Elementer

Within the wide spheres of arcane magics, few can match the spectacle–and raw power–of elemental magic. Eldritch scholars, hermetic mystics, and pious theurges alike are all likely to tap into the powers of the planes, but none are as focused in their mastery of evoking primal force as the elementer. Whether combining their arcane spells into more potent forms or reducing them to their most basic components, elementers push the powers of air, earth, fire, and water to their limits. These masters of planar magics are not merely bookish magicians, however: elementers can draw residual energy into themselves, infusing their very being with roiling elemental might to combat the strongest of foes on equal footing.

Role: Elementers can compete with enlightened spellcasters and tempered warriors both, but can only direct their power to one of these ends at a time. Careful consideration must be given to how the elementer will engage her foes lest she find herself unable to use her powers at critical moments.

Alignment: Any

Hit Die: d8

Starting Age: Trained

Starting Wealth: 4d6 × 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The elementer’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points Per Level: 4 + Int modifier.

Table: Elementer
Level Base Attack Bonus Fort Save Ref Save Will Save Special —Spells per Day—
0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Aegis, Affinity, Cantrips, Energy Pool 3 2
2nd +1 +0 +3 +3 Evasion, Spell Twists 4 2
3rd +2 +1 +3 +3 Potency 4 3
4th +3 +1 +4 +4 Barrier 4 3 1
5th +3 +1 +4 +4 Spell Twist 4 4 2
6th +4 +2 +5 +5 Affinity (Moderate), Fusion 5 4 3
7th +5 +2 +5 +5 Attunement (1/day) 5 4 3 1
8th +6/+1 +2 +6 +6 Spell Twist 5 4 4 2
9th +6/+1 +3 +6 +6 Absorption 5 5 4 3
10th +7/+2 +3 +7 +7 Fusion 5 5 4 3 1
11th +8/+3 +3 +7 +7 Affinity (Greater), Spell Twist 5 5 4 4 2
12th +9/+4 +4 +8 +8 Improved Evasion 5 5 5 4 3
13th +9/+4 +4 +8 +8 Attunement (2/day) 5 5 5 4 3 1
14th +10/+5 +4 +9 +9 Fusion, Spell Twist 5 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Greater Barrier 5 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Affinity (Maximum) 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Spell Twist 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Fusion 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Attunement (3/day) 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Spell Twist, Supremacy 5 5 5 5 5 5 5

Class Features

All of the following are class features of the elementer.

Weapon and Armor Proficiency

An elementer is proficient with all simple weapons, plus the handaxe, glaive, greatsword, longbow, shortsword, starknife, trident, and warhammer. She is also proficient in light armor and shields (except tower shields). An elementer can cast elementer spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an elementer wearing medium or heavy armor incurs a chance of spell failure if the spell in question has a somatic component. A multiclass elementer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting

An elementer casts arcane spells drawn from the elementer spell list. An elementer must choose and prepare her spells ahead of time.

To learn, prepare, or cast a spell, the elementer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an elementer’s spell is 10 + the spell level + the elementer’s Intelligence modifier.

An elementer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Elementer. In addition, she receives bonus spells per day if she has a high Intelligence score (see the Ability Scores).

An elementer may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the elementer decides which spells to prepare.

  • Spellbooks: An elementer must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook except for read magic, which all elementers can prepare from memory. An elementer begins play with a spellbook containing all 0-level elementer spells plus three 1st-level elementer spells of her choice. The elementer also selects a number of additional 1st-level elementer spells equal to her Intelligence modifier to add to her spellbook. At each new elementer level, she gains two new elementer spells of any spell level or levels that she can cast (based on her new elementer level or depending on what elements she has selected with her fusion class feature, see below) for her spellbook. At any time, an elementer can also add spells found in other spellbooks to her own. An elementer can learn spells from a wizard’s or magus’s spellbook, just as a wizard or magus can from an elementer’s spellbook. The spells learned must be on the elementer spell list, as normal. An alchemist can learn formulae from an elementer’s spellbook, if the spells are also on the alchemist formula list. An elementer cannot learn spells from an alchemist.
  • Elemental Spells: Many spells on the elementer’s spell list are categorized under one of four elemental categories: air, earth, fire, or water. Spells in these four categories are referred to as elemental spells. Many of the elementer’s class features, such as fusion and what spells contribute to her energy pool (see below), are dependent on elemental spells. A spell can be listed under more than one category. If a spell is not listed under any of the four categories, that spell cannot be used with class features that require an elemental spell.

Aegis (Su)

All elementers learn a potent technique to envelop themselves in elemental force, shaping it into a raiment of energy. This is known as creating an aegis, and while powerful it is not without its limitations.

The elementer can enter into her aegis form as a swift action if she has at least one point in her energy pool (see below). Doing so costs 1 point from her energy pool. While in her aegis form, she gains a +2 bonus on attack rolls, AC, and CMD, as her weapons count as magic for the purpose of overcoming damage reduction. The bonus increases by +1 at 5th level and every four levels thereafter to a maximum of +6 at 17th level.

While in her aegis form, the elementer is unable to cast spells, use spell trigger or spell completion magic items, or gain points in her energy pool. At the start of each of her turns while in aegis form, the elementer loses 1 point from her energy pool. If she ever starts her turn with 0 energy points her aegis form immediately ends. She can also voluntarily exit aegis form as a free action at any time. Once she leaves aegis form (for any reason), she cannot re-enter until the end of her next turn.

Affinity (Su)

At 1st level, the elementer learns how to harness the elements to improve her aegis form. Each day when she prepares her spells she selects a single lesser affinity power from those listed and the end of the class description. She gains the benefits of that affinity power while she is in her aegis form. The choice remains until she prepares spells again, at which point she can choose a different affinity power.

Upon reaching 6th, 11th, and 16th levels, the elementer may also select a moderate, greater, and master affinity power, respectively. She chooses all of these powers when she prepares her spells each day. However, she does not automatically gain the benefit of these affinity powers while she is in her aegis form.

In order to benefit from her moderate affinity power, she must spend 2 points from her energy pool when entering her aegis form and spend 2 points each round she maintains it, rather than 1 point as normal. To benefit from her greater affinity power, the costs increase to 4 points, while her master affinity power requires 6 points. She gains the benefits of all powers of a lower tier when she does so, and cannot change her per-round energy cost until she exits and re-enters her aegis form. For example, if she decides to benefit from her greater affinity power, it costs her 4 energy points to enter and maintain the aegis form, and she gains the benefits of her lesser, moderate, and greater affinity powers.

Affinity powers are categorized into one of four elements: air, earth, fire, or water. If she is currently benefiting from more than one power of the same element, she gains additional effects depending on the number she is currently benefiting from as listed in that power’s “synergy” entry. If an affinity power calls for a saving throw, the DC is equal to 10 + 1/2 the elementer’s level + her Intelligence modifier.

Cantrips: Elementers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Elementer under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Energy Pool (Su)

As an elementer casts her spells, she retains a portion of their residual power, slowly building it in a reservoir of planar energy. This energy pool has a maximum equal to the elementer’s level + her Intelligence modifier (minimum 1). She starts each day with a number of points in the pool equal to half its maxim, rounded down. Any points she had from the previous day are lost. The elementer cannot gain points in her energy pool while she is in her aegis form unless explicitly stated otherwise. She can build energy points in one of two ways:

  • Cast a Spell: Whenever the elementer casts an elemental spell of 1st level or higher or uses a spell twist (see below), she gains a number of points in her energy pool equal to the spell’s level.
  • Conversion: The elementer can use a standard action that does not provoke attacks of opportunity to sacrifice any number of prepared elemental spells. The elementer gains a number of points in her energy pool equal to half the total spell levels of the spells she sacrificed, rounded up. For example, if she sacrifices a 1st level, 2nd level, and 4th level spell, she would gain four energy points. She cannot sacrifice cantrips in this manner.

Evasion (Ex)

At 2nd level and higher, an elementer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the elementer is wearing light armor or no armor. A helpless elementer does not gain the benefit of evasion.

Spell Twist (Sp)

Beginning at 2nd level, the elementer learns how to twist her spells into a simpler yet effective form. She selects two spell twists from the list at the end of the class description. She gains an additional spell twist for every three levels obtained after 2nd, to a maximum of eight spell twists at 20th level.

Each spell twist has an associated elemental category (air, earth, fire, or water). To use a twist, she must sacrifice a prepared elementer spell of the specified elemental category that is 1st level or higher. The exception to this are spell twists with the “All” category; such spell twists can be used by converting a spell of 1st level or higher from any of the four elemental categories and change their function based on the element used.

Using a spell twist is a standard action that provokes attacks of opportunity unless otherwise stated. If a spell twist calls for a saving throw, the save DC is equal to 10 + the sacrificed spell’s slot level + the elementer’s Intelligence modifier. Using a spell twist grants the elementer points in her energy pool as if she had cast the sacrificed spell normally. Unlike spells, the elementer can use spell twists while she is in her aegis form, though she does not gain energy points for doing so, as normal.

If she uses a spell twist by sacrificing a spell prepared in a higher-level slot than normal (whether by simply preparing in a higher level slot or by preparing the spell with metamagic feats), she calculates the DC and effects of the spell twist using the level of slot the spell is prepared in, rather than its original level.

Potency (Ex)

Upon reaching 3rd level, an elementer can infuse her arcane spells with further power. Whenever she casts an elemental spell or uses a spell twist that deals damage she deals an additional +1 damage per die rolled.

Barrier (Su)

Starting at 4th level, the elementer gains an invisible shield of elemental force that protects her from energy attacks. She gains 10 “points” of energy resistance in this barrier, which increases by 10 points for every three elementer levels gained thereafter to a maximum of 60 points at 19th level.

When the elementer prepares her spells for the day, she must assign these points of resistance to either acid, cold, electricity, or fire, and must do so in increments of 5. For example, a 7th level elementer has 20 points of resistance. She could assign all 20 to fire to have fire resistance 20, have acid resistance 10 and electricity resistance 10, or have resistance 5 for all four types.

The elementer has the chosen resistances until she prepares spells again, at which point she can redistribute them as she chooses.

Fusion (Sp)

Beginning at 6th level, an elementer learns how to combine magical energy into varied and more powerful forms than she would normally be able to create.

The elementer must select a single elemental spell category: air, earth, fire, or water. When preparing her spells, she may instead choose to fuse her spell slots to prepare a spell from that elemental category that she has in her spell book. To do so, she must combine a number of spell slots whose total spell levels is greater than or equal to the value shown in Table: Fusion for the level of spell she wishes to prepare. For example, if she wishes to prepare lightning bolt (a 3rd level spell), she must give up a number of spell slots whose total levels is at least four or more. This could be any combination of spell slots, such as two 2nd level spell slots or four 1st level slots. An elementer can only fuse a spell of a level that she would normally be able to prepare (2nd level spells when she gains this ability, 3rd level spells at 7th elementer level, and so on).

Casting a fused spell counts as casting an elementer spell for all purposes, including applying feats such as Spell Focus or generating points for her energy pool. She cannot apply metamagic feats to a spell prepared this way.

When the elementer reaches 10th, 14th, and 18th levels, she selects an additional elemental category that she can prepare spells from using fusion. Alternatively, she can select a category she had previously selected to enhance the level of spell she can fuse. If she does, instead of being limited to spells she could normally prepare, she can instead fuse spells from the chosen elemental category whose level is up to half her elementer level, rounded down, to a maximum of 9th level spells when she reaches 18th level. She cannot select the same element more than twice.

When the elementer increases in level and gains her two free spells for her spellbook (see Spellbooks, above), she can choose to learn any elemental spell she could prepare with fusion, rather than just spells she could cast normally with her spell slots.

Attunement (Ex)

Starting at 7th level, an elementer learns how to adapt her aegis form to new threats. As a free action, the elementer can exchange her currently selected affinity powers for a new selection. She gains the effects of the new affinity powers while losing the old, including their synergy effects, if applicable. The elementer can do this once per day, plus an additional time per day upon reaching 13th and 19th levels, but only once per round.

Table: Fusion
Spell
Level
Total Spell Levels Needed
to Prepare a Fused Spell
2nd 3
3rd 4
4th 5
5th 7
6th 9
7th 12
8th 15
9th 18

Absorption (Su)

At 9th level, the elementer can absorb some residual energy from elemental effects. Absorption can be used whenever the elementer is subjected to an effect that would deal acid, cold, electricity, or fire damage to her, but she completely negates the damage in some way (taking 0 damage from the effect). Any method of damage negation, including energy resistance, protection from energy, or the evasion class feature all can trigger this effect. If she reduces the damage to zero, for every 20 points of damage she negated she immediately gains 1 point in her energy pool. This functions even while the elementer is in her aegis form. An elementer cannot trigger absorption from a damaging effect that originates from herself (spell, ability, item, or otherwise).

Improved Evasion (Ex)

At 12th level, the elementer’s evasion improves. This ability works like evasion, except that while the elementer still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless elementer does not gain the benefit of improved evasion.

Greater Barrier (Su)

At 15th level, the elementer’s barrier grows in strength. If the elementer has at least 30 points of resistance assigned to an energy type through her barrier class feature, she gains immunity to that damage type, instead.

Supremacy (Ex)

At 20th level, the elementer becomes a master of the four elements. Half of all acid, cold, electricity, or fire damage she deals ignores any elemental resistances or immunities. This does not bypass her own resistances or immunities. Elemental spells and spell twists she use that deal slashing, bludgeoning, or piercing damage, such as stone call, ignore any damage reduction that is not DR/– (excluding her own).

Affinity Powers

The following represent the available affinity powers an elementer can prepare. Each one is divided into four parts: tier, element, effect, and synergy. Rather than being sorted alphabetically, affinity powers are sorted first by tier then by element.

Tier: The strength of the affinity power. A power can be a lesser, moderate, greater, or master affinity power. At first, the elementer can only prepare a single lesser power. When she reaches 6th level, she can also prepare a moderate power. At 11th level, she can prepare a greater power, and at 16th level she can prepare a master power. Gaining the benefits of her moderate, greater, and master affinity powers require the elementer to spend additional energy points (see affinity powers in the class description).

Element: The power’s element, which can be air, earth, fire, or water. Preparing multiple powers of the same type can grant synergy effects (see below).

Effect: The benefit granted to the elementer while she is in aegis form and has paid the required energy cost for the power.

Synergy: The synergy effect for a given affinity power. Synergy powers are available if the elementer is currently benefiting from more than one affinity power of the same element, and grows stronger the more active affinity powers she has of that element.

Razor Wind

Tier: Lesser; Element: Air

Effect: Your strikes are infused with the power of the storm. Your weapon attacks deal +2 points of electricity damage on a hit. This damage increases by +1 at 5th level and every four levels thereafter to a maximum of +6 electricity damage. This damage is multiplied on a critical hit and stacks with other sources of electricity damage, such as the shocking weapon property.

Synergy: If you have at least two air powers active, increase the range increment of your ranged weapon attacks (including throwing weapons) by 20 feet. Additionally, when you attack with a melee weapon you can choose to unleash a razor wind instead of attacking normally. A razor wind attack creates a shockwave of air, effectively increasing your reach by 10 feet for that attack. The razor wind carries all of the effects of your weapon attack (including magical properties), but always deals slashing damage instead of the weapon’s normal type. This damage is considered magical for the purpose of overcoming damage reduction, but does not have the material properties of the weapon you use. Enhancement bonuses to the weapon can still allow you to overcome damage reduction with the razor wind; for example, a razor wind made with a +3 longsword will count as cold iron and silver for the purpose of overcoming damage reduction. You cannot use razor wind on attacks of opportunity.

If you have three air powers active, the range on your razor wind increases to 15 feet and the bonus range to your ranged attacks increases to 30 feet. If you have four air powers active, the razor wind’s range becomes 20 feet, and the bonus to ranged attacks becomes 40 feet.

Crushing Stone

Tier: Lesser; Element: Earth

Effect: Your strikes are infused with the weight of earth. You gain a +2 bonus on weapon damage rolls. This bonus increases by +1 at 5th level and every four levels thereafter to a maximum of +6. Your attacks are treated as slashing, bludgeoning, and/or piercing for the purpose of overcoming damage reduction, whichever is more beneficial to you.

Synergy: If you have at least two earth powers active, your weapon attacks are also considered both silver and cold iron for the purpose of overcoming damage reduction. If you have at least three earth powers active, your weapons are also considered adamantine, and your attacks ignore up to 5 points of any kind of damage reduction, including DR/–. If you have four earth powers active, your attacks ignore up to 10 points of damage reduction, instead. This stacks with other effects that let you ignore damage reduction such as the Penetrating Strike feat.

Searing Heat

Tier: Lesser; Element: Fire

Effect: Your strikes are infused with the power of a raging inferno. Your weapon attacks deal +2 points of fire damage on a hit. This damage increases by +1 at 5th level and every four levels thereafter to a maximum of +6 fire damage. This damage is multiplied on a critical hit and stacks with other sources of fire damage, such as the flaming weapon property.

Synergy: If you have at least two fire powers active, you create a burst of flame whenever you score a critical hit with a weapon attack. This burst deals 1d6 fire damage to the target and to creatures within 5 feet of it (except you). Creatures that are not the primary target can make a Reflex save to negate the damage. If your weapon has a x3 critical multiplier, the burst deals 2d6 damage; if the multiplier is x4 or higher, it deals 3d6 damage.

If you have at least three fire powers active, the damage increases to 1d10. If the weapon is a x3 weapon, i t deals 2d10, while a x4 multiplier or higher deals 3d10. If you have four fire powers active, the radius of the burst increases to 10 feet.

Piercing Cold

Tier: Lesser; Element: Water

Effect: Your strikes are infused with freezing water. Your weapon attacks deal +2 points of cold damage on a hit. This damage increases by +1 at 5th level and every four levels thereafter to a maximum of +6 cold damage. This damage is multiplied on a critical hit and stacks with other sources of cold damage, such as the frost weapon property.

Synergy: If you have at least two water powers active, your successful weapon attacks leave a lingering chill on your foes. All of the struck creature’s energy resistances (if any) are lowered by 5; this has no effect on energy immunities. If you have three or more water powers active, the target takes a -2 penalty to all saving throws. If you have four water powers active, the energy resistance penalty increases to 10. These effects last until the end of your next turn and do not stack, even from another elementer. This synergy has no effect on objects.

Windy Step

Tier: Moderate; Element: Air

Effect: You are lifted into the sky by powerful winds, granting you flight. You gain a fly speed of 30 feet with good maneuverability.

Synergy: If you have at least two air powers active, you treat wind effects as two steps less severe. If you have at least three air powers active, you treat wind effects as three steps less severe, instead, and increase your fly speed to 40 feet. If you have four air powers active, increase your fly speed to 60 feet.

Earthen Step

Tier: Moderate; Element: Earth

Effect: You channel the elements to move through the ground, granting you a burrow speed of 30 feet.

Synergy: If you have at least two earth powers active, you gain the earth glide universal monster ability. If you have three earth powers active, your burrow speed increases to 40 feet. If you have four earth powers active, your burrow speed increases to 60 feet.

Blazing Step

Tier: Moderate; Element: Fire

Effect: Your steps burn with elemental fire, letting you better grip onto surfaces. Your land speed increases by 20 feet.

Synergy: If you have at least two fire powers active, you ignore difficult terrain. If you have three fire powers active, your speed bonus increases to 40 feet. If you have four fire powers active, the bonus increases to 60 feet.

Wave Step

Tier: Moderate; Element: Water

Effect: You move as one with the water, gaining a swim speed of 60 feet and a +8 racial bonus to Swim checks. You can breathe underwater.

Synergy: If you have at least two water powers active, your weapon attacks suffer no penalty for being underwater. If you have three water powers active, your swim speed increases to 90 feet. If you have four water powers active, it increases to 120 feet.

Cyclonic Armor

Tier: Greater; Element: Air

Effect: You are surrounded by a swirling vortex of air, causing ranged weapon attacks against you to have a 50% miss chance. Unusually large ranged attacks, siege weaponry, and attacks granted by spells are unaffected.

Synergy: If you have at least two air powers active, melee attacks against you suffer a 20% miss chance. If you have at least three air powers active, ranged attacks from spells, such as those granted by scorching ray, suffer a 20% miss chance against you. If you have four air powers active, unusually large ranged attacks and siege weaponry also suffer a 50% miss chance against you.

Tectonic Armor

Tier: Greater; Element: Earth

Effect: Your flesh hardens like stone, granting you Dr 5/bludgeoning.

Synergy: If you have two earth powers active, the damage reduction becomes DR 10/bludgeoning. If you have three earth powers active, it becomes DR 10/adamantine. If you have four earth powers active, it becomes DR 10/–.

Pyroclastic Armor

Tier: Greater; Element: Fire

Effect: Your surround yourself with scorching flames. Creatures striking you with a non-reach melee weapon or with their body take 1d6 fire damage.

Synergy: For each fire power you have active beyond the first, increase the damage that creatures take by 1d6. If you have three or more fire powers active, this power also affects attackers hitting you with reach weapons.

Oceanic Armor

Tier: Greater; Element: Water

Effect: You envelop yourself with deflective waters. You gain temporary hit points equal to twice your elementer level. These temporary hit points are lost first and are removed upon leaving aegis form. Synergy: If you have two water powers active, you gain 5 temporary hit points at the start of each of your turns. These stack with the temporary hit points granted by this power upon entering aegis form, up to twice your elementer level. If you have at least three water powers active, this increases to 10 temporary hit points per round. If you have four water powers active, the initial temporary hit points granted (and the maximum amount you can stack to with this power) increases to triple your elementer level.

Raging Tempest

Tier: Master; Element: Air

Effect: You gain an aura that howls with a powerful storm. The aura has a maximum radius of 20 feet: you can make its radius any multiple of 5 feet up to this maximum and change it each time you enter aegis form. The howling winds drown out noise, effectively deafening creatures in the area (no save). Creatures that enter or start their turn in this aura take 2d6 electricity damage and must make a Fortitude save or move at half speed for 1 round. You are unaffected by your own aura.

Synergy: If you have at least two air powers active, creatures that fail their Fortitude saves are unable to move closer to you for 1 round. If you have at least three air powers active, the damage of your aura increases to 4d6. If you have four air powers active, the maximum radius of the aura increases to 30 feet.

Rumbling Earth

Tier: Master; Element: Earth

Effect: You gain an aura that churns and shakes the earth. The aura has a maximum radius of 20 feet: you can make its radius any multiple of 5 feet up to this maximum and change it each time you enter aegis form. The ground in the aura is treated as difficult terrain. Additionally, creatures that move through this area take 1d6 damage for every five feet they move through it (no save). Creatures that are not on the ground are unaffected. You are unaffected by your own aura.

Synergy: If you have at least two earth powers active, creatures that enter or start their turn inside your aura and are on the ground must make a Reflex save or become flat-footed for 1 round and begin bleeding for 2d6 damage per round. The bleed damage does not stack. If you have at least three earth powers active, the damage creatures suffer for moving through the aura increases to 1d8 per five feet moved. If you have four earth powers active, the maximum radius of the aura increases to 30 feet.

Burning Sun

Tier: Master; Element: Fire

Effect: You gain an aura that burns with the fury of the sun. The aura has a maximum radius of 10 feet: you can make its radius any multiple of 5 feet up to this maximum and change it each time you enter aegis form. Creatures that enter or start their turn in this aura take 2d6 fire damage and must make a Fortitude save or become fatigued. This cannot cause a creature that is already fatigued to become exhausted. You are unaffected by your own aura.

Synergy: If you have at least two fire powers active, creatures that are fatigued and fail their Fortitude save become exhausted. If you have at least three fire powers active, the damage of your aura increases to 4d6. If you have four fire powers active, the maximum radius of the aura increases to 20 feet.

Frozen Seas

Tier: Master; Element: Water

Effect: You gain an aura that brings the chilling waters of the ocean depths. The aura has a maximum radius of 10 feet: you can make its radius any multiple of 5 feet up to this maximum and change it each time you enter aegis form. The ground in this aura becomes frozen with ice. Creatures treat this area as icy ground and must make an Acrobatics check (DC equal to your affinity power DC) to move through the area at more than half speed. Failure causes it to fall prone at the start of its movement. The ground stays frozen as long as it is in your aura and for 1 round thereafter. Additionally, creatures that enter or start their turn in this aura take 2d6 cold damage (no save). You are unaffected by your own aura and the icy ground.

Synergy: If you have at least two water powers active, creatures that enter or start their turn inside your aura must make a Fortitude save or be entangled for 1 round (though they can still move). If you have at least three water powers active, the damage of your aura increases to 4d6. If you have four water powers active, the maximum radius of the aura increases to 20 feet.

Spell Twists

The following lists all available spell twists to an elementer. Elementers can select any spell twist from this list at 2nd level and every three levels thereafter.

Element: The spell twist’s element, which can be air, earth, fire, or water, or “any”. The elementer must sacrifice a prepared elemental spell of the matching element to use the spell twist. In the case of an “any” spell twist, she can use any elemental spell, and the spell twist’s effect changes depending on the element used.

Effect: The resulting effect of the spell twist. The effects listed here are for sacrificing a 1st level spell.

Boost: If the elementer sacrifices an elemental spell of a higher level than 1st, the spell twist gains more power as described in this section.

Ash

Element: Fire

Effect: You conjure scorching ash to blind your foes. A single creature within 30 feet of you must make a Fortitude save or be blinded for 1d4 rounds.

Boost: For every spell level above 1st, you can target an additional creature. All targets must be within range.

Barricade

Element: Earth

Effect: The earth rises at your command. This functions similar to a wall of stone, except it has a range of 30 feet, and the stone is only 1 inch thick and occupies a single 5-foot square. You cannot double the wall’s area by halving its thickness, as you normally could with wall of stone. The wall must be on solid ground or near a similar earthen surface (like a cavern wall).

Boost: For every spell above 1st, you can create an additional two 5-foot squares of stone and the thickness of the stone increases by 1 inch (to a maximum depth of six inches). The wall must be contiguous.

Blast

Element: Any

Effect: You create a destructive ray of planar force. You must succeed on a ranged touch attack against a target within 30 feet. On a hit, you deal 3d8 damage of a type based on the element of spell used: acid (earth), cold (water), electricity (air), or fire (fire).

Boost: For every spell level above 1st, the damage increases by 3d8 and the range increases by 10 feet.

Blaze

Element: Fire

Effect: You set the world ablaze. You create a single 10-foot cube of fire, which must be created adjacent to your space. Creatures in the blaze take 1d6 points of fire damage each round they are in the flames; a Reflex save halves the damage. The flames last a number of rounds equal to your Intelligence modifier (minimum 1).

Boost: For every spell level above 1st, the damage increases by 1d6 and you can create an additional 10-foot cube of flames. The cubes must all be adjacent to one another (with one needing to be adjacent to you).

Drown

Element: Water

Effect: A surge of ocean water fills a creature’s lungs. A single creature within 30 feet of you takes 2d6 nonlethal damage and is staggered for 1 round. A Fortitude save halves the damage and negates the staggering effect. A creature that can breathe underwater or doesn’t need to breathe at all is unaffected by this spell twist, as are creatures with no discernible anatomy to affect (such as oozes or an air elemental).

