Elementalist

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Elementalist
2007, Paizo Publishing, LLC Credit Wayne Reynolds Source James Jacobs. (April 22, 2007). Raising The Runelords or, "How To Recover From a TPK and Make It Look Like You Planned It All Along", Paizo Blog.
Print Source James Jacobs. (2007). Burnt Offerings. Burnt Offerings, p. cover (alternate). Paizo Publishing, LLC. ISBN 978-1-60125-035-3
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Occult Lore
Author Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb
Series Lore
Publisher Atlas
Publish date 2002
Pages 240
ISBN 1-58978-021-3
OGL Section 15 occult-lore
Content Puller Mark Gedak

Netbook can be found on the following website

The Grand OGL Wiki

The material below is designated as Open Game Content

Elementalists have the following game statistics.

Abilities: The ability most important to an elementalist is Intelligence, and his secondary ability is usually chosen according to the element that he is trying to master. Intelligence determines how powerful a spell an elementalist can cast, how many spells he can cast, and how hard those spells are to resist. To cast a spell, an elementalist must have an Intelligence score of 10 + the spell’s level. In addition, an elementalist gets bonus spells based on Intelligence. The DC of a saving throw against an elementalist’s spell is 10 + the spell’s level + the elementalist’s Intelligence modifier.

The secondary ability of an air elementalist is Dexterity, to provide the quick reflexes needed to harness the wind itself. An earth elementalist depends on his Wisdom as a secondary ability, as his kind tend to ponder actions before taking them. A fire elementalist draws people in with her vibrant personality, and uses Charisma as her secondary ability. Water elementalists favor Strength, as it parallels water’s great force.

Alignment: Any. (Overall, elementalists show a slight tendency towards neutrality or chaos. The exception is the terramancerss, who favor law.)

Hit Die: d4.

CLASS SKILLS

An elementalist’s class skills (and the key ability for each skill) are Alchemy (Intelligence), Concentration (Constitution), Craft (Intelligence), Knowledge (all skills, taken individually) (Intelligence), Profession (any) (Wisdom), and Spellcraft (Intelligence).

Additional class skills are determined by the elementalist’s specialization:

Air: Balance (Dexterity), Escape Artist (Dexterity), and Tumble (Dexterity)
Earth: Heal (Wisdom), Herbalism (Wisdom, see page 80), and Wilderness Lore (Wisdom)
Fire: Bluff (Charisma), Diplomacy (Charisma), and Intimidate (Charisma)
Water: Climb (Strength), Jump (Strength), and Swim (Strength)

Skill Points at 1st Level: (2 + Intelligence modifier) x 4.

Skill Points at Each Additional Level: 2 + Intelligence modifier.

CLASS FEATURES

All of the following are class features of the elementalist.
Weapon and Armor Proficiency: Elementalists are proficient in simple melee and ranged weapons. Auramancers tend to prefer light crossbows, aquamancers often choose to use clubs, ignamancers love Daggers, and terramancers consider the quarterstaff their weapon of choice, though they also feel an affinity for the sickle. Elementalists do not train with any armor or with any shield, since both types of protection interfere with their dexterous hand movements and can cause spells to fail.

Spells: An elementalist casts arcane elementalist spells from the elementalist spell list. She is limited to a certain number of spells of each level per day, according to her class level, and may not cast spells from her prohibited elemental school. An elementalist must prepare spells ahead of time by getting a good night’s sleep and spending an hour studying her spellbook. To learn, prepare, or cast a spell, an elementalist must have an Intelligence score of at least 10 + the spell’s level. An elementalist’s bonus spells are based on Intelligence. The DC for saving throws against elementalist spells is 10 + the spell’s level + the elementalist’s Intelligence modifier. Elementalists might know any number of spells available to them, as well as any number of universal spells, excluding those spells restricted by their specialization.

Bonus Languages: As bonus languages available to the character, an elementalist may take Draconic, since many ancient tomes of magic are written in the language of the dragons, and the elemental language that corresponds to her school specialization — Auran for air, Terran for earth, Ignan for fire, or Aquan for water.

Scribe Scroll: Like a wizard, an elementalist starts with the item creation feat Scribe Scroll, thus enabling her to create magic scrolls.

Elemental Ability (Su): At 20th level, the elementalist who has opted to become a transformed elementalist gains an Elemental Ability: once per day, transformed air elementalists can use the Whirlwind ability of a Medium-sized air elemental (save DC 13, damage 1d6, height 10-30 feet); transformed earth elementalists gain the Push attack of an earth elemental, to which his Elemental Mastery modifiers apply; transformed fire elementalists may apply the Burn attack of a Medium-sized fire elemental (save DC 14) to any unarmed attacks they make; once per day, transformed water elementalists may use the Vortex ability of a Mediumsized water elemental (save DC 15, damage 1d6, height 10- 30 feet).

Elemental Transfiguration: Beginning at 1st level, the elementalist begins to take on the qualities of an elemental creature. At 1st level, the elementalist is immune to magical sleep. At 4th level she gains immunity to Paralysis. At 7th level, she is immune to stun.

Elemental Translation: On reaching 10th level or any time after, an elementalist has the option of gaining the “elemental” type and becoming a transformed elementalist. This is further detailed on the transformed elementalist template, below.

Locate Elemental Conflux (Sp): This ability allows an elementalist to find an elemental conflux, or natural gate to the Elemental Planes, upon reaching 17th level. Whether a conflux is present, and the particular plane it leads to, is determined by the GM. The spell otherwise acts as the locate object spell, though polymorph any object does not fool it. The elementalist can use this ability an unlimited number of times per day.

Elemental Affinity: At 2nd level, the elementalist gains an affinity with elemental creatures. She receives a +2 circumstance bonus on all Charisma-based skills and Charisma ability checks when interacting with elementals, genies, and other elemental creatures.

Elemental Resistance (Ex): As the elementalist gains levels in this class, she becomes resistant to spells based on her attuned element; at 4th level she gains a +1 magic bonus to her saving throws against all spells in the elementalist spell list for her specialized element, and every level afterward gains another +1 bonus, up to a maximum of +6 at 9th level. However, she also becomes more vulnerable to the opposing element; at 4th level elementalists receive a –1 magic penalty to their saving throws against spells from her prohibited elemental school, as given in the elementalist spell list, and every level afterward take another –1 penalty up to a maximum of –6 at 9th level. Thus, a 6th-level fire elementalist gains a +3 to her saves against fire elementalist spells, but also takes a –3 to saving throws against water elementalist spells.

Rebuke/Turn Elementals (Su): The elementalist has the power to hold elementals of her element in awe by Rebuking them, and drive off elementals of the opposing element by Turning them; the elementalist decides whether she Turns or Rebukes Elementals of other elements on receiving the ability, and this cannot be reversed. An elementalist can use this ability a number of times per day equal to three plus her Intelligence modifier. The character’s level in the elementalist class is her effective level for Rebuking/Turning purposes; whenever she gains a level, she also gains an effective level for the purposes of Turning and Rebuking Elementals. Multiclass characters use this ability at the levels they have in their elementalist class.

Elemental Familiar: At 3rd level, the elementalist may call a CR3 or lower elemental creature of Small size or smaller as a familiar at a cost of 500 gp. This may be an elemental of the same type as the elementalist’s specialization (small air elemental, magmin, etc.), a creature with an elemental subtype (flamebrother salamander, juvenile arrowhawk, small earth mephit, minor xorn, juvenile tojanida, red dragon wyrmling, etc.), or a creature that is appropriate to the campaign and approved by the GM. The creature must also be within one step of the character’s alignment. The GM always has the final say on whether a particular familiar will be allowed. (See the Familiars sidebar in the standard sorcerer description for details; only elementalist class levels are used to calculate the abilities of elemental familiars, unless character levels are specifically called for.)

Spellbooks: All elementalists must study their spellbooks every day to prepare spells. Elementalists may prepare read magic from memory, but cannot prepare any other spell that is not in their spellbooks until they gain the Spell Mastery feat. An elementalist begins play with a spellbook containing all 0-level elementalist spells (except for those from her prohibited school; see the elementalist spell list, below), all 0-level common elementalist spells, and all 0- level universal spells, plus four 1st-level spells of the elementalist’s choice (one of these must be a spell from her elemental school specialization, and none of them can be from her prohibited school). For each point of Intelligence bonus, the elementalists starts with one additional 1st-level elementalist spell of her choice in her spellbook. Each time an elementalist gains a new level of experience, she may gain knowledge of two new elementalist spells of any level that she can cast. The elementalist may also add new spells found in other elementalists’ spellbooks as a wizard doeswith wizards’ spellbooks.

Spell Mastery: An elementalist can take the special feat Spell Mastery. Each time the elementalist takes this feat, choose a number of spells equal to the elementalist’s Intelligence modifier (they must be spells she already knows). From that point on, the elementalist can prepare these spells without referring to her spellbook.

The Elementalist
Level BAB FS RS WS Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Elemental Transfiguration: sleep, Scribe Scroll 3 1
2 +1 +0 +0 +3 Elemental Affinity 4 2
3 +1 +1 +1 +3 Elemental Familiar 4 2 1
4 +2 +1 +1 +4 Elemental Transfiguration: Paralysis, elemental resistance +1/-1 4 3 2
5 +2 +1 +1 +4 Elemental Resistance+2/–2 4 3 2 1
6 +3 +2 +2 +5 Elemental Resistance +3/–3 4 3 3 2
7 +3 +2 +2 +5 Elemental Transfiguration: Stun, Elemental Resistance +4/-4 4 4 3 2 1
8 +4 +2 +2 +6 Elemental Resistance +5/–5 4 4 3 3 2
9 +4 +3 +3 +6 Elemental Resistance +6/–6 4 4 3 3 2 1
10 +5 +3 +3 +7 Elemental Translation (optional) 4 4 4 3 3 2
11 +5 +3 +3 +7   4 4 4 4 3 2 1
12 +6/+1 +4 +4 +8   4 4 4 4 3 3 2
13 +6/+1 +4 +4 +8   4 4 4 4 4 3 2 1
14 +7/+2 +4 +4 +9 Rebuke/Turn Elementals 4 4 4 4 4 3 3 2
15 +7/+2 +5 +5 +9   4 4 4 4 4 4 3 2 1
16 +8/+3 +5 +5 +10   4 4 4 4 4 4 3 3 2
17 +8/+3 +5 +5 +10 Locate Elemental Conflux 4 4 4 4 4 4 4 3 2 1
18 +9/+4 +6 +6 +11   4 4 4 4 4 4 4 3 3 2
19 +9/+4 +6 +6 +11   4 4 4 4 4 4 4 4 3 3
20 +10/+5 +6 +6 +12 Elemental Ability 4 4 4 4 4 4 4 4 4 4

Elemental School Specialization

An elementalist must specialize in one the four schools of elemental magic — she may not change her specialization later. Specialization allows an elementalist to prepare one extra spell from her school per spell level each day, and gives her a +2 bonus to Spellcraft checks to learn the spells of her chose school.

The four schools of elemental magic include Auramancy, Terramancy, Ignamancy, and Aquamancy. Spells that do not fall into any of these new schools are either universal spells or are considered common elementalist spells.

Because of their attunement to the elements, all elementalists can activate magical items that have a sympathy with one of the four elements — for instance, a rod of flame extinguishing, or ring of water walking. Also, elementalists get bonuses and penalties to their saving throws against elementalist spells based on their attuned element (see Elemental Resistance, above).

Auramancy: Spells that create, discern, transform, destroy, and control gases and the weather belong to this school. Spells from the earth school of elemental magic are always prohibited to an air elementalist. When an air elementalist casts an air spell, the windy breeze he creates whips his clothes about; auramancers suffer from a cold sensitivity caused by these breezes. They have –2 penalty to Fortitude saves vs. cold, whether it be from a magical or mundane source.

Terramancy: Spells that create, give information about, transform, destroy, and control solids belong to this school. Spells from the air school of elemental magic are always prohibited to an earth elementalist. Terramancers also suffer from the social stigma that comes with “playing in the dirt.” When an earth elementalist casts an earth spell, the dust at his feet stirs and swirls about him; they have a –2 Charisma score penalty when interacting with other humanoids.

Ignamancy: Spells dealing with creating, destroying, and manipulating heat energy belong to this school. Spells from the Aquamancy school of elemental magic are always prohibited to a fire elementalist. Ignamancers also suffer from the heat that is generated around them when they cast fire spells. This heat can become intolerable quite quickly, and is one reason they often choose to wear scanty attire; arcane spell failure chances for wearing armor are double for fire elementalists.

Aquamancy: Spells that manipulate, create, and control liquids belong to this school. Spells from the Ignamancy school of elemental magic are always prohibited to a water elementalist. When a water elementalist casts a water spell, humidity is generated in the air around her. Aquamancers suffer twice the fatigue and exhaustion effects that would normally be due them: they cannot Run or charge, move at on half normal speed, and suffer a –4 effective Strength and Dexterity penalty for fatigue; they move at one quarter normal speed and take a –12 effective penalty to Strength and Dexterity for exhaustion.

Common Elementalist Spells: These spells are common to all elementalists, so any elementalist can learn them. Elementalists cannot select this as their school specialty.

Universal: This area of knowledge is not a school, but contains spells any elementalist may learn; see the universal spells for wizards in the core rulebooks. Elementalists cannot select this as their school specialty.
Transformed Elementalist

At 10th level and after the elementalist, through his mastery of the elements, can allow his body to be suffused with his attuned element, changing himself into an elemental. Thus he fulfills the purpose of his mortal creation and finally transcends his previously impure material existence.

Upon finally achieving this state, the elementalist undergoes a change to his physical appearance. This is usually to the eyes and skin of the elementalist in question. An auramancer might have light blue skin and hair, a constant breeze about him, and flesh that is cool to the touch. An aquamancer might gain greenish-blue skin and deep blue eyes, scales, and hair that flows and sways as if underwater.

An ignamancer will commonly display fiery orange eyes that glow with intense light, deep red or coal-black skin, and hair that moves as if it were made of flames. Finally, a terramancer could gain a metallic sheen to his hair and body, roughened skin, and eyes that glitter like precious gemstones.

Any elementalist will immediately recognize the transformed elementalist’s new nature, and other humanoids definitely notice the oddity about him.

CREATING A TRANSFORMED ELEMENTALIST

“Transformed elementalist” is a template that can be added to any humanoid creature (referred to hereafter as the “character”), provided it is an elementalist of 10th level or higher. The character chooses to become an elemental creature, and his type changes to “elemental,” but she must expend 199,000 XP. The transformed elementalist uses all of her previous statistics and special abilities except as noted here:

Speed: Changed according to elemental type. A transformed air elementalist gains the ability to move at three times his previous speed, a fire elementalist’s speed is doubled, a water elementalist has double his normal speed but only while swimming, and an earth elementalist’s speed does not change.

Special Qualities: A transformed elementalist retains all the character’s special qualities and gains those listed below:

Elemental: An elemental is composed of one of the four elements, and is immune to poison, sleep, Paralysis, and stunning. Elementals have Darkvision with a range of 60 feet. A slain elemental cannot be raised or resurrected, though a wish or miracle spell can restore its life. Transformed elementalists do have a clear front and back, and so are still subject to critical hits and flanking.

Improved Elemental Affinity (Ex): The transformed elementalist gains a +4 circumstance modifier on all Charismabased skill and Charisma ability checks when interacting with other elemental creatures and with other elementalists who are attuned to the same element. This stacks with Elemental Affinity.

Elemental Vulnerability (Ex): The transformed elementalist suffers double damage from spells powered by her opposing element, as listed on the elementalist spell list. If a save is allowed for half damage, a successful save delivers half damage and a failure doubles it. Also, because the elementalist becomes an elemental creature, spells targeting elementals and creatures can affect her.

