Ultimate Elementalist (3.5e Class)
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Ultimate Elementalist's are kind-hearted with a strong sense of morals and are often looked up to and sought out for both physical and emotional help. Ultimate Elementalist's are not created through science or training. They are born. There are only ever three Ultimate Elementalist's alive at the same time in each world; although there is an exception for inter planetary, planar, and dimensional travel.
Making an Ultimate Elementalist
Ultimate Elementalist's are generally front line strikers, excelling at hit and run tactics.
Abilities: Because Ultimate Elementalist's have to be proficient with all elements Wisdom is extremely important. Dexterity is helpful for keeping AC up.
Races: They are almost always human but on rare occasions can be born into humanoid races.
Alignment: Any non-chaotic or evil.
Starting Gold: 5d6x10gp (150 gp)
Starting Age: Simple.
|Saving Throws||Special||Unarmed Damage (Elements when used for enhancing body)||Ranged Damage (Elements cast at a distance)||Armed Damage (Held weapons made of elements)|
|1st||+0||+0||+0||+1||Elemental Prowess, Improved Unarmed Strike, Wise Fighter||1d8|
|2nd||+1||+0||+0||+1||Flurry of Blows||1d8|
|3rd||+2||+1||+1||+2||Fast Movement, Arc Element||1d8||1d10|
|5th||+3||+1||+2||+3||Iron Clad Protector||2d6||2d8|
|8th||+6/+1||+2||+2||+4||Elemental Surface Walking||2d10||2d12|
|11th||+8/+3||+3||+3||+6||Fists of Iron, Above and Beyond||2d10||2d12||3d12|
|12th||+9/+4||+4||+4||+6||Whirlwind Attack, Elemental Teleport||3d8||3d10||4d10|
|14th||+10/+5||+4||+5||+7||One With The Elements||3d8||3d10||4d10|
|19th||+14/+9/+4||+6||+6||+9||Advanced Elemental Armaments||3d10||3d12||5d12|
|20th||+15/+10/+5||+6||+6||+10||The Ultimate Earth Conduit, Greater Flames, Yin and Yang, phoenix's fury, elemental shield +4||3d12||5d8||5d12|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Because the Ultimate Elementalist creates her own weapons and armor she is not proficient with any weapons or armors outside of her own conjuration.
AC bonus: Ultimate Elementalist's are smart fighters, allowing them to add their WIS mod to their AC, for as long as they are unarmored
Wise Fighter: The Ultimate Elementalist adds her WIS modifier to her attacks.
Improved Unarmed Strike: You are considered to be armed even when unarmed—that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Elemental Prowess (SU): The Elementalist Harnesses her powers and combines them with her imagination to create and bend the elements in any way she wishes. This can be used for fun, to aid others, to make life easier, and to do battle. In fighting situations an Ultimate Elementalist can infuse her body with a single element as a free action once per round. When this is done the Ultimate Elementalist can attack with her body dealing 1d8 damage. (the damage type depends upon the element). This increases to 2d6 at level 4, 2d10 at level 8, 3d8 at level 12, 3d10 at level 16, and 3d12 at level 20. The Ultimate Elementalist is also able to cast the element she has infused her body with out of herself at an enemy of her choice. This takes up both a movement and attack action and has a range of 30ft. (Increasing by 10ft. Every three levels). At level 3 this attack deals 1d10 damage. This increases to 2d8 at level 5, 2d12 at level 8, 3d10 at level 12, 3d12 at level 16, and 5d8 at level 20. (For the Intents and purposes of feats and bonuses theese count as unarmed wisdom based attacks).
Flurry of Blows: When unarmored, an Ultimate Elementalist may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Ultimate Elementalist might make before her next action. When an Ultimate Elementalist reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. An Ultimate Elementalist must use a full attack action to strike with a flurry of blows.
Arc Element (EX): A 3rd level Ultimate Elementalist can shoot out arcing shots of the element she is imbued with from her fingers using a full-round action. There is one bolt per level to a maximum of 5 bolts (5 fingers) and each one does a d3 (d4-1 minimum of 1 damage per) of damage. The being that is affected by these bolts must make a reflex save for each bolt of electricity to be allowed full movement speed. Speed is halved for each failed save. If 2 or more bolts are still ongoing, the targets movement speed is now 5 feet per movement. When doing this and directly after doing this the Ultimate Elementalist is considered flat-footed.
