Eldar Elementalist

A Priest of the Order of Elemental Power, elementalists devote their lives to understanding and merging with the elements.  They may also be clerics of Elemental Power, but can also be druids, wizards or sorcerers who have shown their devotion to all things elemental.  In the Order, loosely organized as it is, rivalry has developed between clerics and elementalists, whose obsession with elemental power can be fanatical.  They are often attracted to extremes of climate and geography and are far more willing to take an up close look at an active volcano than most.  Many high level elementalists spend their time wandering other planes in elemental form, rarely returning to Terra.  To become an elementalist generally requires finding one with the patience to take on a student.

 

Requirements

To qualify to become an Eldar Elementalist, a character must fulfill all the following criteria:

Background: Elf or Half Elf

Alignment: Chaotic Evil, Chaotic Good, Chaotic Neutral

Feats: One Magic Use feat (i.e. Mageborn, Chosen, etc.)

Skills: Knowledge (cosmology) 4 ranks, Knowledge (nature) 1 rank, Knowledge (religion) 1 rank

Spells: Able to cast at least four of the following spells: burning hands, flame arrow, fog cloud, gaseous form, meld into stone, protection from energy, produce flame,  sleet storm, soften earth and  stone, stone shape,  and water breathing

 

HD: d8

Class skills: The elementalist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Cosmology) (Int), Profession (Int), Speak Language, Spellcraft (Int), and Swim (Str)

Skill Points at Each Additional Level: 2+Int Modifier

 

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+2

+0

+2

Elemental casting, Elemental resistance, Rebuke/control elemental creature, Summon elemental ally

1

1

1

2nd

+1

+3

+0

+3

Legacy Spell (4)

2

1

1

1

3rd

+2

+3

+1

+3

Elemental casting (+1 DC)

2

2

2

2

4th

+3

+4

+1

+4

Legacy Spell (5)

3

2

2

2

1

5th

+3

+4

+1

+4

Elemental Shape

3

3

2

2

2

6th

+4

+5

+2

+5

Legacy Spell (6)

3

3

3

2

2

1

7th

+5

+5

+2

+5

Elemental Shape (2 day)

3

3

3

3

3

2

8th

+6

+6

+2

+6

Elemental Shape (Large)

Legacy Spell (7)

3

3

3

3

3

2

1

9th

+6

+6

+3

+6

Elemental Shape (3 day)

3

3

3

3

3

3

2

10th

+7

+7

+3

+7

Legacy Spell (8)

3

3

3

3

3

3

2

1

11th

+8

+7

+3

+7

Elemental Shape (4 day)

3

3

3

3

3

3

3

2

12th

+9

+8

+4

+8

Timeless body

Elemental Shape (Huge)

Legacy Spell (9)

3

3

3

3

3

3

3

2

1

 

Weapon and Armor Proficiency: Eldar Elementalists are proficient with simple weapons and light, medium, and heavy armor, and shields (but not tower shields).

 

Spells: An elementalist has the ability to cast divine spells in addition to other spells they can cast. To cast an elementalist spell, an elementalist must have a Wisdom score of at least 10 + the spell’s level, so an elementalist with a Wisdom of 10 or lower cannot cast these spells.

Elementalist bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the elementalist’s Wisdom modifier. The elementalist’s spell list appears below. An elementalist has access to any spell on the list and can freely choose which to prepare, just as a druid. An elementalist prepares and casts spells just as a druid does (though an elementalist does not spontaneously cast spells the way a druid does).

 

Elemental casting: To determine his caster level for elementalist spells, the elementalist adds his elementalist level to that of any one spellcasting class he belonged to before he added the prestige class. In turn, he adds his elementalist level to that of another spellcasting class when casting an “elemental” spell provided by that class. This includes acid, air, earth, electricity, fire, sonic, or water spells, as well as (other) spells granted to the caster by the air, earth, fire, sun, or water domains.

At 3rd level the elementalist also receives a +1 to the save DC of all elementalist or “elemental” spells he casts.

 

Elemental Resistance (Ex): The elementalist receives +2 on saves vs. magical and non-magical acid, electricity, fire, water, earth, heat, cold, steam, and sonic attacks and effects. They also endure elements as the spell. This is an extraordinary ability.

 

Rebuke/Control Elemental Creature (Su): The elementalist can attempt to rebuke and control creatures of air, earth, fire and water in the same way that an evil cleric can rebuke and control undead (see Core Rule Book I). An elementalist may attempt to rebuke these creatures a number of times per day equal to 3 + his Charisma modifier. An elementalist with 5 or more ranks in Knowledge (Cosmology) gets a +2 bonus on the rebuke check. If the creature is an elemental, the priest receives a +2 on his check. This is a supernatural ability.

If the elementalist is a cleric with the air, earth, fire or water domain, he adds his cleric level to his elementalist level when rebuking/control a creature of that type.

 

Summon Elemental Ally (Sp): As a standard, spell like action, the elementalist can summon an elemental ally using the energy of a prepared elementalist spell of 2nd level or higher.  The elementalist chooses whether an air, earth, fire or water elemental is summoned.  They can also choose to summon a group of elementals, all of the same type.  Any prepared elementalist spells can be used for this purpose, and is treated as being cast when the elemental(s) is summoned.  The size and number of the elementals summoned depends on the level of the prepared spell lost, otherwise summoning the elemental works in the same why as the summon monster I spell.

 

Summon Elemental Ally

Elemental Number and Size

Level of Prepared Spell Used

1 Small

2nd

1d3 Small

3rd

1 Medium

4th

1d3 Medium

5th

1 Large

5th

1d3 Large

6th

1 Huge

6th

1d3 Huge

7th

1 Greater

8th

1d3 Greater

9th

1 Elder

9th

 

 

Legacy Spell: At 2nd level, the elementalist can add one 4th level spell to his elementalist spell list from the spell list of another spell casting class he has levels in, as long as that spell is 4th level (or lower), and cast it as a 4th level elementalist spell. At 4th level he can add one 5th level spell to his spell list in this way, at 6th level one 6th level spell, at 8th level one 7th level spell, at 10th level one 8th level spell, and at 12th level one 9th level spell. 

 

Elemental Shape (Sp): At 5th level the priest can take the form of a small or medium elemental, gaining all its special abilities in the process. At 7th level the priest can do this twice a day, at 9th 3 times a day, and 4 times a day at 11th level. At 8th level they can also take the shape of a large elemental, at 12th level a huge one. This spell-like ability is otherwise similar to the polymorph spell.

 

Timeless Body: Upon attaining 12th level, the elementalist no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the priest must still ultimately take the Great Walk when they enter old age.

 

Elemental Allies: Elementalist with the Leadership feat may have air, earth, fire or water creatures as cohorts.

 

Elemental Languages: The elementalist can learn the strange languages of elemental creatures: Aquan (water), Auran (air), Ignan (fire), and Terran (earth). Many scholars deny the existence of these languages, claiming that elementalists are merely speaking gibberish.

 

Elementalist Spells: 

1st level: burning hands, create water, endure elements, feather fall, light, magic stone, obscuring mist, produce flame

2nd level: chill metal, darkness, darkvision, fire trap, flame blade, flaming sphere, fog cloud, gust of wind, heat metal, pyrotechnics, resist energy, shatter, silence, soften earth and stone, searing light, sound burst

3rd level: call lightning, continual flame, daylight, deeper darkness, flame arrow, gaseous form, levitate, meld into stone, protection from energy, quench, scorching ray, sleet storm, spike growth, stone shape, water breathing, water walk, wind wall

4th level: air walk, control water, dimensional anchor*, dismissal*, dispel magic, fire shield, flame strike, freedom of movement, ice storm, planar ally-lesser, rusting grasp, solid fog, spike stones, wall of fire, wall of ice

5th level: call lightning storm, control winds, contact other plane*, fly, passwall, shout, stoneskin, transmute mud to rock, transmute rock to mud, wall of stone

6th level: banishment*, blade barrier, chain lightning, cone of cold, dispel magic-greater, fire seeds, flesh to stone, forbiddance, iron wood, move earth, planar ally, stone tell, stone to flesh,  wall of iron, wind walk

7th level: acid fog, control weather, disintegrate, ethereal jaunt, fire storm, freezing sphere, plane shift, statue, sunbeam, true seeing

8th level: dimensional lock*, earthquake, iron body, planar ally-greater, repel metal or stone, reverse gravity, shout-greater, sunburst, whirlwind, word of recall

9th level: antipathy*, dominate monster*, elemental swarm, gate*, incendiary cloud, miracle, polar ray, sympathy*, storm of vengeance

 

*only affects air, earth, fire, water, or elemental creatures, or elemental plane, where relevant.