Elementalism
I've been running a custom made Elementalist Class for some time now with a DM thats very good at making classes and prestiege classes. I'll share what we have worked out as best as I can here and perhaps post my word doc that I use for the class. I feel that its a almost perfect representation of how I see elementalists with a few problems Ill point out later.
The problem and reason why I wanted a better elementalist class was every depiction of an elementalist in the existing books focused on a specialist. You choose your element and then go from there. I felt that true elementalism isn't a focus as it is an understanding of all the powers and their interactions. Thus the life long journey is to understand the under pinnings of the Prime.
Merlion said:
1st level: Rebuke/Command elementals: Exactly as the evil cleric ability, but usable only on Elementals
Did this! and its a great idea and translates from the clerics ability quite well.
Merlion said:
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
We had some trouble with this, as this thread is also having. Basically, I wanted a pet to act as a tank/protector as an elemental is best suited. Familiars are not designed for combat yet they have the characteristics I wanted. So what we did was: * Caster can bind to an elemental familiar just as a Greater Familiar spell/feat would allow at 7th lvl and you can choose what element you want (earth elemental familar etc). * Its HD are equal to the caster level of the elementalist. * A new familiar can be re-summoned in 1 hr after the first pet has been released ( thus allowing you to change elements if needed).
This works well in-game as the elemental is tough enough to act as a guardian and help in combat but isnt so over powering as to make melee-types upset (it has very few feats and does only mediocre damage). But the earth elemental with its great AC and strength have proven useful in many situations. Essentially this is the Improved Familiar (greater familiar ) feat/spell. I augmented this with improved summoning feat to boost my familiar even more.
Merlion said:
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:
we didnt offer choice we just dolled it out in order of power.
Merlion said:
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
This is an interesting ability I have yet to really use. Its got heaps of role playing use however.
Merlion said:
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
We didnt do this, though its an interesting ability
Merlion said:
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
Why do this when you already have rebuke?
Merlion said:
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
This ability wasnt granted till you reach 10th lvl, and only then you gained some characteristics not full characteristics. Until you reached 20th.
Merlion said:
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.
Yes, every few levels this was applied. Makes sense and is very useful.
However, one question that has come up is how this applies to para-elemental energy. Now this is an argument that can go on forever, but sure you can have resistance to Earth and Water...so what happens when you get hit by mud? or some other para-elemental energy? Do you have resistance of 20? or 10? or 5 (since you dont specifically have the para-elemental resistance??).
Merlion said:
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
We replaced this whole thing with Advanced Learning ability which is allows the character to pick a spell that isnt a elemental spell (such as mage armor!).
Merlion said:
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
This seems to just replicate Spell Penetration Feat?
Merlion said:
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.
Good idea, think I might steal this. Allowing people to focus more on certain elements if they choose too.
So in practice my elementalist is basically a sorcerer caster who uses INT and CHA for his spell casting ability. Having a severly limited spell selection I can draw upon those spells like a sorcerer. I get Advanced Learning that allows me to get that odd wizard spell to give me some utility functions. I primarily use my Elemental familiar in combat and I use my spells to boost the pet.
HERE IS SOMETHING TO NOTE: my class also includes some CLERIC spells! Now the rantionale behind this is that elementalism is Earth/Air/Fire/Water but ALSO positive/negative energy!!! So, that allows the character to tap into some limited and defined clerical spells. THIS has been very helpful. Often I find myself playing cleric more than wizard due to the limited spells I have (even more so at low lvls) so being able to heal and buff party members not only makes sense (drawing up on the positive or negative material planes) but also is a great help to my familiar (who I can buff or heal) and teammates.
Biggest drawback is the limited spell selection (as it should be IMHO) and the lack of fighting ability (being a wizard makes you weak).
Its a good concept and there arent very many Classes that have familiars that can fight in combat and this should be and could be one of them.
Below is the draft version of the elementalist I play: