Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Elementalist Class: Third Draft
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Merlion" data-source="post: 1407837" data-attributes="member: 10397"><p>Ok done some refining on my Elementalist...I think its coming along pretty well. Tell me what you think</p><p></p><p></p><p>The Elementalist</p><p></p><p>Hit Die, BAB, BSB, Spellcasting, and Spells Per day and class skills as wizard</p><p></p><p>1st level: Rebuke/Command elementals: Exactly as the evil cleric ability, but usable only on Elementals</p><p></p><p>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.</p><p>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</p><p></p><p></p><p></p><p></p><p>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:</p><p></p><p>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</p><p></p><p>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</p><p></p><p>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</p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>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</p><p></p><p></p><p></p><p>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:</p><p>Air Lose Earth and vice versa</p><p>Fire Lose Water and vice Versa</p><p>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.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>And heres the spell list...first the basics, then the subtle correspondance spells that they can gain access to via the feat.</p><p></p><p></p><p>Elementalist Spell List</p><p>1st:</p><p>Air:</p><p>Feather Fall</p><p>Obscuring Mist</p><p>Shocking Grasp</p><p>Vortex*</p><p></p><p>Earth:</p><p>Magic Stone</p><p>Earth Blast*</p><p></p><p>Fire:</p><p>Burning Hands</p><p>Faerie Fire</p><p>Inferno Blast*</p><p></p><p>Water:</p><p>Grease</p><p>Obscuring Mist</p><p>Waterspout*</p><p></p><p>General:</p><p>Endure Elements, Summon Monster 1</p><p></p><p></p><p>2nd:</p><p></p><p>Air:</p><p>Fog Cloud</p><p>Levitate</p><p>Whispering Wind</p><p>Wind Wall</p><p></p><p>Earth:</p><p>Melf’s Acid Arrow</p><p>Soften Earth and Stone</p><p>Warp Wood</p><p>Wood Shape</p><p></p><p>Fire:</p><p>Fire Trap</p><p>Flame Blade</p><p>Flaming Sphere</p><p>Heat Metal</p><p>Produce Flame</p><p>Pyrotechnics</p><p></p><p>Water:</p><p>Chill Metal</p><p>Fog Cloud</p><p>Melf’s Acid Arrow</p><p></p><p></p><p>General: Resist Elements, Summon Monster 2</p><p></p><p>3rd:</p><p></p><p>Air:</p><p>Fly</p><p>Gaseous Form</p><p>Gust of Wind</p><p>Lightning Bolt</p><p>Sleet Storm</p><p>Stinking Cloud</p><p>Water Breathing</p><p></p><p>Earth:</p><p>Earth Rupture*</p><p>Keen Edge</p><p>Meld Into Stone</p><p>Root*</p><p>Rusting Grasp</p><p>Stone Shape</p><p></p><p>Fire:</p><p>Fireball</p><p>Flame Arrow</p><p></p><p>Water:</p><p>Quench</p><p>Rusting Grasp</p><p>Sleet Storm</p><p>Water Breathing</p><p>Watery Fist*</p><p></p><p>General: Dispel Magic, Protection From Elements, Summon Monster 3</p><p></p><p></p><p>4th:</p><p>Air:</p><p>Air Walk</p><p>Call Lightning</p><p>Ice Storm</p><p>Solid Fog</p><p>Vacuum Burst*</p><p></p><p>Earth:</p><p>Spike Stones</p><p>Stoneskin</p><p></p><p></p><p>Fire:</p><p>Fire Shield</p><p>Flame Strike (All Fire)</p><p>Wall of Fire</p><p></p><p>Water:</p><p>Control Water</p><p>Ice Storm</p><p>Solid Fog</p><p>Wall of Ice</p><p></p><p>General: Summon Monster 4</p><p></p><p>5th:</p><p>Air:</p><p>Cloudkill</p><p>Control Winds</p><p></p><p>Earth:</p><p>Earth Wave*</p><p>Passwall</p><p>Transmute Mud to Rock</p><p>Transmute Rock to Mud</p><p>Wall of Iron</p><p>Wall of Stone</p><p></p><p>Fire:</p><p>Bolts of Fire*</p><p></p><p></p><p></p><p>Water</p><p>Cloudkill</p><p>Cone of Cold</p><p>Transmute Mud to Rock</p><p>Transmute Rock to Mud</p><p></p><p>General: Lesser Planar Binding, Summon Monster 5</p><p></p><p>6th:</p><p>Air:</p><p>Acid Fog</p><p>Chain Lightning</p><p>Control Weather</p><p>Whirlwind Blast*</p><p></p><p></p><p>Earth:</p><p>Acid Fog</p><p>Flesh to Stone</p><p>Move Earth</p><p>Stone to Flesh</p><p></p><p>Fire:</p><p>Delayed Blast Fireball</p><p>Fire Seeds</p><p></p><p>Water:</p><p>Acid Fog</p><p>Control Weather</p><p>Otiluke’s Freezing Sphere</p><p></p><p></p><p>General: Greater Dispelling, Planar Binding, Summon Monster 6</p><p></p><p>7th:</p><p>Air: Blizzard*, Whirlwind, Wind Walk</p><p>Earth: Phase Door, Statue, Transmute Metal to Wood</p><p>Fire: Delayed Blast Fireball, Firestorm, </p><p>Water: Blizzard*</p><p>General: Plane Shift (Elemental planes only), Summon Monster 7</p><p></p><p>8th:</p><p>Air: Horrid Wilting, Incendiary Cloud</p><p>Earth: Earthquake, Iron Body, Repel Metal or Stone</p><p>Fire: Incendiary Cloud</p><p>Water: Horrid Wilting,</p><p>General: Greater Planar Binding, Summon Monster 8</p><p></p><p>9th:</p><p>Air: </p><p>Elemental Swarm</p><p>Earth: Elemental Swarm</p><p>Fire: Elemental Swarm, Meteor Swarm</p><p>Water: Elemental Swarm</p><p>General: Elemental Swarm, Summon Monster 9</p><p></p><p></p><p></p><p>Subtle Correspondence Spells:</p><p>0th:</p><p>Air:</p><p>Daze, Mage Hand</p><p>1st level: Charm Person, Sleep</p><p>2nd Level: Detect Thoughts, See Invisibility</p><p>3rd level: Clairaudience/Clairvoyance, Hold Person, Suggestion</p><p>4th level: Charm Monster, Confusion, Scrying, Tongues</p><p>5th level: Dominate Person, Feeblemind, Hold Monster, Mind Fog, Rary’s Telepathic Bond, Sending</p><p>6th level: Legend Lore, Mass Suggestion, Teleport, Telekinesis</p><p>7th level: Greater Scrying, Insanity, Vision</p><p>8th level: Antipathy, Mass Charm, Sympathy, Teleport Without Error, Discern Location</p><p>9th level: Dominate Monster, Foresight</p><p>Earth:</p><p>0th level: Cure Minor Wounds, Mending</p><p>1st level: Cure Light Wounds</p><p>2nd level: Bull’s Strength, Cat’s Grace, Endurance, Lesser Restoration</p><p>3rd level: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Disease</p><p>4th level: Dimensional Anchor, Cure Serious Wounds, Giant’s Strength*, Superior Endurance*, Sylph’s Grace*</p><p>5th level: Cure Critical Wounds, Restoration</p><p>6th: Healing Circle, Hero’s Feast</p><p>7th level: Heal, Tenser’s Transformation</p><p>8th level: Greater Restoration, Regenerate</p><p>9th level: Mass Heal</p><p>Fire: </p><p>0th level: Dancing Lights, Flare, Light</p><p>1st level: Colour Spray, Faerie Fire</p><p>2nd level: Daylight, Shatter</p><p>3rd level: Searing Light</p><p>4th level: Emotion</p><p>5th level: </p><p>6th level: Animate Objects, Disintegrate </p><p>7th level: Resurrection, Sunbeam, Prismatic Spray</p><p>8th level: Prismatic Wall, Sunburst</p><p>9th level: Prismatic Sphere, Implosion, True Resurrection </p><p>Water:</p><p>0th: </p><p>1st level: Cure Light Wounds, Change Self, Enlarge, Reduce</p><p>2nd level: Alter Self</p><p>3rd level: Cure Moderate Wounds, Dispel Magic, Remove Curse, Remove Disease</p><p>4th level: Cure Critical Wounds, Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other</p><p>5th level: Break Enchantment, Dismissal, </p><p>6th level: Antimagic Field, Globe of Invulnerability, Greater Dispelling, Healing Circle</p><p>7th level: Banishment</p><p>8th level: Mind Blank, Polymorph Any Object, Protection From Spells</p><p>9th level: Mordenkainen’s Disjunction, Shapechange</p></blockquote><p></p>
[QUOTE="Merlion, post: 1407837, member: 10397"] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Elementalist Class: Third Draft
Top