Elementalists are masters at manipulating energy, turning the study of elemental power into less an academic exercise and more a martial art. These warrior mages can be found the world over, either as specialist battle casters or as members of cultures where no division is placed between the studies of magic and warfare.
Role: An elementalist’s abilities are best suited to dealing damage to his enemies, but a skilled elementalist can also learn to manipulate a battlefield and defend his allies against other wielders of destructive magics.
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.
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.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Base Caster Level||Magic Talents|
|1st||+0||+2||+2||+2||Casting, spell pool, weave energy||+0 (1)||0 (+2)|
|2nd||+1||+3||+3||+3||Evasion, combat feat||+1||1|
|4th||+3||+4||+4||+4||Dodge bonus +1||+3||3|
|8th||+6/+1||+6||+6||+6||Dodge bonus +2||+6||6|
|11th||+8/+3||+7||+7||+7||Elemental defense, improved evasion||+8||8|
|12th||+9/+4||+8||+8||+8||Dodge bonus +3||+9||9|
|16th||+12/+7/+2||+10||+10||+10||Dodge bonus +4||+12||12|
|20th||+15/+10/+5||+12||+12||+12||Dodge bonus +5, energy body||+15||15|
An elementalist is proficient with all simple weapons and light armor.
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.
An elementalist gains 1 magic talent every time he gains a caster level, according to Table: Elementalist.
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.
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.
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.
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.
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.
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.
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.
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.
Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers