All right, I posted this about 6 months ago a least when I was more active on these boards. It was during the time when these were run on Noah's site, and I have not posted very much since then. The major reason being that I've had a lot of work to do lately.... woah, getting off topic.
I love this class. It's original, it's controversial, it's mine. Love it, hate it, tell me what you think. I'm sure there are fresh new faces on these boards that would love to have a chance to rip on me for creating a non-casting Elementalist. Feedback is very welcome!
If I'm lucky, perhaps this will make its way into some of your campaigns.
Elementalist (1.2)
Class
Author: Patrick McCormick
Author’s E-mail: cymsdale@twcny.rr.com
There are those in this world who have a great understanding of the four basic elements of nature: fire, air, earth and water. Those that choose to become elementalists do not necessarily have the same awe and respect for nature as druids and rangers due. Elementalists, rather, are interested in the raw power of these four forces of the universe. They seek a greater understanding of them so that they may control these powers and apply them to their daily lives. Part of an elementalist’s ability comes from a slight understanding of the arcane. Much of it, however, is a finely attuned connection to the elemental planes themselves.
Adventures: Many elementalists adventure in hopes of finding a practical use for their abilities. Elementalists enjoy the powers they wield, but feel too ordinary if they are not putting themselves forth in an adventurous light. Elementalists also enjoy respect, both from other adventurers and from the actual elemental powers. An elementalist is not nearly as powerful if he does not garner the respect of the powers.
Characteristics: Elementalists have moderate fighting ability, but are not nearly as powerful as the other “front-line” adventurers. Their key ability lies in their powerful elemental strike, which allows them to temporarily imbue the power of the elements into their weapon to deliver powerful blows, or to take advantage of an enemy’s particular weakness. An elementalist has to rely on knowing the strengths and weaknesses of his opponent if he wants to make maximum use of his power.
The powers of the elementalist become more apparent as they rise in ability, and soon start to tap further into the powers of the elemental planes. Eventually they achieve the ability to talk with elemental entities they meet, summon them forth temporarily to do their bidding, and eventually command elementals completely as their master.
Alignment: Elementalists may be of any alignment. Good elementalists may wield their powers in the name of a particular deity, and usually seek to help people in whatever way they can with their powers. Those of the lawful variety see themselves as typical bringers about of justice. Some are employed as law enforcement, although most elementalists do not care to be that tied down to one place. Chaotic elementalists do whatever they can to show off their abilities, sometimes putting shows on for townsfolk by performing small cantrip effects to amuse others. Evil elementalists are a brutal bunch, seeing the elements as their own personal slaves and forcing them to do their bidding.
Religion: Elementalists pay respect to a number of gods, and they tend never to favor one particular one over the others. They are much more fascinated with the elemental powers, and rarely link them to any particular god. Some elementalists see the art of elementalism as a religion in and of itself, and may even worship a particular elemental plane as if it were a god.
Background: Many elementalists are thrill-seekers or power mongers. Some simply have a fascination with the elements, and others feel that tapping into the field of elementalism is the best way to achieve their goals.
Elementalists are often not taught by a master, but usually train themselves in the art. Much of what it takes to be an elementalist is simply desire, and not necessarily rigorous training. Those who have trained in the art of being an elementalist will claim that the powers are simply there waiting to be tapped into by those who care to, all it takes is a special amount of dedication and belief.
Races: Every race has their fair share of those that are interested in elementalism. Humans may become elementalists in order to achieve great power and ability. Gnomes and Elves sometimes see elementalism as simply another way to achieve closeness with nature as an alternative to becoming a druid. The Half races will often follow the path as a way to make a name for themselves, and find respect from entities that they may not be able to garner from the human population. Halflings elementalists are putting their curiosity down a particular avenue.
The brutal races also have a large number of elementalists. Many of them simply see the elements as a source of power and will use any excuse to put that power into their own hands.
Other Classes: Elementalists have a curious position in a party structure. Not every elementalist views his role the same as other elementalists. Some see themselves as a front-line combatant who must use their power to slay those that come in the way. Others view themselves as a back-up member who is there to help cover the weak spots of the group. The more powerful elementalists may see themselves as an ambassador to the elemental planes, calling forth the powers of the elements in times of party-need.