Elemental Mastery (Ex): The transformed elementalist gains mastery of her element much like an elemental has: against transformed air elementalists, airborne creatures suffer a –1 penalty to attack and damage rolls; transformed earth elementalists gain a +1 attack and damage bonus if both it and its foe touch the ground; against transformed fire elementalists, creatures with the “fire” subtype suffer a –1 penalty to attack and damage rolls; and transformed water elementalists gain a +1 attack and damage bonus if both it and its opponent touch water. Also, the transformed elementalist is immune to the effects of all spells in the elementalist spell list for her specialized element.

Saves: The transformed elementalist gains bonuses to her saves as noted on the table below. These are miscellaneous modifiers in addition to her base save bonuses for her class.

Abilities: Same as the character, except that the transformed elementalist gains a +2 bonus to her secondary ability. For instance, a fire elementalist gains +2 to her Charisma score, an earth elementalist gains a +2 bonus to her Constitution, a air elementalist gains a +2 bonus to her Dexterity, and a water elementalist gains a +2 bonus to her Strength.

Climate/Terrain: As the character prefers.

Challenge Rating: Same as the character +3.

Organization: Solitary or party (4 – 6).

Advancement: As the character’s character class.

Transformed Elementalist Save Bonuses
Element Fortitude Bonus Reflex Bonus Willpower Bonus Opposing Element
Air +0 +2 +1 Earth
Earth +2 +0 +1 Air
Fire +1 +2 +0 Water
Water +2 +1 +0 Fire

0-LEVEL ELEMENTALIST SPELLS (CANTRIPS)

Common
Resistance Subject gains +3 on saving throws.
Auramancy
Colored Smoke. You can change the color of smoke from a small fire.
Cloudform. You can shape clouds.
Create Draft. A weaker form of Gust of wind, increasing winds to light force.
Discern Air. You can sense if the air is safe to breathe, and what contaminants are in it.
ghost sound Figment sounds.

Terramancy
Mage Hand 5-pound telekinesis.
mending Makes minor repairs on an object.
open/close Opens or closes small light things.

Ignamancy
daze Caster loses next action.
Dancing Lights Figment torches or other lights.
Douse You can put out a small flame (like a candle).
flare Dazzles one creature (–1 attack).
light Object shines like a torch.

Aquamancy
Create Water Creates 2 gallons/level of pure water.
Detect Poison Detects poison in one creature or small object; elementalists can detect poison in liquids, as well.
Douse You can put out a small flame (like a candle).
Purify Food and Drink Allows you to purify 1 cubic foot of food or water/level.
Putrify Food and Drink Allows you to putrify 1 cubic foot of food or water/level.
ray of frost Ray deals 1d4 cold damage.
Universal
Arcane Mark Inscribes a personal rune (visible or invisible).
Detect Magic Detects spells and magic items within 60 ft.
Prestidigitation Performs minor tricks.
read magic Read scrolls and spellbooks.

1ST-LEVEL ELEMENTALIST SPELLS

Common
Endure Elements Ignores 5 points of damage/ round from one energy type. The energy type must be that of the elementalist’s specialization.
Summon Elemental I Calls lesser elemental to harass the enemy. The elemental must be of the same type as the elementalist’s specialization.

Auramancy
Backwind This is a weaker form of Gust of wind, increasing winds to moderate force.
Create Air Creates 2 cubic feet of pure air/level.
expeditious retreat Doubles your speed.
Feather fall Objects or creatures fall slowly.
message Whispered conversation at a distance.
obscuring mist Fog surrounds you.
unseen servant Creates invisible force that obeys your commands.
ventriloquism Throws voice for 1 minute/level.
Weather Prediction You can predict what the weather will be tomorrow.

Terramancy
Enlarge Object or creature grows by 10%/level (max. 50%).
Hold Portal Holds door shut.
magic stone Three stones gain +1 attack, deal 1d6+1 damage.
Reduce Object or creature shrinks 10%/level (max. +50%).
Shield Earthen disc gives cover and blocks magic missiles.
Spiderclimb Grants ability to walk on walls and ceilings.
True Strike Adds +20 to attack roll.

Ignamancy
burning hands 1d4 fire damage/level (max 5d4).
charm person Target becomes your friend.
color spray Knocks unconscious, blinds, or stuns weak creatures.
faerie fire Outlines subjects with light, cancelling blur, concealment, etc.
hypnotism Fascinates 2d4 HD of creatures.
magic missile 1d4+1 damage; +1 missile/two levels above first (max. 5).

Aquamancy
Barrel of Water You can cause up to 5 gallons/ level of water or other liquid to appear in a five-gallon container.
Dry Breath Dries up to 5 gallons/level of water.
erase Mundane or magical writing vanishes.
grease Makes a 10ft. square or one object slippery.
Hydrokinesis I You manipulate up to 10 gallons of water.
Water Spray Shoots a jet of water from your hand.

2ND-LEVEL ELEMENTALIST SPELLS

Common
Resist Energy Ignores 12 points of damage/ round from one energy type. The energy type must be that of the elementalist’s specialization.
Summon Elemental II: Summons 1d4 lesser elementals to fight for you, of your specialization type.

Auramancy
blur Attacks miss subject 20% of the time.
Clap of Thunder Causes a thunderclap where you point.
fog cloud Fog obscures vision.
Gale’s Breath A weaker form of Gust of wind, increasing winds to strong force.
Intense Air Doubles the strength or intensity of a minor air phenomenon.
invisibility Subject is invisible for 10 min./level or until it attacks.
summon swarm Summons a swarm of small creatures; flying creatures such as bats or flying beetles only.
whispering wind Sends a short message one mile/level.

Terramancy
Arcane Lock Magically locks a portal or chest.
Bull’s Strength Subject gains 1d4+1 Strength for 1 hr./level.
Darkness 20 ft. radius of supernatural darkness.
Endurance Gain 1d4+1 Constitution for 1 hr./level.
glitterdust Blinds creatures, outlines invisible creatures.
knock Opens locked or magically sealed door.
Protection from Arrows Subject is immune to most ranged attacks.
rope trick Up to eight creatures hide in an extradimensional space.
shatter Sonic vibration damages objects or crystalline creatures.
soften earth and stone Turns stone to clay or dirt to sand and mud.

Ignamancy
blindness/deafness Makes subject blind; elementalists cannot choose the deafness effect.
chill metal Cold metal damages those who touch it.
continual flame Makes a permanent, heatless torch.
daylight 60 ft. radius of bright light.
flame blade Touch attack deals 1d8+1/two levels damage.
flaming sphere Rolling ball of fire, 2d6 damage, lasts 1 round/level.
heat metal Hot metal damages those who touch it.
hypnotic pattern Fascinates 2d4+1 HD/level of creatures.
produce flame 1d4+1/two levels damage, touch or thrown.
pyrotechnics Turns fire into blinding light or choking smoke.

Aquamancy
Float Makes a dense object float on water.
Globe of Water Creates a gallon of water as a globe.
acid arrow Ranged touch attack; 2d4 damage for 1 round +1 round/3 levels.
Waterproof Makes water run off one object or creature.

3RD-LEVEL ELEMENTALIST SPELLS

Common
protection from energy Absorb 12 damage/level from one kind of energy. The energy must be the elementalist’s specialization.
Summon Elemental III Calls a Small elemental to fight for you, of your specialization type.

Auramancy
Arctic Blast You can cause an explosion of arctic air.
call lightning Directs lightning bolts (1d10/level) during storms.
clairaudience/clairvoyance Hear or see at a distance for 1 min. per level.
Fly Subject flies at a speed of 90.
Gust of wind Blows away or knocks down smaller creatures.
gaseous form Subject becomes insubstantial and can fly slowly.
Invisibility Sphere Makes everyone within 10 ft. invisible.
lightning bolt Electricity deals 1d6 damage/level.
sleet storm Hampers vision and movement
stinking cloud Nauseating vapors, 1 round/level.
Call Rain or Snow Creates a rain shower.

Terramancy
deeper darkness Object sheds absolute darkness in 60-ft. radius.
gentle repose Preserves one corpse.
Hold Person Holds one person helpless, 1 round/level.
keen edge Doubles normal weapon’s threat range.
meld into stone You and your gear merge with stone.
spike growth Creatures in area take 1d4 damage, may be slowed.
stone shape Sculpts stone into any form.

Ignamancy
explosive runes Deals 6d6 fire damage when read.
Fire Walk Subject walks through flame or coals with no damage.
fireball 1d6 damage per level, 20 ft. radius.
flame arrow Shoots flaming projectiles (extra damage) or flaming bolts (4d6 damage).
Fly Subject flies at a speed of 90.
suggestion Compels subject to follow stated course of action.

Aquamancy
Breaking the Surf Makes waves and torrents of water break as they come near you.
Hydrokinesis II You can control up to 200 gallons of water.
Sight of the Dolphin You can see clearly under water.
sleet storm Hampers vision and movement.
water breathing Subjects can breathe under water.
Water to Poison Makes a liquid poisonous.
water walk Subject treads on water as if solid.

4TH-LEVEL ELEMENTALIST SPELLS

Common
Elemental Stride You can step from one elemental medium to another far away.
mnemonic enhancer Prepares extra spells or retains just one cast.
Summon Elemental IV Summons a Medium-sized elemental to fight for you, of your specialization type.

Auramancy
air walk Subject treads on air as if solid (Climb at 45-degree angle).
arcane eye Invisible floating eye moves 30 ft./round.
Call the Snowstorm You can cause a snowstorm.
Ice Daggers Shoots shards of ice from your fingers.
ice storm. Hail deals 5d6 damage in cylinder 40 ft. across.
illusory wall Floor or ceiling looks real, but anything can pass through.
greater invisibility As invisibility, but subject can attack and stay invisible.
Ire of the Windstorm A stronger form of Gust of wind, increasing winds to windstorm force.
solid fog Blocks vision and slows movement.
Stale Air Causes air in a room to be stuffy and stale.
Wind Wall Deflects arrows, smaller creatures, and gases.
Terramancy
dimensional anchor Bars extra-dimensional movement.
Earth Shards You can shoot stones from your hand at a target.
Black Tentacles 1d4+1/level tentacles grapple randomly within 15 ft.
hallucinatory terrain Makes one type of terrain appear like another (field into forest, etc.).
Polymorph Other Gives one subject a new form.
polymorph Self Gives you a new form.
Rusting grasp Your touch corrodes iron and alloys.
spike stones Creatures in area take 1d8 damage, may be slowed.
stoneskin Stops blows, cuts, stabs, and slashes.
Ignamancy
charm monster Makes monster believe it is your ally.
fire shield Creatures attacking you take fire damage; you are protected from heat or cold.
fire trap Opened object deals 1d4+1/level fire damage.
flame strike Smites foes with elemental fire (1d6/level).
rainbow pattern Lights prevent 24 HD of creatures from attacking or moving away.
wall of fire Deals 2d4 fire damage out to 10ft. and 1d4 damage out to 20 ft. Passing through the wall deals 2d6+1 damage/level.
Aquamancy
confusion Makes subject behave oddly for 1 round/level.
Emotion Arouses strong emotions in target.
Ice Daggers Shoots shards of ice from your fingers.
ice storm Hail deals 5d6 damage in a cylinder 40 ft. across.
Rusting grasp Your touch corrodes iron and alloys.
wall of ice Ice wall impedes movement.
quench Extinguishes non-magical fires or one igneous magic item.

5TH-LEVEL ELEMENTALIST SPELLS

Common
Contact Other Plane Allows the caster to ask a question of an extraplanar entity; the elementalist can only contact the Elemental Plane of his specialized element.
Dismissal Forces a creature to return to its native plane. Elementalists can only dismiss creatures that have the same elemental type as their specialization.
Summon Elemental V Summons a Large elemental to fight for you, of your specialization type.
Auramancy
Anger of the Hurricane A stronger form of Gust of wind, increasing winds to hurricane force.
Cloudkill Kills 3 HD or less; 4-6 HD save or die.
cone of cold 1d6 cold damage/level.
control winds Change wind direction and speed.
Improved Weather Prediction You can predict the weather for tomorrow and get a general idea of the weather through the week.
mind fog Subjects in fog get –10 Wix, Will checks.
Dispel Storm Makes a storm up to windstorm force move on.
Voice of the Wind You can speak with winds.
Terramancy
Stone Tell Talk to natural or worked stone, and magical stone.
telekinesis You can move things by concentrating on them.
transmute mud to rock Transforms two 10 ft. cubes/level.
transmute rock to mud Transforms two 10 ft. cubes/level.
wall of iron 30 hp/four levels, can be toppled onto foes.
wall of stone 20 hp/four levels, can be shaped.
Ignamancy
fire seeds Ash, bark, acorns, and berries become grenades and bombs.
Fire Speech Allows you to speak with fire.
cone of cold. 1d6 cold damage/level.
Ice Flames You can transform a fire into ice.
Pyrokinesis You can control fire the size of a small bonfire.
Aquamancy
Hydrokinesis III You can control up to 2000 gallons of water.
Spring of Water You cause a natural spring of water to appear from the ground.
Voice of the Crystal Lake You can speak to a body of water.
Universal
permanency Makes certain spells permanent; costs XP.

6TH-LEVEL ELEMENTALIST SPELLS

Common
Summon Elemental VI Calls a greater elemental to fight for you, of your specialization type.
Auramancy
Acid Fog Fog deals acid damage.
chain lightning 1d6 damage/level; secondary bolts.
control weather Allows the caster to control the weather as would a druid.
Fury of the Tornado A stronger form of Gust of wind, increasing winds to tornado force.
wind walk You and your allies turn vaporous and travel fast.
Terramancy
disintegrate Makes one creature or object vanish.
flesh to stone Turns one creature to stone.
Lava Burst You bathe your foe in hot lava.
Move earth Digs trenches and builds hills.
stone to flesh Restores a petrified creature.
Ignamancy
Column of Fire You can create a column of fire.
Cool the Conflagration Allows you to remove heat from a large fire.
disintegrate Makes one creature or object vanish.
Mass suggestion As suggestion, plus one/level subjects.
Touch of Frost You can freeze a humanoid target.
Aquamancy
Alter the Course Changes the course of a river.
Chaos Waves Causes water on a lake to churn and froth.
control water Raises, lowers, or parts bodies of water.

7TH-LEVEL ELEMENTALIST SPELLS

Common
Summon Elemental VII Calls an elemental to fight for you, of your specialization type.
Auramancy
Dispel Powerful Storm You can make storms up to a tornado move on or dissipate.
mass invisibility As invisibility, but affects all in range.
Oil Rain You can turn rain into drops of flammable oil.
Terramancy
Earth’s Teeth You can cause 2d6 cones of stone to rise from the ground.
Landslide You can cause loose rocks or a cliff to collapse.
Make the Gemstone You can create a certain gemstone from base materials.
Statue Subject can become a statue at will.
Transmute Metal to Wood Metal within 40 ft. becomes wood.
Ignamancy
delayed blast fireball 1d8 fire damage/level; you can delay blast for 5 rounds.
Firestorm Deals 1d6 fire damage/level.
prismatic spray Rays hit subjects with a variety of effects.
sunburst Blinds all with in 10ft., deals 1d6 damage.
Aquamancy
Drought Allows you to prevent rain.
Hydrokinesis IV You control up to a small lake of water.
Lake of Floating Ice Creates icebergs on the surface of a lake.
Stay the Mighty Flood Stops flooding in an area.
Universal
limited wish Alters reality — within spell limits.

8TH-LEVEL ELEMENTALIST SPELLS

Common
Summon Elemental VIII. Summons an elder elemental to fight for you, of your specialization type.
Auramancy
Column of Wind Makes wind rise upward, pushing a target high into the air.
Improved control weather As control weather, but more accurate.
incendiary cloud Cloud deals 4d6 fire damage/round.
whirlwind Cyclone inflicts damage and can pick up creatures.
Terramancy
Binding Array of techniques to bind a creature.
Geyser You open a geyser.
Iron Body Your body becomes living iron.
repel metal or stone Pushes away metal and stone.
Sunder the Earth Creates a crack in the ground that lasts for 10 minutes/level.
Tower of Stone You can raise a tower out of the earth.
Ignamancy
incendiary cloud Cloud deals 4d6 fire damage/round.
Mass Charm As charm monster, but all within 30 ft.
prismatic wall Wall’s colors have an array of effects.
sunbeam Beam blinds and deals 3d6 damage.
Aquamancy
Burgeoning River You can cause a river to flood.
Geyser You open a geyser.
horrid wilting Deals 1d8 damage/level within 30 ft.
Sterilize Water Poisons body of water up to a small lake.
Waterspout Makes a Waterspout from the surface of a lake or sea.
Universal
Symbol Triggered runes have an array of effects.

9TH-LEVEL ELEMENTALIST SPELLS

Common
Elemental Swarm Summons 2d4 Large, 1d4 Huge elementals according to the elementalist’s element.
Auramancy
Essential Air You conjure air from the Elemental Plane of Air.
freedom Releases creature suffering imprisonment.
Perfect Weather Control As control weather and improved control weather, but even more accurate.
storm of vengeance Storm rains acid, lightning, and hail.
Terramancy
Earthquake Causes a tremor where the caster points.
Essential Earth You conjure earth from the Elemental Plane of Earth.
imprisonment Entombs subject beneath the earth.
New Land Allows you to raise land from the sea.
Volcano Seed You plant a volcano.
Ignamancy
Comet You cause a massive fireball to rain down on your foe.
Essential Flame You conjure flame from the Elemental Plane of Fire.
Improved Pyrokinesis As pyrokinesis, but no limit on the size of the fire controlled.
meteor swarm Deals 24d6 damage, plus bursts.
Aquamancy
Acid Rain Turns a rainstorm into an acid storm.
Essential Water You conjure water from the Elemental Plane of Water.
Hydrokinesis V You can control an unlimited amount of water.
Implosion Kills one creature/round.
New Sea Allows you to sink land to make a new sea.
Universal
Wish As limited wish, but with fewer limits.

ATALENTA

Elisabetta Sirani:Circe; Bologna, Antichità Il Leone Date 17th c.

Elisabetta Sirani:Circe; Bologna, Antichità Il Leone Date 17th c.

9th-Level Human Water Elementalist/3rd-Level Rogue/2nd-Level Expert (Sailor)
CR 13; SZ M (humanoid); HD 9d4+18 + 3d6+6 + 2d6+4; hp 75; Init +5 (Dexterity +1, Improved Init +4); Spd 30 ft.; AC 11; Atk +9/+4 melee (1d6+2/crit x2, club) +10/+5 melee (1d8/crit x2, trident); Face 5 ft. X 5 ft.; Reach 5 ft.; SA Sneak Attack +2d6, Spells; SQ Elemental Affinity, Elemental Familiar, Elemental Resistance +6/–6, Elemental Transfiguration (sleep, Paralysis, stun), Evasion, Traps, Uncanny Dodge; AL CN; SV Fort +6, Ref +6, Will +10; Strength 15, Dexterity 12, Constitution 15, Intelligence 17, Wisdom 10, Charisma 12

Skills: Balance +6, Bluff +12, Climb +6, Concentration +12, Decipher Script +8, Diplomacy +2, Gather Information +10, Knowledge (arcana) +12, Knowledge (the planes) +15, Knowledge (the sea) +17, Listen +4, Profession (sailor) +8, Search +8, Sense Motive +13, Spellcraft +15, Spot +8, Swim +14, Tumble +6, Use Magic Device +16

Feats: Scribe Scroll, Martial Weapon Proficiency (trident), Great Fortitude, Combat Reflexes, Endurance, Improved Initiative, Weapon Focus (trident), Alertness

Languages: Common, Elven, Draconic, Aquan

Elemental Affinity: Elementalists gain a +2 circumstance bonus on all Charisma-based skills and Charisma ability checks when interacting with elementals, genies, and other elemental creatures.

Elemental Familiar: Atalenta has a tiny female water drake named Slipper as her familiar.

Elemental Resistance (Ex): Atalenta gains a +6 bonus to saving throws against all water elementalist spells, but also takes a –6 penalty to saving throws against fire elementalist spells.

Elemental Transfiguration: Atalenta is immune to magical sleep, Paralysis, and stun.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Atalenta takes no damage with a successful saving throw. Evasion can only be used if she is wearing light armor or no armor.

Sneak Attack: Any time Atalenta’s target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks the target, her attack deals +2d6 extra damage. Ranged attacks can only count as sneak attacks if the target is within 30 feet.

Traps: Rogues (and only rogues) can use the Search skill to locate traps when the task has a DC higher than 20. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps.

Uncanny Dodge: Atalenta retains any Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker.

Spells: (4+1/5+1/4+1/4+1/2+1/1+1) Atalenta concentrates on spells that can use water as a force to be reckoned with — the “+1” in her spells per day indicates one extra spell from the water school that she can cast per day. Atalenta always has force wave prepared, but only uses it when she needs strength to overwhelm her opposition. Because of her school specialization, Atalenta suffers twice the fatigue and exhaustion effects that would normally be due her, and cannot learn fire elementalist spells.

She knows the following spells:

0 Level — All elementalist spells except those from the fire school, all common elementalist spells, and all universal spells

1st Level — barrel of water, dry breath, erase, grease, hydrokinesis I, summon elemental I, water spray

2nd Level — bull’s strength, float, acid arrow, Protection from Arrows, waterproof

3rd Level — fly, hydrokinesis II, protection from energy,

sight of the dolphin, water breathing, water walk

4th Level — elemental stride, Emotion, quench

5th Level — dismissal, summon elemental V

Slipper, Water Drake Familiar

CR 2; SZ T (dragon); HD 14d12; hp 37; Init +5 (+1 Dexterity, +4 Improved Init); Spd 15 ft., swim 30 ft.; AC 24 (+2 size, +1 Dexterity, +11 natural); Atk melee +10/+5 (1d4–1, bite), melee +5/+0 (1d3–1, 2 flipper slaps); Face 2 1/2 ft. X 2 ½ ft.; Reach 0 ft.; SA Breath Weapon; SQ Alertness, Empathic Link, Improved Evasion, Share Spells, Speak with Dragons, Speak with Master, SR 17, Touch; AL N; SV Fort +4, Ref +7, Will +10; Strength 9, Dexterity 12, Constitution 10, Intelligence 10, Wisdom 11, Charisma 13

Skills: <a href="skill%20balance.htm">Balance</a> +5, Bluff +10, Climb +4, Concentration +9, Decipher Script +8, Diplomacy +2, Gather Information +10, Hide +6, Knowledge (Arcana) +10, Knowledge (the planes) +15, Knowledge (the sea) +17, Listen +4, Profession (sailor) +8, Search +8, Sense Motive +13, Spellcraft +15, Spot +8, Swim +12, Tumble +4, Use Magic Device +13

Feats: Improved Initiative

Alertness: While in the presence of her familiar, the familiar’s master gains the Alertness feat (this is worked into Atalenta’s stats already).

Breath Weapon (Su): The water drake can spit out a concentrated, high-pressure stream of water at her opponent. The breath weapon does 1d6 points of subdual damage, and allows a Reflex save DC 11 for half damage.

dragon: Water drakes are immune to sleep and Paralysis effects. They have Darkvision with a range of 60 ft. and Low-Light Vision.

Empathic Link (Su): The master and familiar can communicate telepathically to a distance of up to one mile.

Improved Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The familiar’s master may have any spells she casts on herself also affect the familiar as long as it is within five feet of its master.

Speak with Dragons: The familiar can communicate with animals of the same type of itself, including dire variants.

Speak with Master: A familiar and master can communicate verbally as if they were using a common language, though others cannot understand the communication without magical help.

Spell Resistance: The water drake can avoid the effects of spells and spell-like abilities. The spellcaster makes a level check (1d20 + caster level), and if the result equals or exceeds 17, the spell works normally.

Touch: The familiar can deliver touch spells for its master.