Boost: For every spell level above 1st, the damage increases by 2d6. For every two spell levels above 1st, you can target an additional creature. All targets must be within 30 feet of you.

Enchant

Element: Any

Effect: You infuse an ally with elemental energy. Their weapon attacks deal an additional 1d6 damage, with the damage type based on the element of spell used: acid (earth), cold (water), electricity (air), or fire (fire). This damage is not multiplied on a critical hit and does not stack with other energy damage of the same type the creature deals with its weapons attacks. You must grant it to a single willing creature within 30 feet, and the benefit lasts for a number of rounds equal to your Intelligence modifier (minimum 1).

Boost: For every spell level above 1st, you can target an additional willing creature and the effect lasts an additional round. For every three spell levels above 1st, the damage bonus increases by 1d6.

Flicker

Element: Fire

Effect: You quickly vanish and reappear a short distance away, your image flickering like fire. You teleport up to 20 feet away. Creatures and combustible objects within 5 feet of your destination take 2d4 fire damage. A Reflex save halves the damage taken.

Boost: For every spell level above 1st, the maximum distance you can teleport increases by 20 feet, and the damage increases by 2d4.

Flood

Element: Water

Effect: A sudden wave crashes in front of you. The water fills a 15-foot cone directly in front of you with torrential water. Non-magical fires in the area are extinguished immediately. Medium-sized (or smaller) creatures and objects in the area are pushed back: make a separate bull-rush attempt against each. You may substitute your elementer level in place of your base attack bonus and your Intelligence in place of your Strength bonus for these bull rush attempts, and the attempts do not provoke attacks of opportunity. Both the bull rush and the pushing of the objects can’t exceed 5 feet beyond the cone’s end.

Boost: For every spell level above 1st, the amount of water increases significantly. The range of the cone increases by 5 feet, and you gain an additional +1 bonus to your bull rush attempts. For every two spell levels above 1st, the maximum size of creatures and objects you can push increases by one size category.

Freeze

Element: Water

Effect: You conjure a powerful chill to encase a target. A single creature or object within 30 feet of you takes 2d6 cold damage; an affected creature is entangled for 1 round. A Fortitude save halves the damage and negates the entangling effect.

Boost: For every spell level above 1st, the damage increases by 2d6. For every two spell levels above 1st, you can target an additional creature or object. All targets must be within 30 feet of you.

Gale

Element: Air

Effect: Bellowing winds rush forth from you. The winds fill a 10-foot radius burst around you, acting as a strong wind (about 25 mph) directly away from you for 1 round. This follows all of the normal rules for strong winds, including dispersing harmful gases, mists, and vapors, penalizing ranged attacks, pushing creatures, and so on.

Boost: For every spell level above 1st, you can increase the radius of the burst by 10 feet. For every two spell levels above 1st, the strength of the winds increases by one category. If you use a 9th level spell to create tornado-strength winds, creatures are still pushed away rather than pulled inwards toward you.

Ignite

Element: Fire

Effect: You set the target alight. A target creature or object within 30 feet of you takes 2d6 fire damage and is set on fire, taking 1d6 fire damage each round thereafter. A Reflex save halves the initial damage and negates the burning effect. A creature or object set on fire can make a Reflex save at the start of each turn, extinguishing the flames on a successful save. Submersing or dousing the target with water will not stop the burning, but does immediately grant a new save with a +4 bonus. The object or creature keeps this bonus on subsequent saves so long as it remains sufficiently doused or submersed. If not extinguished, the flames die out after a number of rounds equal to your Intelligence modifier (minimum 1).

Boost: For every spell level above 1st, the initial damage increases by 2d6 and the burning damage increases by 1d6.

Mist

Element: Water

Effect: Your body disperses into vapor as an immediate action, granting you total concealment (50% miss chance). Unlike actual total concealment, this does not prevent enemies from targeting you. The effect ends after you are targeted by a single attack or effect (whether it hits or not) or at the start of your turn, whichever comes first.

Boost: For every spell level above 1st, the concealment lasts against an additional attack or effect.

Quake

Element: Earth

Effect: The ground beneath your foe violently shakes. A single creature within 30 feet takes 2d6 bludgeoning damage and falls prone; this damage is considered magical for the purpose of overcoming damage reduction. A Reflex save halves the damage and negates the prone effect. Only creatures of medium size or smaller are forced prone on a failed save.

Boost: For every spell level above 1st, the damage increases by 2d6. For every two spell levels above 1st, you can target an additional creature and the maximum size of creature you can affect increases by one size category.

Shock

Element: Air

Effect: A lightning bolt strikes your target. A creature or object within 30 feet takes 2d6 electricity damage; a creature struck is dazed for 1 round. A Fortitude save halves the damage and negates the daze effect.

Boost: For every spell level above 1st, the damage increases by 2d6.

Soar

Element: Air

Effect: The wind surges around you. As a swift action, you gain a fly speed of 40 feet with good maneuverability. If you already have a fly speed, you increase it by 20 feet, instead. This fly speed lasts for a number of rounds equal to your Intelligence modifier (minimum 1). When the effect ends, if you do not have a fly speed from another source, you fall slowly to the ground (as a fly spell).

Boost: For every spell level above 1st, the fly speed (or bonus to a fly speed) increases by 10 feet and the duration increases by 1 round. For every three spell levels above 1st, your maneuverability increases by one step (from average to good, then from good to perfect).

Spike

Element: Earth

Effect: You conjure a piercing stone shard to impale your enemies. You must succeed on a ranged attack against a creature or object within 30 feet. If you hit, the stone deals 3d6 piercing damage; this damage counts as magical for the purpose of overcoming damage reduction. If you hit a creature, it begins bleeding for 1d6 damage each round.

