like a sorcerer, can cast any spell they know without preparing it ahead of time. However, unlike a sorcerer, an elementalist has no limits on the number of spells he can cast per day.
All elementalist spells are in either the [Air], [Earth], [Fire], [Water], or schools. The elementalist can only learn Universal spells and spells of his element. The four levels of elementalist spells affect only spells known; they have no effect on spell DCs. The base DC for each spell that allows a saving throw is 10 + the elementalist's Charisma modifier + 1/2 the number of energy points spent to cast that spell (minimum 1), unless noted otherwise. The elementalist's Charisma modifier has no effect on his spells known, but some spells and abilities do increase energy point regeneration based on the elementalist's Charisma. Elementalist spells with a duration of "focus" have a duration as long as the elementalist chooses to continue to spend energy points to maintain the spell. Focusing is a free action. Focusing can be interrupted like concentration, but the elementalist can still perform actions while focusing any number of continuous spells.
Metamagic feats can be applied to elementalist spells as normal, but multiply the energy point cost. A metamagic feat that normally increases the level of a spell instead multiplies the point cost by the level increase. For example, the Quicken Spell feat, which increases the level of a spell by four, multiplies the energy point cost of a spell by four. To apply more than one metamagic feat to a spell, multiply the overall cost by the sum of the level increases of each metamagic feat. The general formula is as follows:
Points spent = (Point cost of spell) x (level increase of first metamagic spell + level increase of second metamagic spell + level increase of second metamagic spell + level increase of third metamagic spell) and so on.
A metamagic feat with a level increase of +0 has a multiplier of 1 (meaning it has no increase in the point cost), and a metamagic feat with a level increase of +1 has a multiplier of 1.5.
Elemental Specialization: At 1st level, an elementalist chooses to focus on either air, earth, fire, or water. This choice cannot be changed. Each specialization grants additional abilities, as shown below.
Designer's note: The specializations are being redone in order to bring the levels at which abilities are gained and the scaling of those abilities in line with each other. Feel free to continue to comment on the abilities themselves.
Each specialization grants four different abilities. The elemental [U]talent is a primary ability for each specialization. The talent is gained at 1st level and scales every 6 levels after 1st, maximizing at 19th level. Each specialization's focus is a passive ability granted at 3rd level, which scales every 3 levels and supports the element's theme. Ascendance, which differs for each element, is an incredibly powerful ability gained at 20th level which represents the culmination of the elementalist's advancement. Also, each specialization gets energy resistance to their particular element's associated damage type at 11th, 14th, 17th, and complete immunity to its damage at 20th level.
Table: Elemental focuses and talents
{table=head]Elemental specialization|Air|Earth|Fire|Water
Focus X|Sneak Attack Xd6|DR X/Adamantine|Burning Rage X rounds/day|Xd6 damage/healing to creatures in a pool
Talent|Bolt|Stone Shield|Cloak of Flame|Pool size increase[/table]
Designer's note: Burning rage is a work in progress (though the name may give it away); I'll add it when it's ready. Also, the following four spoilers are ridden with typos because I haven't posted edits to them in a couple days. I'm working on them.
AirThe Air elementalist channels the power of lightning to travel instantaneously across the battlefield and deliver quick attacks.
Bonus Skills: At 1st level, add Acrobatics (Dex), Fly (Dex), and Stealth (Dex) to your list of class skills.
Bonus Feat: At 1st level, you receive Weapon Finesse as a bonus feat.
Sneak Attack (Ex): At 5th level, your melee attacks inflict an extra 1d6 damage against targets you flank or who are denied their Dexterity bonus to AC. The damage increases by 1d6 every 5 levels after 5th, to a maximum of 4d6 at 20th level.
Bolt (Sp): At 6th level, as a move action, you can transform into a bolt of lightning and instantly travel in a straight line to a distance of up to 30 feet (minimum 15 feet), rematerializing in the new location instantaneously. This movement provokes attacks of opportunity, but you have a 50% miss chance because you are not completely physical. Creatures in this line take 2d6 points of damage and can make a Reflex save to take half as much. (Spell Resistance applies.) Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. Bolt counts as Dimension Door for the purposes of qualifying for the Dimensional Agility (http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html#dimensional-agility) series of feats, but the cost must be paid for each split if you use Dimensional Dervish (http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html#dimensional-dervish). Using Bolt costs 5 energy points.
Quickened Blows (Ex): At 8th level, as a standard action, you can make one attack with each of your weapons at your highest base attack bonus.
Improved Bolt: At 12th level, your Bolt improves. You can Bolt up to 60 feet, and no longer provoke attacks of opportunity. Creatures directly in your path now take 4d6 damage. Whenever you end a Bolt, you can deal 4d6 damage to all creatures in a 15-foot cone in front of you. You can now also use Bolt as part of a bull rush or charge attempt- if you do, you gain a +4 circumstance modifier on the check. As before, all affected targets can make Reflex saves for half damage, and Spell Resistance applies. Bolt now costs 10 energy points.
Bolt Mastery: At 17th level, the power of your Bolt reaches new heights. You can Bolt up to 80 feet. Creatures in your path take 8d6 damage, and creatures 5 feet away from the path take 2d6 damage. Whenever you end a a Bolt, he can either deal 4d6 damage to all creatures within 15 feet of him or 8d6 damage in a 15-foot cone in front of him. Whenever you Bolt as part of a bull rush or charge attempt, your circumstance modifier increases to +8. Creatures can no longer save against the effects of Bolt, but Spell Resistance still applies. Bolt now costs 15 energy points.
EarthThe Earth elementalist is a bastion of defense, embracing the power of stone to become nearly invulnerable.
Combat defense: You are also proficient in medium armor. You can cast elementalist spells while wearing medium armor without incurring the normal arcane spell failure chance.
Bonus Skills: At 1st level, add Climb (Str), Knowledge (geography) (Int), and Survival (Wis) to your list of class skills.
Bonus Feat: At 1st level, you receive Toughness as a bonus feat.
Stone Body (Su): At 3rd level, you gain DR 1/Adamantine. This damage reduction increases by 1 every 3 levels after third, to a maximum of DR 6/Adamantine at 18th level. At 20th level, this effect is replaced by your Ascendance.
Stone Shield (Sp): At 5th level, you can summon a floating shield to defend you in combat. It grants a +3 shield bonus to AC, and the bonus increases by 1 every three levels beyond 5th, to a maximum of +8 at 20th level. Using Stone Shield costs energy points equal to two times the bonus it grants (6 points at 5th level, up to 16 points at 20th level), and you must spend an additional 1 energy point per point of bonus (3 points at 5th level, up to 8 at 20th level) every round to keep it active.
FireThe Fire elementalist wields the power of flame to incinerate enemies at close range.
Bonus Skills: At 1st level, add Knowledge (Arcana) (Int), Spellcraft (Int), and Use Magic Device (Charisma) to your list of class skills.
Bonus Feat: At 1st level, you receive Weapon Focus in a weapon of your choice as a bonus feat.
Burn: Many of your spells cause a target to catch on fire. Burning damage functions similarly to bleed damage. However, burn damage is not completely removed by the application of any spell that cures hit point damage. Instead, the amount of burning removed is equal to the number of hit points healed by the spell. A creature can attempt to extinguish its flames by rolling on the ground, removing 20 points of burn damage (which will, in many cases, be all of the burn damage) as a full-round action that provokes attacks of opportunity. The creature is prone for the attacks of opportunity, but standing up is part of the action. You get a +10 modifier on Intimidate checks against a creature you've set on fire.
Cloak of Flame (Sp): At 6th level, as a standard action, you can release your hold on your inner flame, allowing it to expand outward to deal 1d6 damage to all creatures within 5 feet of you at the beginning of each of your turns. It costs no energy to maintain, but takes a move action to turn off.
Flame Blade (Su): At 8th level, whenever you deal fire damage to a creature with your weapon, you may expend any number of energy points, up to a maximum of half your level. The creature takes 1 point of continuous burn damage for each two energy points expended. For example, at 20th level, you can expend 10 energy points to deal 5 points of burn damage.
Improved Cloak of Flame: At 12th level, your cloak of flame becomes more powerful. While it is active, you deal 2d6 damage to creatures standing next to you and half as much to creatures within 10 feet of you. Your cloak of flame can now be deactivated as a swift action. In addition, you recover an additional 2 energy points per round.
Cloak Mastery: At 17th level, your cloak of flame becomes even more powerful, heralding your elemental transformation. It deals 4d6 damage to creatures within 5 feet of you and half as much to creatures within 10 feet of you. Your cloak of flame can now be deactivated as an immediate action. While it is active, you recover 5 energy points per round.
Explosion (Sp): At 20th level, you can cause a burning creature to erupt in flame. To make a target explode, it must have be taking least 15 points of burn damage each turn. The creature erupts in a blast of flame, dealing 10d6 to all creatures within 30 feet and an additional 10d6 damage to itself. Each creature affected except the original can make a Reflex save at a DC of 19+ your Charisma modifier for half damage. Causing a creature to explode takes 30 energy points.
WaterThe Water elementalist is the most versatile of the four, freezing enemies in place while rejuvenating allies with the power of pure water.
Bonus Skills: At 1st level, add Heal (Wis), Sense Motive (Wis), and Swim (Str) to your list of class skills.
Bonus Feat: At 1st level, you receive Combat Casting as a bonus feat.
Frozen: Some of your spells cause creatures to become Frozen. Frozen creatures cannot move, have their dexterity reduced by 6, and take a -4 penalty on attack rolls. Frozen spellcasters must make a concentration check (DC 15 + spell level) or lose the spell.
Pool (Sp): At 3rd level, you can summon a small pool of water that covers the ground. Your pool covers a 10-foot square and has one of the following effects, which is chosen when the pool is created, cannot change, and triggers at each round. Unlike other abilities which function over multiple rounds, all of the pool's effects trigger at the beginning of your round. Creatures not touching the ground are unaffected by any of the pool's powers.
Cure 1d6 points of damage per four caster levels to each friendly creature in the pool.
Deal 1d6 damage per four caster levels to each hostile creature in the pool.
Reduce the movement speed of each creature, hostile and friendly, in the pool by 10 feet, to a minimum of 5 feet. At 8th level, each creature is instead entangled (http://paizo.com/pathfinderRPG/prd/glossary.html#_entangled) by frost clinging to their legs. At 14th level, affected creatures are instead frozen. Frozen creatures can make a Reflex save to become entangled instead. Each of these conditions lasts for 1 round.
At 5th level, the size increases to a 10-foot radius. It increases to a 20-foot radius at 10th level, a 30-foot radius at 15th level, and a 40-foot radius at 20th level. At the beginning of your turn each round, if you are standing in your pool, you regenerate energy points equal to 1/4 your level (in addition to normal energy point regeneration). Creating or moving your pool costs 1 energy point per four levels, and no energy points to maintain. You can only have one pool at a time.
Energy Siphon (Su): At 2nd level, whenever an elementalist deals melee damage to a creature, he regains energy points equal to his Charisma modifier. An elementalist can regain no more than 1/2 his level, rounded up, in energy points this way each round.
Elemental Weapon (Su): At 5th level, an elementalist can imbue any weapon he holds with a small fraction of his elemental power, granting it a special ability as shown in the table below. The bonus functions only as long as he holds the weapon, and costs 2 energy points per round to maintain.
Improved Elemental Weapon (Su): At 10th level, the power of the elementalist's Elemental Weapon improves. At the cost of 4 energy points per round, he can grant a weapon a more powerful special ability instead.
{table=head]Elemental Specialization|Elemental Weapon|Improved Elemental Weapon
Air|
Shock|
Shocking Burst
Earth|
Corrosive|
Corrosive Burst
Fire|
Flaming|
Flaming Burst
Water|
Frost|
Icy Burst[/table]
Ascendance (Su): At 20th level, the elementalist's natural form becomes a Medium air, earth, fire, or water elemental, depending on his specialization. This does not affect his capability to speak or cast spells, and his ability scores remain unchanged. He is forevermore treated as a native outsider rather than a humanoid (or whatever his original type was) for the purposes of spells and effects. Ascendance also grants a number of additional effects depending on the elementalist's specialization:
Air elementalists gain a fly speed of 80 feet with good maneuverability and gain the Whirlwind (http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html#_whirlwind)supernatural ability at a height of 10-40 feet and with a save DC of 16 + the elementalist's Charisma modifier.
Earth elementalists gain DR 10/Adamantine, which replaces the bonus granted from Stone Body. They also gain the Earth Mastery (http://paizo.com/pathfinderRPG/prd/monsters/elemental.html) extraordinary ability.
Fire elementalists gain the Explode spell-like ability, detailed under Elemental Specialization: Fire, as well as a 10-foot increase in movement speed as long as their Cloak of Flame is active.
Water elementalists gain a swim speed of 80 feet as well as the ability to become actual water. In liquid form, you gain a +30 bonus to Escape Artist checks, a +5 bonus to Acrobatics checks, and a +5 bonus to Stealth checks. You can move through water perfectly without making Swim checks. You take half damage from magical weapons, and no damage from nonmagical weapons. You cannot hold objects, make unarmed attacks, or cast spells in liquid form. Liquid form takes a move action to enter or leave.