Arthwys de Bath, Elemental Master of Air

Prospero and Ariel (from Shakespeare's The Tempest), 1797 by William Hamilton (died 1801), Gallery: Alte Nationalgalerie Berlin, A III 589

Prospero and Ariel (from Shakespeare's The Tempest), 1797 by William Hamilton (died 1801), Gallery: Alte Nationalgalerie Berlin, A III 589

9th-Level Half-Elf Air Elementalist/5th-Level Aristocrat
CR 13; SZ M (humanoid); HD 9d4+9 + 5d8+5; hp 66; Init +6 (+2 Dexterity, +4 Improved Init); Spd 30 ft., run 150 ft.; AC 12 (+2 Dexterity); Atk melee +6/+1 (1d4–1/19-20/crit x2, Dagger), ranged +10/+5 or +8/+3/+8 (1d8+1/19-20/crit x2, light crossbow); Face 5 ft. X 5 ft.; Reach 5 ft.; SA Spells; SQ Elemental Affinity, Elemental Familiar, Elemental Resistance +6/–6, Elemental Transfiguration (sleep, Paralysis, stun), Half-Elven Traits; AL NG; SV Fort +4, Ref +4, Will +10; Strength 9, Dexterity 14, Constitution 12, Intelligence 20, Wisdom 16, Charisma 18.

Skills: Alchemy +10, Appraise +8, Concentration +16, Craft (gizmos) +12, Diplomacy +12, Gather Information +10, Handle Animal +4, Innuendo +6, Knowledge (engineering) +15, Knowledge (nobility) +4, Knowledge (religion) +3, Knowledge (the planes) +12, Listen +3, Ride +6, Search +1, Sense Motive +14, Spellcraft +8, Spot +9, Tumble +4, Wilderness Lore +6

Feats: Scribe Scroll, Quicken Spell, Improved Initiative, Run, Point Blank Shot, Rapid Shot, Alertness

Languages: Common, Elven, Dwarven, Gnome, Halfling, Draconic, Auran

Half-Elven Traits (Ex): Half-elves are immune to magic sleep spells/effects, have a +2 racial bonus to Will saves against enchantment spells/effects, and have Low-Light Vision that lets them see twice as far as a human in starlight, moonlight, or torchlight. For all special abilities and effects, a half-elf is considered an elf.

Elemental Affinity: Elementalists gain a +2 circumstance bonus on all Charisma-based skills and Charisma ability checks when interacting with elemental creatures.

Elemental Familiar: Arthwys has a small air elemental named Cliothesia as his familiar.

Elemental Resistance (Ex): Arthwys gains a +6 bonus to saving throws against all air elementalist spells, but also takes a –6 penalty to saving throws against earth elementalist spells.

Elemental Transfiguration: Arthwys is immune to magical sleep, Paralysis, and stun.

Spells: 4+1/6+1/4+1/4+1/3+1/2+1 Arthwys dislikes combat, but he will enter into it if anyone’s life is threatened. He’s fast and can cast spells with accuracy, but he will negotiate with his attackers first, trying to dissuade them from fighting. Arthwys concentrates on using his element to confuse or disable his attackers. He often uses stinking cloud and fog cloud to press his advantage — the “+1” in his spells per day indicates one extra spell from the air school that he can cast per day. Because of his school specialization, Arthwys takes a –2 penalty to Fortitude saves vs. cold, and cannot learn earth elementalist spells. Arthwys knows the following spells:

0 Level — All elementalist spells except those from the earth school, all common elementalist spells, and all universal spells

1st Level — charm person, create air endure elements, expeditious retreat, Feather fall, magic missile, obscuring mist, summon elemental I, unseen servant

2nd Level — blur, fog cloud, intense air, summon swarm, whispering wind

3rd Level — gaseous form, Invisibility Sphere, lightning bolt, protection from energy, stinking cloud

4th Level — air walk, greater invisibility, solid fog, Wind Wall

5th Level — cloudkill, improved weather prediction

Cliothesia, Air Elemental Familiar

CR 1; SZ S (elemental); HD 14d8; hp 33; Init +7 (+3 Dexterity, +4 Improved Init); Spd fly 100 ft. (perfect); AC 22 (+1 size, +3 Dexterity, +8 natural); Atk melee +11/+6 (1d4, slam); Face 5 ft. X 5 ft.; Reach 5 ft.; SA Air Mastery, Whirlwind; SQ Alertness, Elemental, Empathic Link, Improved Evasion, Share Spells, Speak with Elementals, Speak with Master, Touch; AL N; SV Fort +4, Ref +7, Will +10; Strength 10, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 11, Charisma 11

Skills: Alchemy +10, Appraise +8, Concentration +16, Craft (gizmos) +12, Diplomacy +12, Gather Information +10, Handle Animal +4, Innuendo +6, Knowledge (engineering) +15, Knowledge (nobility) +4, Knowledge (religion) +3, Knowledge (the planes) +12, Listen +5, Ride +6, Search +1, Sense Motive +14, Spellcraft +8, Spot +9, Tumble +4, Wilderness Lore +6

Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)

Air Mastery (Ex): Airborne creatures suffer a –1 penalty to attack and damage rolls against an air elemental.

Alertness: While in the presence of his familiar, the master gains the Alertness feat (this is already worked into his stats, above).

Elemental: Immune to poison, sleep, Paralysis, and stun. Not subject to critical hits.

Empathic Link (Su): The master and familiar can communicate telepathically to a distance of up to one mile.

Improved Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The familiar’s master may have any spells she casts on herself also affect the familiar as long as it is within five feet of its master.

Speak with Elementals: The familiar can communicate with animals of the same type of itself, including dire variants.

Speak with Master: A familiar and master can communicate verbally as if they were using a common language; others cannot understand the communication without magical help.

Touch: The familiar can deliver touch spells for its master.

Whirlwind (Su): Cliothesia can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round.

Guenter Neiderlung, Elemental Master of Fire

13th-Level Fire Elementalist (Transformed)/3rd-Level Expert (Blacksmith)
CR 18, SZ M (elemental); HD 13d4+39 + 3d6+9; hp 102, Init +4 (Dexterity); Spd 40 ft.; AC 14; Atk melee +10/+5 (1d4+2/19- 20/crit x2, Dagger), melee +8/+3 +8/+3 (1d4+2/1d4+2/19- 20/crit x2, 2 Daggers), melee +8/+3 +8/+3 (1d8+2/1d6+2/crit x3, dwarven urgrosh as double weapon); Face 5 ft. X 5 ft., Reach 5 ft.; SA Spells; SQ Dwarven Traits, Elemental Affinity, Elemental Familiar, Elemental Mastery, Elemental Resistance +6/–6, Elemental Transfiguration (sleep, Paralysis, stun), Elemental Vulnerability, Improved Elemental Affinity; AL LN; SV Fort +9, Ref +11, Will +12; Strength 14, Constitution 17, Dexterity 18, Intelligence 17, Wisdom 12, Charisma 10

Skills: Appraise +4 (+6 rare or exotic items), Alchemy +12, Concentration +4, Craft (armorsmith) +12, Craft (weaponsmith) +12, Knowledge (Arcana) +8, Knowledge (metallurgy) +10, Knowledge (the planes) +10, Knowledge (law) +8, Profession (blacksmith) +6, Profession (magistrate) +6, Spellcraft +8, Bluff +8, Diplomacy +2, Intimidate +15, Gather Information +4

Feats: Alertness, AmbiDexterity, Cleave, Empower Spell, Exotic Weapon Proficiency (dwarven urgrosh), Power Attack, Scribe Scroll, Two-Weapon Fighting.

Languages: Common, Dwarven, Orc, Gnome, Ignan, Draconic

Dwarven Traits (Ex): Dwarves have +1 racial bonus to attack rolls against orcs and goblinoids, +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to Fortitude saves against all poisons, +4 Dodge bonus against giants, and Darkvision that lets them see with no light source at all, to a range of 60 feet. Darkvision is black and white only. Dwarves also receive a +2 racial bonus to checks to notice unusual stonework. A dwarf who merely comes within ten feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can.

Elemental: An elemental is composed of one of the four elements, and is immune to poison, sleep, Paralysis, and stunning. Elementals have Darkvision with a range of 60 feet. A slain elemental cannot be raised or resurrected, though a wish or miracle spell can restore its life. Transformed elementalists do have a clear front and back, and so are still subject to critical hits and flanking.