Of all the classes, the elementalist is the one most likely to also be trained in another profession. Not everyone is willing to devote their lives to achieve all the powers that the elements have to offer; sometimes a fighter or rogue may enjoy a small spark of spell-like ability in their own personal arsenal. Druids may dabble in the art of elementalism to view nature from a completely new angle. Bards sometimes like to add the flare of the elemental powers into their performances in order to amuse others. Sorcerers sometimes feel kin to elementalists and wizards may see the art as an amusing diversion from their studies.
Game Rule Information
Elementalists have the following game statistics.
Abilities: Elementalists can find distinct advantages to having high scores in just about any ability. Strength, Dexterity, and Constitution are always important for any class that is planning to participate in much melee combat. Charisma can also be important for an elementalist who relies on their personality to sway others and to gain more respect from elementals.
Alignment: Any.
Hit Die: d8.
Class Skills
The elementalist’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The planes) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the elementalist.
Weapon and Armor Proficiency: An elementalist is proficient with all simple weapons. Additionally, they are proficient with each of the following: light hammer, short sword, light flail, long sword, scimitar, war hammer, and the whip. They are proficient in light and medium armor, and are skilled with using shields. Note: Armor check penalties apply to certain skills.
Elemental Strike: The elemental strike is the pride of the elementalist. An elementalist is capable of imbuing the power of an element of his choice into the weapon he is currently wielding a certain number of times per day depending on his level. The effects of the elemental imbuing only count for the attacks made during that particular round, so the imbuing is lost if all the attacks the elementalist makes fail. The elementalist chooses the element he will imbue into that weapon at the beginning of his turn. If the elementalist is wielding a weapon that he did not gain proficiency with by the elementalist class, that weapon is incapable of being imbued. The exception only exception is the whip. A whip may not be imbued for an elemental strike, but many elementalists prefer to use the whip in other types of attacks. Missile weapons cannot be imbued with an elemental strike. Only weapons in the elementalist’s primary hand can be imbued.
The following effects are possible depending on the choice of element by the elementalist:
Fury of the Flame: The elementalist imbues the power of fire into his weapon for that round. Each attack made with that weapon during the round acts as if the weapon had a +1 magical modifier (does not stack with the modifier of a magical weapon). In addition, the weapon will deal an extra 1d4+ (½ elementalist level) worth of fire damage on a successful strike, and will ignite any flammable material it touches. At level 6, the magical modifier jumps to +2. At level 12, the magical modifier jumps to +3. At level 18, the magical modifier becomes +4.
Blood to Water: The elementalist imbues the power of water into his weapon for that round. The weapon will have the power to heal by turning the blood of his enemies into purifying healing water that will spray onto the wielder and recharge an amount of life equal to (1/2 the damage done by the weapon) + 1/level.
Hard Impact: The elementalist imbues the power of earth into his weapon for that round. The blows made by the weapon will hit with such an extra hard impact that the threat range for a critical hit doubles on that weapon for the round. When the Elementalist reaches level 8, any critical threat achieved with this strike is automatically successful. At level 16, the critical threat range of the weapon is tripled instead of doubled.
Swift Blows: The elementalist imbues the power of wind into his weapon for that round. For each missed attack the elementalist makes, he is allowed a re-roll at a –2 penalty. He is only allowed one re-roll per attack. At level 8 the penalty for the re-rolled attack is reduced to –1. At level 16, there is no penalty for a re-rolled attack.
The actual imbuing of the weapon is done as a free action. Elemental Strike is a supernatural ability.
The number of times the Elementalist can use this ability is equal to (half his class level + 1)/day. This ability is capped at 10/day.
Bonus Power: The elementalist taps into the powers of the elements to grant himself a specific power at 1st level and every multiple of 5 afterwards. The elementalist chooses which element to take the power from each time he gains a new one. Once he chooses he cannot change it later on. He can choose the same element more than once; the effects do stack.
Blood of Fire: The elementalist feels the burning power of the elemental plane of fire inside him during the heat of combat. His passion grants him a +1 non-magical attack bonus to see if he hits. This is added to the base attack bonus of the Elementalist.
Water of Life: The elementalist is touched by the rejuvenating powers offered from the elemental plane of water. His Constitution modifier is assumed to be 1 higher for the purpose of rolling hit dice. Whenever the Elementalist takes this power, the effect is added for each of the previous character levels of the elementalist as well.
