Elementalist (Pathfinder Class)

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Level 6 and onwards is still in progress.


Elementalist[edit]

There are those who the elements have chosen to be their champions. The reasons are often unknown, however the majority of those who are chosen live on to fulfill great deeds, or help heroes find their path. While not the wisest, they are sought after to lead. Once they are fully realized the elements spring into action to protect them. They have no true control over what these do.

Making an Elementalist[edit]

Elementalist are masters of terrain. No matter what is going on in the battle field an elementalist being on one side heavily tilts the favor of battle to one side. With very little offensive potential they often rely on allies to fight for them.

Abilities: Charisma is the most to an Elementalist as it dictates many of their abilities.

Races: Any.

Alignment: Any.

Starting Gold: 2d10×10 gp (110 gp).

Starting Age: Intuitive, as rogue

Table: The Elementalist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Blessing, Primordial Bond
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3 Shift Earth
4th +3 +4 +1 +4 Shape Water
5th +3 +4 +1 +4 Control Flames
6th +4 +5 +2 +5 Mold Earth
7th +5 +5 +2 +5 Time Jump (Months) (Ex)
8th +6/+1 +6 +2 +6 Moment Stop, Temporal Strike +4
9th +6/+1 +6 +3 +6 Time Jump (Years) (Ex),
10th +7/+2 +7 +3 +7 A Second Dimension of Time (Ex), Temporal Strike +5,
11th +8/+3 +7 +3 +7 Time Jump (Decades) (Ex)
12th +9/+4 +8 +4 +8 Temporal Strike +6
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9 Temporal Strike +7, Greater Moment Stop
15th +11/+6/+1 +9 +5 +9 Time Jump (Centuries) (Ex)
16th +12/+7/+2 +10 +5 +10 Improved Moment Stop, Temporal Strike +8
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11 Dichotomy (Ex), Temporal Strike +9
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Temporal Strike +10, Greater Moment Stop,

Class Skills (6 + Int modifier per level)
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).

Class Features[edit]

All of the following are class features of an Elementalist.

Weapon and Armor Proficiency: An elementalist is proficient with all simple and martial weapons and with light and medium armor and shields, but not tower shields.

Blessing (Ex): At first level an Elementalist gains the blessing of the four main elements. These blessings increase every level.

Air: Ranged attacks are buffeted by the wind. At first level the elementalist gains a 5% miss chance from any ranged attack. This effect is spread to all allies within 20 feet per level but the chance is halved (rounded down). This effect is negated if the Elementalist is under water.

Earth: Rocks spring from the ground to hinder movement or aide it. The elementalist's and all allies they are currently traveling with has their overland speed increased by 5 feet per level. Any enemies within 10 feet per level of the elementalist treat any dirt, stone, rock, or other earthen elements as rough terrain.

Fire: The blessings of fire protects the elementalist from harm. Gain fire resistance 1 per level + Charisma modifier. Whenever fire damage would be dealt but is ignored due to this resistance, the damage ignored is healed instead. The fire resistance is spread to all allies within 20 feet per level but the healing is not.

Water: Whenever submerged within a body of water, the elementalist gains fast healing 1 per level + Charisma modifier. The water also propels their movement by 5 feet per level. They may move with this method even while bound. If an elementalist is knocked out while in a body of water they are propelled to the nearest safe location. The elementalist and all allies within 20 feet per level can hold their breath for 2 rounds longer per level, and no longer spend rounds of breath to do actions while holding their breath. Allies also are moved by the water if they are knocked out, and gain half as much fast healing as the elementalist (rounded down).

Primordial Bond (Ex): Elementals can recognize those that are blessed by the elements. They are more likely to be swade by their words even whenever a language is not shared. An elementalist gains a +1 to diplomacy with creatures from elemental planes and can commune ideas to them without the need to share a language. Creatures affected by this start with an attitude one step higher than normal.

Shift Earth (Ex): The ground moves around the elementalist and allows them to move through them effortlessly, giving them a burrow speed of 5 feet per 3 levels.

Shape Water (Ex): At forth level an elementalist can move the water around them to have various affects. Every round as a swift action the elementalist may manipulate one 5 foot cube of water per level within 400 feet of them to move at a speed of 10 feet per level. This does not have enough force to deal damage. The water may be frozen solid (provided that there are no creatures inside it), change the color or opacity, may have it not move out of the cube, or melt ice. If used on a creature made of water or ice, this deals 1d10 points of damage per level + Charisma Modifier.

Control Flames: At fifth level flames jump to the command of the elementalist. Every round as a swift action the elementalist may manipulate one 5 foot cube of fire per level within 400 feet of them. They may extend each cube in one direction causing items to catch fire in the area. They may also expand any flame no matter how small to cover a 5 foot cube. This may also increase the fire damage dealt by these flames by 1 per level + Charisma, this effect of control flames may only be used once per flames. Shapes may be formed in the flames and animated as they like. Finally, an elementalist can change the color of the flames.

Mold Earth:



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