Merlion
First Post
Ok done some refining on my Elementalist...I think its coming along pretty well. Tell me what you think
The Elementalist
Hit Die, BAB, BSB, Spellcasting, and Spells Per day and class skills as wizard
1st level: Rebuke/Command elementals: Exactly as the evil cleric ability, but usable only on Elementals
3rd level: Elemental Companion: At 3rd level, the Elementalist may summon an elemental companion once per day. The elemental gains in strength as the Elementalist gains levels (use the chart for Druid animal companion). The Elemental’s size and other abilities are as a normal elemental of its Hit Dice. The Elemental remains for 24 hours or until destroyed. If the Elemental is destroyed the Elementalist may not summon another for 24 hours.
At 7th level the Elementalist may choose to summon an Air, Earth, Fire or Water Mephit instead of a normal elemental. The Mephit advances according to the Elementalist’s level just as a normal elemental would
5th level: Elemental Mastery: At 5th level, and again at 10th, 15th and 20th level the elementalist may select an ability from the following list:
Elemental Substitition: The elementalist may alter an elemental or energy spell as it is cast to utilize a different element or energy type. This is a free action and functions only on spells with the Acid, Air, Cold, Earth, Electrecity, Fire or Water descriptors. The elementalist may use this ability 3 times per day, plus one additional time per day for every 5 elementalist levels beyond 5
Elemental Counterspell: An elementalist may counter a spell with an elemental or energy descriptor with any spell of equal or greater level of the oposite elemental or energy descriptor (Fire counters Water, Electricity counters Acid etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors
Elemental Dispell: An Elementalist may dispell an existing elemental or energy spell using any spell of equal or greater level with the oposite elemental or energy descriptor (Earth dispells Air, Cold dispells Fire etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors
Elemental Form: The elementalist may assume the form of a Medium air, earth, fire or water elemental once per day per 5 elementalist levels. The transformation lasts for 1 hour per elementalist level, or untill the elementalist decides to change back. This ability functions like a Polymorph spell, accept the Elementalist gains all supernatural and extraordinary abilities of the elemental form. The Elementalist may take this ability more than once. Each time it is taken, the Elementalist gains the ability to assume the form of an Elemental one size larger than he previously could
Energy Resistance: The elementalist gains resistance 10 to acid, cold, electricity, fire or damage from earth-based sources (such as Earth elementals). This ability may be taken more than once and applies to a different resistance each time.
Subtle Correspondence: The elementalist may choose to gain access to 9 subtle correspondence spells of any level and/or element. Any spells chosen of a level that the elementalist currently has access to are added to his spellbook. Any of higher levels than the elementalist has access to are added to his class spell list and can be learned normaly. This ability may be taken multiple times
Overcome Resistance: Once per day per five class levels the Elementalist may cast a single spell and have it ignore some degree of energy or elemental resistance. Any creature affected by the chosen spell is treated as having its resistance to the spells energy or elemental descriptor as 10 points below its normal value. Using this ability is a free action that must be declared before the spell is cast
Specialist Elementalists: A Elementalist may choose to focus on one of the four elements. He gains one additional spell per day at each spell level and a +2 bonus to spellcraft checks relating to spells of his element, but he looses access to spells of the opposing element as follows:
Air Lose Earth and vice versa
Fire Lose Water and vice Versa
Additionally a specialized elementalist may only use certain abilities with his own element of specialty. He may only summon an Elemental of his chosen element, he may only subsititue his own element or its associated energy type with Elemental Substitition, and he may only assume the form of an Elemental of his chosen type.
And heres the spell list...first the basics, then the subtle correspondance spells that they can gain access to via the feat.