Skin of Stone: The elementalist is granted the toughness offered from the elemental plane of earth. His skin becomes slightly tougher to blows, and it is harder to hurt the elementalist. He gains a +1 natural armor bonus to his AC.
Swiftness: The elementalist gains speed from the elemental plane of air. He can move an extra 10 ft. more than usual because of his quickness.
Speak with Elements: At 3rd level, the elementalist gains the ability to speak to and understand any elemental. This does not mean that elementals will necessarily respect him or treat him differently, but they might hold him to a higher standard if he has something interesting to say.
This is a supernatural ability.
Elemental Cantrip: At 3rd level, the elementalist also gains the ability to perform minor element-based cantrip effects. These effects are similar to those caused by the prestidigitation spell. The elementalist, however, is he is not limited to the amount of times he can use this ability per day. Each time the Elementalist uses the ability however, he must focus it on one element (fire, air, water, earth).
The effects of the ability usually are the slight modification of elements. An elementalist could create a small flame that could light a candle, but it would only be a small flicker and would never cause damage or light something of significance on fire. The elementalist could create ripples and small waves at a small distance by flicking his fingers, but he could never conjure up a typhoon or create a sucking whirlpool. The small gusts of wind he could make would only be enough to blow a loose paper off the edge of a desk or to extinguish a candle flame; it would barely be enough to blow any thing heavier than a feather off the ground. The ability for the elementalist to manipulate earth is perhaps the most interesting with the ability to smooth out footprints left in dirt, or with hours of concentration and focus to even shift and morph small pieces of rock and clay no heavier than a pound. Of course, these are just examples, and the spell limitations are best defined by the DM.
Elemental Cantrip is a spell-like ability.
Control Elemental: At 2nd level, the Elementalist gets to rebuke and command elementals just as an evil or neutral cleric can rebuke or command undead. The Elementalist is not considered to be channeling positive or negative energy when he uses this ability. The elementalist can use this ability up to three times per day plus his charisma modifier. The elementalist’s rebuking level is equal to his class level. The ability only applies to standard earth, air, fire, and water elementals.
Master of the Elements: The elementalist gets to call an elemental companion from the elemental planes that will follow the elementalist abroad at 9th level. The elemental companion’s type is the choice of the elementalist. The elementals size is always medium. The elemental companion is semi-expendable, if the elemental should ever be dismissed by its master or killed in the line of duty, the elementalist may call a new elemental after a 24-hour period. An elementalist can only have one elemental companion at a time.
An elemental companion cannot be rebuked or controlled by another Elementalist. The elementalist has a telepathic link with his companion that is can use as a free action.
Calling an elemental companion takes an hour of uninterrupted thought.
Calling an elemental companion is a supernatural ability.
Elemental Gatekeeper: Upon reaching level 20, the elementalist becomes an Elemental Gatekeeper. The elementalist has the power to open and close gates to the elemental planes.
This great power of the elementalist can be used in the following ways:
Banish Elemental: An Elemental Gatekeeper has the ability to banish any non-elder elemental back to the elemental plane it originated. This is a full round action. The Elementalist cannot banish an elemental companion.
This is a spell-like ability.
Conjure Elemental: Once per day, the Elementalist can conjure an elemental from one of the four planes as per the spell Summon Nature’s Ally IX. This is a spell-like ability, and can only be used to summon elementals. Note: This ability is separate from the elementalist’s ability to call an elemental companion.
Elemental Journey: The elementalist has the power enter and survive in any of the four elemental planes. The elementalist cannot take any companions along when he enters the plane (this does not include elemental companions, they can travel with the Elementalist anywhere). The elementalist accomplishes this feat by concentrating for 5 minutes and entering a portal (doorway, cave entrance, etc.) of their choice.
When the elementalist reaches the other side, what they do in the new world is up to them. The portal they entered the plane through is always similar to the one they went through when they left the material plane. The elementalist leaves the elemental plane in a similar fashion (thus, round trip is at least 10 minutes). When journeying back to the Prime Material plane however, the journey is risky if the elementalist does not use the same portal he used to enter the elemental plane.
If the elementalist exits the elemental plane through a different portal, the resulting destination on the Prime Material plane is unpredictable, unless the elementalist is familiar with the plane and has used that particular portal before. The DM should know where each portal leads.
Human Elementalist Starting Package
Armor: Studded leather +3 AC, speed 30 ft., 20 lb., armor check penalty –1.