Flash Step (EX): A 4th level Ultimate Elementalist may channel the element infused into her body to allow her to move half of her movement speed instantaneously (Rounded up). You are considered invisible while moving and not open to attacks of opportunities. You may only use this ability to move in a straight line, except you may take one step at any time during the movement (five foot square) to switch the direction. This uses a movement action.
Iron Clad Protector (EX): At 5th level, if an ally within 10 feet of the Bender would be attacked, she may jump in front of the attack instead, taking all damage or negative effects that her ally would
Elemental Resistance/Weakness (EX): Passive: At level 6, the Ultimate Elementalist gains a +5 resistance to element currently being used and -5 resistance to the opposing element.
Malicious Flame (EX): Upon reaching level 7, all of an Ultimate Elementalist's fire and lightning attacks have the ability to set his enemies on fire, dealing a 1d4 of fire damage per round for 5 rounds. REF save halves to d2.
Elemental Surface Walking(SU): Upon reaching level 8 the Ultimate Elementalist gains the ability to walk on any surface made of the element they have infused themselves with.
Iron-Willed (SU): At 9th level, the Ultimate Elementalist gains an AC bonus of her CON mod while Infused with the earth element
Elemental Armaments (SP): At level 10 the Ultimate Elementalist gains the ability to form weapons in her hands made out of the element she has infused herself with. At level 10 this does 3d12 of damage, at level 12 this increases to 4d10, at level 16 this increases to 4d12, and at level 19 this increases to 5d12. (The damage type depends on the weapon and the element. If it is a weapon that requires ammunition the ammunition is made of the same element as the weapon.) This ability does not grant proficiency with the conjured weapon.
Fists of Iron (SU): After 10 levels of progression here you are, a level 11 Ultimate Elementalist. After much grueling training and adventuring your fists have become hard as a rock. If you can hit, you deal an extra d8 of damage (only usable with an unarmed strike).
Above and Beyond (EX): At 11th level, the Ultimate Elementalist gains the ability to infuse more than just elements into her attacks, she can now infuse her life force into her attacks as well. Each time the Ultimate Elementalist makes an unarmed strike, she may pump power through her veins. She may deduct a number of his hit points (max of 10) and deal an extra 2 damage for each hit point deducted
Whirlwind Attack (EX): Starting at level 12 when you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell).
Elemental Teleport (SP): once per day a level 12 Ultimate Elementalist can disappear in a burst of the element they are currently infused with and reappear in the same way up to 45 ft. away. The distance which the Ultimate Elementalist teleports increases 20ft/level, but at level 20 the scaling ends and the distance goes up to one mile. This deals the Ultimate Elementalist's unarmed damage to all adjacent enemies in both locations.
Destructive Elementalist: enemies no longer get REF saves against the Ultimate Elementalist
One with the Elements (SU): At 14th level, the Ultimate Elementalist gains a -5 damage reduction to nature and its sources.
Internal Explosion (SP): At level 15, an Ultimate Elementalist can take a full round action to make a single unarmed attack against an opponent. If the attack hits and the target takes damage it must roll a Fortitude save(DC10+half Ultimate Elementalist's level+ Ultimate Elementalist's WIS modifier). If the roll fails, the target explodes with the element the Ultimate Elementalist is Imbued with and dies.
Elemental Hands (EX): At 17th level, if an Ultimate Elementalist is near a natural source of the element she is infused with, she gains a +5 to all damage from that element. Also, she may use a creature made of that element as a source for her bending, killing it instantly unless it passes a FOR save (10 + 1/2 Ultimate Elementalist's level + the Ultimate Elementalist's INT mod).
Advanced Elemental Armaments (EX): Grant's a level 19 Ultimate Elementalist the following feats for the weapons they conjure Weapon proficiency Weapon focus Weapon Tricks Weapon Handling Weapon Finesse
Metal Body (SU): At 20th level, the Ultimate Elementalist takes half damage from any and all sources. They also gain the ability to fabricate and bend metal.
Mind And Body (EX): At 20th level, the Ultimate Elementalist has become a true master of the Elements, adding her INT mod x2 to all her bending instead of the original score.
Elementalist By Day; Elementalist By Night (EX): At 20th level, an Ultimate Elementalist gains + 5 to all her attack/damage rolls with whatever element she is currently infused with in night time and a + 10 to all her attack/damage rolls with whatever element she is currently infused with in the day time. (Lighting does not affect the true nature of the astral cycle therefore this ability is based upon a 24 hour clock)
Elemental Pulse (EX): Once per week an Ultimate Elementalist may attempt to apply her Internal Explosion special ability to all opponents in sight.
Ex- Ultimate Elementalists
If an Ultimate Elementalist attempts to be or partakes in activities that would classify them as chaotic or evil she becomes a Fue (fw-ay) (Fallen Ultimate Elementalist). Fue's lose all charisma bonuses, are rejected by all societies, and become hunted by the gods.
Epic Ultimate Elementalist
|22nd||Bonus Epic Feat|
|23rd||Elementalist of Creation|
|24th||Bonus Epic Feat|
|25th||Elementalist of Destruction|
|26th||Bonus Epic Feat|
|29th||Bonus Epic Feat|
10 + Int modifier skill points per level.
Elemental Combination: allows the Epic Ultimate Elementalist to have all of the elements infused into her body at once. It takes a standard action to infuse each additional element into the Ultimate Elementalist. (Every type of element that is stacked in an attack deals the normal damage X the # of elements used.)
Elementalist of Creation: Allows the Epic Ultimate Elementalist to create sources of elements that will flow bountifully forever. When standing in the flow the Ultimate Elementalist and whomever else she chooses gets a +5 to damage and attack rolls.
Elementalist of Destruction: Allows the Epic Ultimate Elementalist to wipe matter from existence at the wave of a hand as long as she has that type of element imbued in her. This ability is meant to make the terrain of any area fully bend to the will of the Epic Ultimate Elementalist. Example: DM: "you come across a great impassible mountain range" Ultimate Elementalist: "I make the moumtains disappear and continue on with my jourmey"
Enlightenment: Through gaining the powers of creation and destruction you ascend to godliness. If you fall in battle you may simply immerse yourself in an element for 1 day and revive without any penalties.
Epic Ultimate Elementalist Bonus Feat List: all epic fighter and monk feats are available to the Epic Ultimate Elementalist.
Playing an Ultimate Elementalist
Religion: Ultimate Elementalists usually follow the religions of whatever parents they are born into; however they often change their religion once they grow mature of the mind or set off on a journey. The god's that are most common for them to follow are Kord, god of athletics, sports, brawling, strength, and courage; Istus, greater goddess of fate, destiny, divination, future and honesty; Osprem, lesser goddess of sea voyages, ships and sailors; Rao, greater god of peace, reason and serenity; Trithereon, intermediate god of individuality, liberty, retribution and self-defense; Zoser, lesser god of wind, tornadoes and dervishes; and Pelor, god of sun, light, strength and healing.
Other Classes: while charisma is always important for getting along with others, Ultimate Elementalists tend to work well with others anyway, especially in battle situations due to their versatile combat abilities.
Combat: Rolls vary.
Advancement see last paragraph of this page for multi-classing ideas.
Ultimate Elementalists in the World
|“||Revenge is like a two-headed rat-viper. While you watch your enemy go down, you’re being poisoned yourself.||”|
Ultimate Elementalists are almost always travelers looking to help anybody that's in need. Although, there have been some throughout history that have become mighty general's and lead empires to victory.
Daily Life: every day is a new adventure for these powerful people. On any given day they may encounter anything from a pack of suitable bachelor(ette)s to a revolution in the slums.
Notables: some very notable NPC's of this class are the avatars seen in the "Avatar the Last Airbender" series, dragon slayers that have obtained control over etherios seen in the series "Fairy Tail", and Card Captor Sakura.
NPC Reactions: NPC's tend to look to Ultimate Elementalists for help as they would a trusted friend.
Ultimate Elementalists in the Game
Adaptation: as this class in its own is a combination of about 6 other classes adaptation in the style of creating a varient class would not be very easy, however in the style of multi classing it would be smart to choose something that gains proficiency with all weapons because rather than clashing with this classes features it would allow the Ultimate Elementalist to envelop the weapon she's using with an element of her choice adding the unarmed damage for this class onto the weapon being used (this is because when one is proficient with a weapon it essentially becomes an extension of themselves).