Elementalist Spell List
1st:
Air:
Feather Fall
Obscuring Mist
Shocking Grasp
Vortex*
Earth:
Magic Stone
Earth Blast*
Fire:
Burning Hands
Faerie Fire
Inferno Blast*
Water:
Grease
Obscuring Mist
Waterspout*
General:
Endure Elements, Summon Monster 1
2nd:
Air:
Fog Cloud
Levitate
Whispering Wind
Wind Wall
Earth:
Melf’s Acid Arrow
Soften Earth and Stone
Warp Wood
Wood Shape
Fire:
Fire Trap
Flame Blade
Flaming Sphere
Heat Metal
Produce Flame
Pyrotechnics
Water:
Chill Metal
Fog Cloud
Melf’s Acid Arrow
General: Resist Elements, Summon Monster 2
3rd:
Air:
Fly
Gaseous Form
Gust of Wind
Lightning Bolt
Sleet Storm
Stinking Cloud
Water Breathing
Earth:
Earth Rupture*
Keen Edge
Meld Into Stone
Root*
Rusting Grasp
Stone Shape
Fire:
Fireball
Flame Arrow
Water:
Quench
Rusting Grasp
Sleet Storm
Water Breathing
Watery Fist*
General: Dispel Magic, Protection From Elements, Summon Monster 3
4th:
Air:
Air Walk
Call Lightning
Ice Storm
Solid Fog
Vacuum Burst*
Earth:
Spike Stones
Stoneskin
Fire:
Fire Shield
Flame Strike (All Fire)
Wall of Fire
Water:
Control Water
Ice Storm
Solid Fog
Wall of Ice
General: Summon Monster 4
5th:
Air:
Cloudkill
Control Winds
Earth:
Earth Wave*
Passwall
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Iron
Wall of Stone
Fire:
Bolts of Fire*
Water
Cloudkill
Cone of Cold
Transmute Mud to Rock
Transmute Rock to Mud
General: Lesser Planar Binding, Summon Monster 5
6th:
Air:
Acid Fog
Chain Lightning
Control Weather
Whirlwind Blast*
Earth:
Acid Fog
Flesh to Stone
Move Earth
Stone to Flesh
Fire:
Delayed Blast Fireball
Fire Seeds
Water:
Acid Fog
Control Weather
Otiluke’s Freezing Sphere
General: Greater Dispelling, Planar Binding, Summon Monster 6
7th:
Air: Blizzard*, Whirlwind, Wind Walk
Earth: Phase Door, Statue, Transmute Metal to Wood
Fire: Delayed Blast Fireball, Firestorm,
Water: Blizzard*
General: Plane Shift (Elemental planes only), Summon Monster 7
8th:
Air: Horrid Wilting, Incendiary Cloud
Earth: Earthquake, Iron Body, Repel Metal or Stone
Fire: Incendiary Cloud
Water: Horrid Wilting,
General: Greater Planar Binding, Summon Monster 8
9th:
Air:
Elemental Swarm
Earth: Elemental Swarm
Fire: Elemental Swarm, Meteor Swarm
Water: Elemental Swarm
General: Elemental Swarm, Summon Monster 9
Subtle Correspondence Spells:
0th:
Air:
Daze, Mage Hand
1st level: Charm Person, Sleep
2nd Level: Detect Thoughts, See Invisibility
3rd level: Clairaudience/Clairvoyance, Hold Person, Suggestion
4th level: Charm Monster, Confusion, Scrying, Tongues
5th level: Dominate Person, Feeblemind, Hold Monster, Mind Fog, Rary’s Telepathic Bond, Sending
6th level: Legend Lore, Mass Suggestion, Teleport, Telekinesis
7th level: Greater Scrying, Insanity, Vision
8th level: Antipathy, Mass Charm, Sympathy, Teleport Without Error, Discern Location
9th level: Dominate Monster, Foresight
Earth:
0th level: Cure Minor Wounds, Mending
1st level: Cure Light Wounds
2nd level: Bull’s Strength, Cat’s Grace, Endurance, Lesser Restoration
3rd level: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Disease
4th level: Dimensional Anchor, Cure Serious Wounds, Giant’s Strength*, Superior Endurance*, Sylph’s Grace*
5th level: Cure Critical Wounds, Restoration
6th: Healing Circle, Hero’s Feast
7th level: Heal, Tenser’s Transformation
8th level: Greater Restoration, Regenerate
9th level: Mass Heal
Fire:
0th level: Dancing Lights, Flare, Light
1st level: Colour Spray, Faerie Fire
2nd level: Daylight, Shatter
3rd level: Searing Light
4th level: Emotion
5th level:
6th level: Animate Objects, Disintegrate
7th level: Resurrection, Sunbeam, Prismatic Spray
8th level: Prismatic Wall, Sunburst
9th level: Prismatic Sphere, Implosion, True Resurrection
Water:
0th:
1st level: Cure Light Wounds, Change Self, Enlarge, Reduce
2nd level: Alter Self
3rd level: Cure Moderate Wounds, Dispel Magic, Remove Curse, Remove Disease
4th level: Cure Critical Wounds, Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other
5th level: Break Enchantment, Dismissal,
6th level: Antimagic Field, Globe of Invulnerability, Greater Dispelling, Healing Circle
7th level: Banishment
8th level: Mind Blank, Polymorph Any Object, Protection From Spells
9th level: Mordenkainen’s Disjunction, Shapechange
The Elementalist
Hit Die, BAB, BSB, Spellcasting, and Spells Per day and class skills as wizard
1st level: Rebuke/Command elementals: Exactly as the evil cleric ability, but usable only on Elementals
3rd level: Elemental Companion: At 3rd level, the Elementalist may summon an elemental companion once per day. The elemental gains in strength as the Elementalist gains levels (use the chart for Druid animal companion). The Elemental’s size and other abilities are as a normal elemental of its Hit Dice. The Elemental remains for 24 hours or until destroyed. If the Elemental is destroyed the Elementalist may not summon another for 24 hours.