Weapons: Longsword (1d8, crit 19-20/x2, 4 lb., Medium-size, Slashing).
Whip (1d2 subduel, 2 lb, Small, Slashing)
Skill Selection: Pick a number of skills equal to 5 + Int modifier
Skill Ranks Ability Armor
Bluff 4 Cha
Climb 4 Str -1
Diplomacy 4 Cha
Intuit Direction 4 Wis
Jump 4 Str -1
Knowledge (nature) 4 Int
Knowledge (planes) 4 Int
Listen 4 Wis
Perform 4 Cha
Sense Motive 4 Wis
Spellcraft 4 Int
Swim 4 Str
Feat: If Int 13 or higher, Expertise; If Int 12 or lower, Improved Initiative.
Bonus Feat: If Int 13 or higher, Improved Trip; If Int 12 or lower, Toughness.
Bonus Power: Skin of Stone
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches.
Gold: 1d4 gp.
Alternative Elementalist Starting Package
Same as human elementalist, except
Race: Elf, dwarf, half-elf, or half-orc.
Armor: Speed 20 ft. (dwarf only)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feat: none.
Alternative Elementalist Starting Package
Same as human elementalist, except
Race: Gnome or Halfling.
Armor: Speed 20 ft.
Weapons: Short sword (1d6, crit 19-20/x2, 3 lb., Small, Piercing) instead of longsword.
Gold: 2d4 gp.
I love this class. It's original, it's controversial, it's mine. Love it, hate it, tell me what you think. I'm sure there are fresh new faces on these boards that would love to have a chance to rip on me for creating a non-casting Elementalist. Feedback is very welcome!
If I'm lucky, perhaps this will make its way into some of your campaigns.
Elementalist (1.2)
Class
Author: Patrick McCormick
Author’s E-mail: cymsdale@twcny.rr.com
Code:
Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st 0 0 0 2 Elemental Strike (1/day), Bonus Power
2nd 1 0 0 3 Elemental Strike (2/day), Control Elementals
3rd 2 1 1 3 Speak With Elements, Elemental Cantrip
4th 3 1 1 4 Elemental Strike (3/day)
5th 3 1 1 4 Bonus Power
6th 4 2 2 5 Elemental Strike (4/day)
7th 5 2 2 5
8th 6\1 2 2 6 Elemental Strike (5/day)
9th 6\1 3 3 6 Master of the Elements
10th 7\2 3 3 7 Bonus Power, Elemental Strike (6/day)
11th 8\3 3 3 7
12th 9\4 4 4 8 Elemental Strike (7/day)
13th 9\4 4 4 8
14th 10\5 4 4 9 Elemental Strike (8/day)
15th 11\6\1 5 5 9 Bonus Power
16th 12\7\2 5 5 10 Elemental Strike (9/day)
17th 12\7\2 5 5 10
18th 13\8\3 6 6 11 Elemental Strike (10/day)
19th 14\9\4 6 6 11
20th 15\10\5 6 6 12 Elemental Gatekeeper, Bonus Power
Adventures: Many elementalists adventure in hopes of finding a practical use for their abilities. Elementalists enjoy the powers they wield, but feel too ordinary if they are not putting themselves forth in an adventurous light. Elementalists also enjoy respect, both from other adventurers and from the actual elemental powers. An elementalist is not nearly as powerful if he does not garner the respect of the powers.
Characteristics: Elementalists have moderate fighting ability, but are not nearly as powerful as the other “front-line” adventurers. Their key ability lies in their powerful elemental strike, which allows them to temporarily imbue the power of the elements into their weapon to deliver powerful blows, or to take advantage of an enemy’s particular weakness. An elementalist has to rely on knowing the strengths and weaknesses of his opponent if he wants to make maximum use of his power.
The powers of the elementalist become more apparent as they rise in ability, and soon start to tap further into the powers of the elemental planes. Eventually they achieve the ability to talk with elemental entities they meet, summon them forth temporarily to do their bidding, and eventually command elementals completely as their master.
Alignment: Elementalists may be of any alignment. Good elementalists may wield their powers in the name of a particular deity, and usually seek to help people in whatever way they can with their powers. Those of the lawful variety see themselves as typical bringers about of justice. Some are employed as law enforcement, although most elementalists do not care to be that tied down to one place. Chaotic elementalists do whatever they can to show off their abilities, sometimes putting shows on for townsfolk by performing small cantrip effects to amuse others. Evil elementalists are a brutal bunch, seeing the elements as their own personal slaves and forcing them to do their bidding.