Boost: For every spell level above 1st, the initial damage increases by 3d6. For every two levels above 1st, the bleed damage increases by 1d6.

Stone

Element: Earth

Effect: Your body turns to stone. As a swift action, you solidify into solid rock. While stone, you add your Intelligence modifier to your Armor Class and CMD (minimum +1) and gain DR 2/adamantine. You cannot take any actions, move, or speak while turned to stone, though you are not considered helpless. The effect lasts until the start of your next turn. Boost: For every spell level above 1st, increase the bonus to your CMD by 2 and the damage reduction you gain by 1. For every two spell levels above 1st, increase your bonus to AC by 1, and you gain a stacking 25% chance to negate critical hits and sneak attacks while you are stone.

Thunder

Element: Air

Effect: A deafening burst of thunder erupts from you. Creatures within 10 feet of you take 1d8 sonic damage and are deafened for 1 minute. A Fortitude save halves the damage and negates the deafening effect.

Boost: For every spell level above 1st, increase the damage by 1d8. For every two levels above 1st, you can increase the radius of the burst by 10 feet.

Ward

Element: Any

Effect: You protect an ally from the elements. A willing creature within 30 feet takes half damage from a single energy type for a number of rounds equal to your Intelligence modifier (minimum 1). This reduction is applied after energy resistance, protection from energy, and other similar effects. The type of damage is based on the element of spell used: acid (earth), cold (water), electricity (air), or fire (fire).

Boost: For every spell level above 1st, you can target an additional ally. All targets must be in range and are protected against the same damage type.

Warp

Element: Any

Effect: You infuse yourself with power as a swift action. The next damaging spell or spell twist you use this turn deals +1 damage per die rolled. Additionally, you can change the damage of that spell or spell twist to a type based on the element of the spell you sacrificed: acid (earth), cold (water), electricity (air), or fire (fire). You can only warp a spell of 1st level or lower or a spell twist created from sacrificing a 1st level elemental spell.

Boost: For every spell level above 1st, you can warp a spell or spell twist one level higher.

Elementer Spells

Elementers gain access to the following spells.

Each level of elementer spell has sections for air, earth, fire, and water. Spells in these four categories are considered “elemental spells” for the purpose of class features such as spell twists, fusion, and so on. A spell can be listed in more than one category.

An elementer can typically only prepare and cast spells of up to 6th level. She can prepare spells on her spell list that are above 6th level through the fusion class feature. She still treats those spells as being on her spell list for all other purposes, such as when using magic items.

0-Level

Air: message

Earth: acid splash

Fire: flare, spark

Water: create water, freeze, ray of frost

arcane mark, dancing lights, detect magic, light, mage hand, mending, open/close, read magic, resistance

1st-Level

Air: air bubble, alter winds, body capacitance, energy missiles, feather fall, gentle breeze, resist energy, shock shield, shocking grasp, windy escape

Earth: corrosive touch, earthen shard, energy missiles, expeditious excavation, grease, magic stone, mighty fist of the earth, mudball, resist energy, stone fist, stone shield, thunderstomp

Fire: burning hands, energy missiles, flare burst, produce flame, resist energy, sun metal, touch of combustion

Water: energy missiles, frostbite, hydraulic push, icicle dagger, marid’s mastery, obscuring mist, resist energy, snowball, touch of the sea, wave shield

abjuring step, abundant ammunition, animate rope, ant haul, anticipate peril, blurred movement, cloak of shade, comprehend languages, dancing lantern, endure elements, expeditious retreat, featherstep, floating disk, heightened awareness, identify, jump, line in the sand, long arm, longshot, longstrider, mage armor, magic aura, magic missile, magic weapon, monkey fish, reinforce armaments, returning weapon, shield, strong wings, sunder breaker, sundering shards, true strike, unerring weapon, unseen servant, warding weapon, winter feathers

2nd-Level

Air: aggressive thundercloud, air step, defensive shock, elemental touch, glide, gust of wind, gusting sphere, levitate, prism bolt, protection from energy, resist energy (communal), steal breath, whispering wind, with the wind

Earth: acid arrow, binding earth, clear terrain, create pit, elemental touch, groundswell, molten orb, mud buddy, prism bolt, protection from energy, resist energy (communal), shatter, soften earth and stone, stone call, stone discus, tar ball

Fire: boiling blood, burning gaze, campfire wall, continual flame, elemental touch, fiery shuriken, fire breath, flame dash, flaming sphere, fury of the sun, heat metal, molten orb, prism bolt, protection from energy, pyrotechnics, resist energy (communal), scorching ray, spontaneous immolation, tar ballUM

Water: aboleth’s lung, chill metal, cloudburst, dousing rain, elemental touch, fog cloud, frigid touch, frost fall, ice slick, icy trail, prism bolt, protection from energy, resist energy (communal), river whip, slipstream, unshakable chill, winter grasp

ablative barrier, ant haul (communal), arcane lock, badger’s ferocity, bull’s strength, cat’s grace, certain grip, detect magic (greater), effortless armor, endure elements (communal), elemental speech, fox’s cunning, glitterdust, imbue with elemental might, invisibility, make whole, protection from arrows, reinforce armaments (communal), returning weapon (communal), rope trick, see invisibility, spider climb, twisted space, versatile weapon

3rd-Level

Air: air breathing, air geyser, call lightning, cloak of winds, draconic reservoir, elemental aura, fly, lightning bolt, prism burst, protection from energy (communal), tailwind, wind wall

Earth: burrow, draconic reservoir, earth tremor, elemental aura, hand of stone, heart of the metal, meld into stone, prism burst, protection from energy (communal), raging rubble, shifting sand, spiked pit, stone shape, thunderstomp (greater)

Fire: ash storm, draconic reservoir, elemental aura, fire trail, fire trap, fireball, firestream, flame arrow, flash fire, heat wave, prism burst, protection from energy (communal)

Water: aqueous orb, cold snap, cup of dust, dessicate, draconic reservoir, elemental aura, gaseous form, hydraulic torrent, prism burst, protection from energy (communal), quench, sleet storm, tail current, water breathing, water walk

arcane sight, blink, burst of speed, control temperature, daylight, dispel magic, expose, featherstep (mass), force hook charge, force punch, haste, invisibility sphere, keen edge, locate weakness, longstrider (greater), magic weapon (greater), minor creation, protection from arrows (communal), slow, tongues, ward of the season, weather shield

4th-Level

Air: absorbing inhalation, aggressive thundercloud (greater), air walk, ball lightning, cloud shape, detonate, dragon’s breath, elemental body I, prism shield, river of wind

Earth: acid pit, calcific touch, detonate, dragon’s breath, earth glide, elemental body I, obsidian flow, pillar of earth, prism shield, slowing mud, spike stones, stoneskin, tremorsense, vitriolic mist, volcanic storm

Fire: controlled fireball, curse of burning sleep, detonate, dragon’s breath, elemental body I, fire shield, firefall, flaming sphere (greater), obsidian flow, prism shield, pyrotechnic eruption, scorching ash form, volcanic storm, wall of fire

Water: creeping ice, control ice, detonate, downpour, dragon’s breath, elemental body I, ice storm, prism shield, ride the waves, solid fog, wall of ice

dimension door, dimensional anchor, dismissal, invisibility (greater), life bubble, major creation, planar adaptation, secure shelter, tongues (communal)

5th-Level

Air: air walk (communal), call lightning storm, control winds, elemental body II, fickle winds, lightning arc, living storm, overland flight, prism assault, suffocation, wind blades

Earth: acidic spray, cave fangs, corrosive consumption, elemental body II, hungry earth, hungry pit, prism assault, stoneskin (communal), transmute mud to rock, transmute rock to mud, tremorsense (communal), wall of stone

Fire: damnation stride, elemental body II, fire snake, geyser, prism assault, solar flare, wildfire

Water: cone of cold, control water, elemental body II, embrace the deep, fluid form, geyser, icy prison, maelstrom, prism assault, tidal surge, banishment, contact other plane, expose (greater), glimpse of truth, passwall, sending, telekinesis, telepathic bond, teleport, wall of force, weather shield (mass)

6th-Level

Air: chain lightning, elemental body III, path of the winds, prism barrier, sirocco, wind walk

Earth: acid fog, binding earth (mass), elemental body III, flesh to stone, move earth, prism barrier, stone to flesh, tar pool

Fire: chains of fire, contagious flame, elemental body III, prism barrier, sirocco, tar pool

Water: acid fog, cold ice strike, elemental body III, freezing sphere, ice crystal teleport, prism barrier

antimagic field, bull’s strength (mass), cat’s grace (mass), dimensional bounce, dispel magic (greater), fox’s cunning (mass), getaway, phase door, planar adaptation (mass), plane shift, spell turning, teleport (greater), true seeing, walk through space

7th-Level

Air: control weather, elemental body IV, fly (mass), scouring winds, tempest hammer

Earth: caustic eruption, elemental body IV, lava burst, rampart, scouring winds, statue, stone tell

Fire: delayed blast fireball, elemental body IV, firebrand, lava burst, rain of fire

Water: control weather, elemental body IV, ice body, vortex

8th-Level

Air: lightning strike, stormbolts, whirlwind

Earth: earthquake, repel metal or stone, wall of lava

Fire: fire storm, incendiary cloud, wall of lava

Water: horrid wilting, polar ray, seamantle

9th-Level

Air: ride the lightning, storm of vengeance, suffocation (mass), winds of vengeance

Earth: clashing rocks, eruption, world wave

Fire: eruption, fiery body, meteor swarm

Water: icy prison (mass), polar midnight, tsunami, world wave

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever a character gains a level, a character with elementer, invoker, or warden as their favored class can choose a different benefit based on his or her race.

  • Aasimar: The elementer gains 1/6 of an additional daily use of her attunement ability.
  • Dwarf: Increase the elementer’s maximum energy pool by +1/2.
  • Elf: Add one spell from the elementer spell list to the elementer’s spellbook. This spell must be at least one level below the highest spell level the elementer can cast (accounting for her fusion class feature). Gnome: Add a +1 bonus on concentration checks to cast elementer spells.
  • Half-Elf: The elementer gains 1/6 of a spell twist.
  • Half-orc: Increase the elementer’s maximum energy pool by +1/2.
  • Halfling: The elementer gains 1/6 of a spell twist.
  • Human: Add one spell from the elementer spell list to the elementer’s spellbook. This spell must be at least one level below the highest spell level the elementer can cast (accounting for her fusion class feature).
  • Ifrit: Add +1/2 damage to fire elemental spells and fire spell twists.
  • Oread: Add +1/2 damage to earth elemental spells and earth spell twists.
  • Sylph: Add +1/2 damage to air elemental spells and air spell twists.
  • Tiefling: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
  • Undine: Add +1/2 damage to water elemental spells and water spell twists.
Section 15: Copyright Notice

Path of the Wilds, © 2020, Ascension Games, LLC; Author Christopher Moore

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