At 7th level the Elementalist may choose to summon an Air, Earth, Fire or Water Mephit instead of a normal elemental. The Mephit advances according to the Elementalist’s level just as a normal elemental would
5th level: Elemental Mastery: At 5th level, and again at 10th, 15th and 20th level the elementalist may select an ability from the following list:
Elemental Substitition: The elementalist may alter an elemental or energy spell as it is cast to utilize a different element or energy type. This is a free action and functions only on spells with the Acid, Air, Cold, Earth, Electrecity, Fire or Water descriptors. The elementalist may use this ability 3 times per day, plus one additional time per day for every 5 elementalist levels beyond 5
Elemental Counterspell: An elementalist may counter a spell with an elemental or energy descriptor with any spell of equal or greater level of the oposite elemental or energy descriptor (Fire counters Water, Electricity counters Acid etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors
Elemental Dispell: An Elementalist may dispell an existing elemental or energy spell using any spell of equal or greater level with the oposite elemental or energy descriptor (Earth dispells Air, Cold dispells Fire etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors
Elemental Form: The elementalist may assume the form of a Medium air, earth, fire or water elemental once per day per 5 elementalist levels. The transformation lasts for 1 hour per elementalist level, or untill the elementalist decides to change back. This ability functions like a Polymorph spell, accept the Elementalist gains all supernatural and extraordinary abilities of the elemental form. The Elementalist may take this ability more than once. Each time it is taken, the Elementalist gains the ability to assume the form of an Elemental one size larger than he previously could
Energy Resistance: The elementalist gains resistance 10 to acid, cold, electricity, fire or damage from earth-based sources (such as Earth elementals). This ability may be taken more than once and applies to a different resistance each time.
Subtle Correspondence: The elementalist may choose to gain access to 9 subtle correspondence spells of any level and/or element. Any spells chosen of a level that the elementalist currently has access to are added to his spellbook. Any of higher levels than the elementalist has access to are added to his class spell list and can be learned normaly. This ability may be taken multiple times
Overcome Resistance: Once per day per five class levels the Elementalist may cast a single spell and have it ignore some degree of energy or elemental resistance. Any creature affected by the chosen spell is treated as having its resistance to the spells energy or elemental descriptor as 10 points below its normal value. Using this ability is a free action that must be declared before the spell is cast
Specialist Elementalists: A Elementalist may choose to focus on one of the four elements. He gains one additional spell per day at each spell level and a +2 bonus to spellcraft checks relating to spells of his element, but he looses access to spells of the opposing element as follows:
Air Lose Earth and vice versa
Fire Lose Water and vice Versa
Additionally a specialized elementalist may only use certain abilities with his own element of specialty. He may only summon an Elemental of his chosen element, he may only subsititue his own element or its associated energy type with Elemental Substitition, and he may only assume the form of an Elemental of his chosen type.
And heres the spell list...first the basics, then the subtle correspondance spells that they can gain access to via the feat.
Elementalist Spell List
1st:
Air:
Feather Fall
Obscuring Mist
Shocking Grasp
Vortex*
Earth:
Magic Stone
Earth Blast*
Fire:
Burning Hands
Faerie Fire
Inferno Blast*
Water:
Grease
Obscuring Mist
Waterspout*
General:
Endure Elements, Summon Monster 1
2nd:
Air:
Fog Cloud
Levitate
Whispering Wind
Wind Wall
Earth:
Melf’s Acid Arrow
Soften Earth and Stone
Warp Wood
Wood Shape
Fire:
Fire Trap
Flame Blade
Flaming Sphere
Heat Metal
Produce Flame
Pyrotechnics
Water:
Chill Metal
Fog Cloud
Melf’s Acid Arrow
General: Resist Elements, Summon Monster 2
3rd:
Air:
Fly
Gaseous Form
Gust of Wind
Lightning Bolt
Sleet Storm
Stinking Cloud
Water Breathing
Earth:
Earth Rupture*
Keen Edge
Meld Into Stone
Root*
Rusting Grasp
Stone Shape
Fire:
Fireball
Flame Arrow
Water:
Quench
Rusting Grasp
Sleet Storm
Water Breathing
Watery Fist*
General: Dispel Magic, Protection From Elements, Summon Monster 3
4th:
Air:
Air Walk
Call Lightning
Ice Storm
Solid Fog
Vacuum Burst*
Earth:
Spike Stones
Stoneskin
Fire:
Fire Shield
Flame Strike (All Fire)
Wall of Fire
Water:
Control Water
Ice Storm
Solid Fog
Wall of Ice
General: Summon Monster 4
5th:
Air:
Cloudkill
Control Winds
Earth:
Earth Wave*
Passwall
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Iron
Wall of Stone
Fire:
Bolts of Fire*
Water
Cloudkill
Cone of Cold
Transmute Mud to Rock
Transmute Rock to Mud
General: Lesser Planar Binding, Summon Monster 5
6th:
Air:
Acid Fog
Chain Lightning
Control Weather
Whirlwind Blast*
Earth:
Acid Fog
Flesh to Stone
Move Earth
Stone to Flesh
Fire:
Delayed Blast Fireball
Fire Seeds
Water:
Acid Fog
Control Weather
Otiluke’s Freezing Sphere
General: Greater Dispelling, Planar Binding, Summon Monster 6
7th:
Air: Blizzard*, Whirlwind, Wind Walk
Earth: Phase Door, Statue, Transmute Metal to Wood
Fire: Delayed Blast Fireball, Firestorm,
Water: Blizzard*
General: Plane Shift (Elemental planes only), Summon Monster 7
8th:
Air: Horrid Wilting, Incendiary Cloud
Earth: Earthquake, Iron Body, Repel Metal or Stone
Fire: Incendiary Cloud
Water: Horrid Wilting,
General: Greater Planar Binding, Summon Monster 8
9th:
Air:
Elemental Swarm
Earth: Elemental Swarm
Fire: Elemental Swarm, Meteor Swarm
Water: Elemental Swarm
General: Elemental Swarm, Summon Monster 9
Subtle Correspondence Spells:
0th:
Air:
Daze, Mage Hand
1st level: Charm Person, Sleep
2nd Level: Detect Thoughts, See Invisibility
3rd level: Clairaudience/Clairvoyance, Hold Person, Suggestion
4th level: Charm Monster, Confusion, Scrying, Tongues
5th level: Dominate Person, Feeblemind, Hold Monster, Mind Fog, Rary’s Telepathic Bond, Sending
6th level: Legend Lore, Mass Suggestion, Teleport, Telekinesis
7th level: Greater Scrying, Insanity, Vision
8th level: Antipathy, Mass Charm, Sympathy, Teleport Without Error, Discern Location
9th level: Dominate Monster, Foresight
Earth:
0th level: Cure Minor Wounds, Mending
1st level: Cure Light Wounds
2nd level: Bull’s Strength, Cat’s Grace, Endurance, Lesser Restoration
3rd level: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Disease
4th level: Dimensional Anchor, Cure Serious Wounds, Giant’s Strength*, Superior Endurance*, Sylph’s Grace*
5th level: Cure Critical Wounds, Restoration
6th: Healing Circle, Hero’s Feast
7th level: Heal, Tenser’s Transformation
8th level: Greater Restoration, Regenerate
9th level: Mass Heal
Fire:
0th level: Dancing Lights, Flare, Light
1st level: Colour Spray, Faerie Fire
2nd level: Daylight, Shatter
3rd level: Searing Light
4th level: Emotion
5th level:
6th level: Animate Objects, Disintegrate
7th level: Resurrection, Sunbeam, Prismatic Spray
8th level: Prismatic Wall, Sunburst
9th level: Prismatic Sphere, Implosion, True Resurrection
Water:
0th:
1st level: Cure Light Wounds, Change Self, Enlarge, Reduce
2nd level: Alter Self
3rd level: Cure Moderate Wounds, Dispel Magic, Remove Curse, Remove Disease
4th level: Cure Critical Wounds, Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other
5th level: Break Enchantment, Dismissal,
6th level: Antimagic Field, Globe of Invulnerability, Greater Dispelling, Healing Circle
7th level: Banishment
8th level: Mind Blank, Polymorph Any Object, Protection From Spells
9th level: Mordenkainen’s Disjunction, Shapechange
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