Elemental Affinity: Elementalists gain a +2 circumstance bonus on all Charisma-based skills and Charisma ability checks when interacting with elementals, genies, and other elemental creatures. This stacks with Improved Elemental Affinity, giving Günter a +6 total bonus.

Elemental Familiar: Günter has a tiny female fire drake named Flare as his familiar.

Elemental Mastery (Ex): Against Günter, creatures with the “fire” subtype suffer a –1 penalty to attack and damage rolls. Also, Günter is immune to the effects of all fire school spells in the elementalist spell list.

Elemental Resistance (Ex): Günter gains a +6 bonus to saving throws against all fire elementalist spells, but also takes a –6 penalty to saving throws against water elementalist spells.

Elemental Transfiguration: Günter is immune to magical sleep, Paralysis, and stun.

Elemental Vulnerability (Ex): Günter suffers double damage from spells powered by water, as listed on the elementalist spell list. If a save is allowed for half damage, a successful save delivers half damage and a failure doubles it. Also, because Günter is an elemental creature, spells targeting elementals and creatures can affect him.

Improved Elemental Affinity (Ex): The transformed elementalist gains a +4 circumstance modifier on all Charismabased skill and Charisma ability checks when interacting with other elemental creatures and with other elementalists who are attuned to the same element. This stacks with Elemental Affinity, giving Günter a +6 total bonus.

Spells: (4+1/4+1/4+1/4+1/4+1/3+1/2+1/1+1) Günter believes he has nothing to live for, and so will fight to the death, using all of his prepared spells in an effort to destroy his enemies. His favourite spell is flame arrow, however he also likes to cast fireball and prismatic spray at many of his enemies — the “+1” in his spells per day indicates one extra spell from the fire school that he can cast per day. Because of his school specialization, Günter takes double arcane spell failure chances for wearing armor, and cannot learn water elementalist spells. Günter knows the following spells:

0 Level — All elementalist spells except those from the water school, all common elementalist spells, and all universal spells

1st Level —burning hands, magic missile, True Strike, unseen servant

2nd Level — continual flame, daylight, flame blade, pyrotechnics

3rd Level — explosive runes, fire walk, fireball, suggestion

4th Level — elemental stride, fire shield, flame strike, wall of fire

5th Level — contact other plane, fire speech, pyrokinesis

6th Level —disintegrate, Mass suggestion, touch of frost

7th Level — limited wish, summon elemental VII Flare, Fire Drake Familiar

CR 2; SZ T (dragon); HD 2d12; hp 51; Init +5 (+1 Dexterity, +4 Improved Init); Spd 20 ft., fly 60 ft. (good); Atk melee +11/+6 (1d4–1, bite), melee +6/+1 (1d3–3, 2 talons); Face 2 1/2 ft. X 2 1/2 ft.; Reach 0 ft.; SA Breath Weapon; SQ Alertness, Empathic Link, Improved Evasion, Share Spells, Speak with Dragons, Speak with Master, SR 17, Touch; SV Fort +5, Ref +11, Will +12; Strength 9, Dexterity 12, Constitution 10, Intelligence 2, Wisdom 11, Charisma 13

Skills: Appraise +4 (+6 rare or exotic items), Alchemy +12, Concentration +4, Craft (armorsmith) +12, Craft
(weaponsmith) +12, Hide +6, Knowledge (Arcana) +8, Knowledge (metallurgy) +10, Knowledge (the planes) +10, Knowledge (law) +8, Listen +2, Profession (blacksmith) +6, Profession (magistrate) +6, Search +2, Spellcraft +8, Spot +2, Bluff +8, Diplomacy +2, Intimidate +15, Gather Information +4

Feats: Improved Initiative

Alertness: While in the presence of his familiar, the familiar’s master gains the Alertness feat (this is worked into Günter’s stats already).

Breath Weapon (Ex): Fire drakes can breathe fire in a cone 10 feet long and 5 feet wide. This does 1d6 points of damage, and allows a Reflex save DC 11 for half damage.

Dragon: Fire drakes are immune to sleep and Paralysis effects. They have Darkvision with a range of 60 ft. and Low-Light Vision.

Empathic Link (Su): The master and familiar can communicate telepathically to a distance of up to one mile.

Fire Subtype: Fire drakes have fire immunity, and generally take double damage from cold. When a saving throw for half damage is allowed, they take half damage on a success and double damage on a failure.

Improved Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The familiar’s master may have any spells she casts on herself also affect the familiar as long as it is within five feet of its master.

Speak with Dragons: The familiar can communicate with animals of the same type of itself, including dire variants.

Speak with Master: A familiar and master can communicate verbally as if they were using a common language, though others cannot understand the communication without magical help.

Spell Resistance: The fire drake can avoid the effects of spells and spell-like abilities. The spellcaster makes a level check (1d20 + caster level), and if the result equals or exceeds 17, the spell works normally.

Touch: The familiar can deliver touch spells for its master.

Shen Mu Li, Elemental Master of Earth

10th-Level Earth Elementalist (Transformed)/5th-Level Human monk
CR 18; SZ M (elemental); HD 10d4+20 + 5d8+10; hp 85; Init +6 (+2 Dexterity, +4 Improved Init); Spd 30 ft.; AC 12 (+2 Dexterity); Atk melee +10/+5 (1d3+2, fist); melee +10/+5 (1d6+3/crit x2, quarterstaff), melee +8/+3 +8/+3 (1d6+3/1d6+3/crit x2, quarterstaff as double weapon); Face 5 ft. X 5 ft.; Reach 5 ft.; SA Spells, Unarmed Strike, Stunning Attack; SQ Elemental Affinity, Elemental Familiar, Elemental Mastery, Elemental Resistance +6/–6, Elemental Transfiguration, Elemental Vulnerability, Evasion, Improved Elemental Affinity, Purity of Body, Still Mind, Slow Fall (20 ft.); AL LG; Fort +11, Ref +9, Will +22; Strength 12, Dexterity 14, Constitution 15, Intelligence 17, Wisdom 20, Charisma 15

Skills: Alchemy +4, Balance +4, Climb +4, Concentration +14, Diplomacy +10, Escape Artist +4, Heal +12, Herbalism +8, Hide +8, Jump +4, Knowledge (Arcana) +8, Knowledge (nature) +8, Knowledge (the planes) +12, Listen +8, Move Silently +8, Spellcraft +14, Spot +2, Tumble +6, Wilderness Lore +5

Feats: Scribe Scroll, Deflect Arrows, Alertness, AmbiDexterity, Two-Weapon Fighting, Craft Wondrous Item, Stunning Fist, Weapon Finesse (quarterstaff), Improved Initiative, Blind-Fight

Languages: Common, Elven, Draconic, Terran

Elemental: An elemental is composed of one of the four elements, and is immune to poison, sleep, Paralysis, and stunning. Elementals have Darkvision with a range of 60 feet. A slain elemental cannot be raised or resurrected, though a wish or miracle spell can restore its life. Transformed elementalists do have a clear front and back, and so are still subject to critical hits and flanking.

Elemental Affinity: Elementalists gain a +2 circumstance bonus on all Charisma-based skills and Charisma ability checks when interacting with elementals, genies, and other elemental creatures. This stacks with Improved Elemental Affinity, giving Shen a +6 total bonus.

Elemental Familiar: Shen has a small earth mephit named Chi Ji as his familiar.

Elemental Mastery (Ex): Shen gains a +1 attack and damage bonus if both he and his foe touch the ground (this is worked into his stats already). Also, Shen is immune to the effects of all earth school spells in the elementalist spell list.

Elemental Resistance (Ex): Shen gains a +6 bonus to saving throws against all earth elementalist spells, but also takes a –6 penalty to saving throws against air elementalist spells.

Elemental Transfiguration: Shen is immune to magical sleep, Paralysis, and stun.

Elemental Vulnerability (Ex): Shen suffers double damage from spells powered by air, as listed on the elementalist spell list. If a save is allowed for half damage, a successful save delivers half damage and a failure doubles it. Also, because Shen is an elemental creature, spells targeting elementals and creatures can affect him.

Evasion (Ex): If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor.

Improved Elemental Affinity (Ex): The transformed elementalist gains a +4 circumstance modifier on all Charismabased skill and Charisma ability checks when interacting with other elemental creatures and with other elementalists who are attuned to the same element. This stacks with Elemental Affinity, giving Shen a +6 total bonus.

Purity of Body: Shen is immune to all diseases except for magical diseases.

Slow Fall: This monk takes damage as if a fall were 20 feet shorter than it actually is.

Still Mind: As a monk above 3rd level, Shen gains a +2 bonus to saving throws against spells and effects from the Enchantment school.

Stunning Attack (Su): Shen can use this ability once per round, but no more than five times per day. Shen must declare he is using a Stun Attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk’s level + Wisdom modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for one round.

Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that he attacks. Usually, a monk’s unarmed strikes deal normal damage rather than subdual damage.

Spells: (4+1/5+1/5+1/4+1/3+1/2+1) Shen Mu Li hates violence but is not above it. He always takes the wise course, talking with opponents before striking. If there is no alternative, he will use the Earthquake spell to let loose the earth from underneath their feet. If out of spells, he turns to the martial arts he learned in his native land. The “+1” in his spells per day indicates one extra spell from the earth school that he can cast per day. Because of his school specialization, Shen has a –2 Charisma score penalty when interacting with other humanoids, and cannot learn air elementalist spells. Shen knows the following spells:

0 Level — All elementalist spells except those from the air school, all common elementalist spells, and all universal spells

1st Level — endure elements, hypnotism, magic stone, shield, spider climb, summon elemental I, True Strike

2nd Level — continual flame, Resist Energy, bull’s strength, endurance, knock, Protection from Arrows

3rd Level — protection from energy, deeper darkness, Hold Person, meld into stone, stone shape, suggestion, water walk

4th Level — elemental stride, polymorph, stoneskin

5th Level — contact other plane, Stone Tell

Chi Ji, Earth Mephit Familiar

CR 3; SZ S (outsider); HD 15d8+3; hp 42; Init –2 (Dexterity); Spd 30 ft., fly 40 ft. (average); AC 16 (+1 size, –1 Dexterity, +6 natural); Atk melee +12/+7 (1d3+3, 2 claws); Face 5 ft. X 5 ft.; Reach 5 ft.; SA Breath Weapon, Spell-like Abilities, Summon Mephit; SQ Alertness Fast Healing 2, Damage Reduction 10/+1, Empathic Link, Improved Evasion, Share Spells, Speak with Master, Speak with outsiders, Touch; AL LN; SV Fort +8, Ref +6, Will +11; Strength 17, Dexterity 8, Constitution 13, Intelligence 12, Wisdom 11, Charisma 15

Skills: Alchemy +4, Balance +4, Bluff +5, Climb +4, Concentration +14, Diplomacy +10, Escape Artist +4, Heal +12, Herbalism +8, Hide +9, Jump +4, Knowledge (Arcana) +8, Knowledge (nature) +8, Knowledge (the planes) +12, Listen +8, Move Silently +8, Spellcraft +14, Spot +6, Tumble +6, Wilderness Lore +5

Feats: Power Attack

Alertness: While in the presence of his familiar, the familiar’s master gains the Alertness feat (this is already worked into Shen’s stats, opposite).

Empathic Link (Su): The master and familiar can communicate telepathically to a distance of up to one mile.

Improved Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The familiar’s master may have any spells she casts on herself also affect the familiar as long as it is within five feet of its master.

Speak with Master: A familiar and master can communicate verbally as if they were using a common language, though others cannot understand the communication without magical help.

Speak with Outsiders: The familiar can communicate with other outsiders from its native plane.

Touch: The familiar can deliver touch spells for its master.

Fire Drake

Tiny Dragon (Fire)

Hit Dice 2d12 (14 hp)
Initiative +5 (+1 Dexterity, +4 Improved Init)
Speed 20 ft., fly 60 ft. (good)
AC 19 (+2 size, +1 Dexterity, +6 natural)
Attacks Bite +1 melee, 2 talons –4 melee
Damage Bite 1d4–1, talons 1d3–1
Face/Reach 2 1/2 ft. X 2 1/2 ft./0 ft.
Special Attacks Breath Weapon
Special Qualities SR 17
Saves Fort +3, Ref +4, Will +3
Abilities Strength 9, Dexterity 12, Constitution 10, Intelligence 2, Wisdom 11, Charisma 13
Skills Hide +6, Listen +2, Search +2, Spot +2
Feats Improved Initiative
Climate/Terrain Tropical forests, geothermal areas
Organization Solitary, pair, or clutch (3 - 5 fire drakes)
Challenge Rating 2
Treasure None
Alignment Neutral
Advancement 3-4 HD (Tiny)

Fire drakes look like miniature red dragons, but lack forelimbs. A fire drake’s tail is twice as long as its body and is very flexible. Fire drakes lay their eggs near mud pots and other geothermal phenomena. wizards and ignamancers seek them out for familiars, while some alchemists claim a powder made from their horns is an aphrodesiac.

COMBAT

Fire drakes can deliver a vicious bite, but their primary weapon is their fire breath.

Breath Weapon (Ex) Fire drakes can breathe fire in a cone 10 feet long and 5 feet wide. This does 1d6 points of damage, and allows a Reflex save DC 11 for half damage.

Dragon Fire drakes are immune to sleep and Paralysis effects. They have Darkvision with a range of 60 ft. and Low-Light Vision.

Fire Subtype Fire drakes have fire immunity, and generally take double damage from cold. When a saving throw for half damage is allowed, they take half damage on a success and double damage on a failure.

Spell Resistance The fire drake can avoid the effects of spells and spell-like abilities. The spellcaster makes a level check (1d20 + caster level), and if the result equals or exceeds 17, the spell works normally.
Water Drake

Tiny Dragon (Water)
Hit Dice 2d12 (14 hp)
Initiative +5 (+1 Dexterity, +4 Improved Init)
Speed 15 ft., swim 30 ft.
AC 19 (+2 size, +1 Dexterity, +6 natural)
Attacks Bite +1 melee, 2 flipper slaps –4 melee
Damage Bite 1d4–1, flipper slap 1d3–1
Face/Reach 2 1/2 ft. X 2 1/2 ft./0 ft.
Special Attacks Breath Weapon
Special Qualities SR 17
Saves Fort +3, Ref +4, Will +3
Abilities Strength 9, Dexterity 12, Constitution 10, Intelligence 2, Wisdom 11, Charisma 13
Skills Hide +6, Listen +2, Search +2, Spot +2
Feats Improved Initiative
Climate/Terrain Coral reefs, shallow seas, and sandy beaches
Organization Solitary or clutch (1d4 water drakes)
Challenge Rating 2
Treasure None
Alignment Neutral
Advancement 3-4 HD (Tiny)

Water drakes look like tiny plesiosaurs with deep blue scales. They have collapsible lungs and two gills on the small of their backs, which allows them to breathe water. The tiny aquatic dragons love to play, hunt, and eat among the coral reefs. This particular species of drake may have some relation to blue dragons.

Water drakes are afraid of humans and other humanoids, and they will go out of their way to avoid them. A water drake’s amphibious nature forces it to return to land to lay its eggs. The mother lays up to four tiny eggs in a depression in the sand, then covers them and returns to the water.

COMBAT

Water drakes are determined if forced to fight. They will generally attack any humanoid if cornered.

Breath Weapon (Su): The water drake can spit out a concentrated, high-pressure stream of water at her opponent. The breath weapon does 1d6 points of subdual damage, and allows a Reflex save DC 11 for half damage.

Dragon: Water drakes are immune to sleep and Paralysis effects. They have Darkvision with a range of 60 ft. and Low-Light Vision.

Spell Resistance: The water drake can avoid the effects of spells and spell-like abilities. The spellcaster makes a level check (1d20 + caster level), and if the result equals or exceeds 17, the spell works normally.

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