Religion: Elementalists pay respect to a number of gods, and they tend never to favor one particular one over the others. They are much more fascinated with the elemental powers, and rarely link them to any particular god. Some elementalists see the art of elementalism as a religion in and of itself, and may even worship a particular elemental plane as if it were a god.
Background: Many elementalists are thrill-seekers or power mongers. Some simply have a fascination with the elements, and others feel that tapping into the field of elementalism is the best way to achieve their goals.
Elementalists are often not taught by a master, but usually train themselves in the art. Much of what it takes to be an elementalist is simply desire, and not necessarily rigorous training. Those who have trained in the art of being an elementalist will claim that the powers are simply there waiting to be tapped into by those who care to, all it takes is a special amount of dedication and belief.
Races: Every race has their fair share of those that are interested in elementalism. Humans may become elementalists in order to achieve great power and ability. Gnomes and Elves sometimes see elementalism as simply another way to achieve closeness with nature as an alternative to becoming a druid. The Half races will often follow the path as a way to make a name for themselves, and find respect from entities that they may not be able to garner from the human population. Halflings elementalists are putting their curiosity down a particular avenue.
The brutal races also have a large number of elementalists. Many of them simply see the elements as a source of power and will use any excuse to put that power into their own hands.
Other Classes: Elementalists have a curious position in a party structure. Not every elementalist views his role the same as other elementalists. Some see themselves as a front-line combatant who must use their power to slay those that come in the way. Others view themselves as a back-up member who is there to help cover the weak spots of the group. The more powerful elementalists may see themselves as an ambassador to the elemental planes, calling forth the powers of the elements in times of party-need.
Of all the classes, the elementalist is the one most likely to also be trained in another profession. Not everyone is willing to devote their lives to achieve all the powers that the elements have to offer; sometimes a fighter or rogue may enjoy a small spark of spell-like ability in their own personal arsenal. Druids may dabble in the art of elementalism to view nature from a completely new angle. Bards sometimes like to add the flare of the elemental powers into their performances in order to amuse others. Sorcerers sometimes feel kin to elementalists and wizards may see the art as an amusing diversion from their studies.
Game Rule Information
Elementalists have the following game statistics.
Abilities: Elementalists can find distinct advantages to having high scores in just about any ability. Strength, Dexterity, and Constitution are always important for any class that is planning to participate in much melee combat. Charisma can also be important for an elementalist who relies on their personality to sway others and to gain more respect from elementals.
Alignment: Any.
Hit Die: d8.
Class Skills
The elementalist’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The planes) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the elementalist.
Weapon and Armor Proficiency: An elementalist is proficient with all simple weapons. Additionally, they are proficient with each of the following: light hammer, short sword, light flail, long sword, scimitar, war hammer, and the whip. They are proficient in light and medium armor, and are skilled with using shields. Note: Armor check penalties apply to certain skills.
Elemental Strike: The elemental strike is the pride of the elementalist. An elementalist is capable of imbuing the power of an element of his choice into the weapon he is currently wielding a certain number of times per day depending on his level. The effects of the elemental imbuing only count for the attacks made during that particular round, so the imbuing is lost if all the attacks the elementalist makes fail. The elementalist chooses the element he will imbue into that weapon at the beginning of his turn. If the elementalist is wielding a weapon that he did not gain proficiency with by the elementalist class, that weapon is incapable of being imbued. The exception only exception is the whip. A whip may not be imbued for an elemental strike, but many elementalists prefer to use the whip in other types of attacks. Missile weapons cannot be imbued with an elemental strike. Only weapons in the elementalist’s primary hand can be imbued.
The following effects are possible depending on the choice of element by the elementalist:
Fury of the Flame: The elementalist imbues the power of fire into his weapon for that round. Each attack made with that weapon during the round acts as if the weapon had a +1 magical modifier (does not stack with the modifier of a magical weapon). In addition, the weapon will deal an extra 1d4+ (½ elementalist level) worth of fire damage on a successful strike, and will ignite any flammable material it touches. At level 6, the magical modifier jumps to +2. At level 12, the magical modifier jumps to +3. At level 18, the magical modifier becomes +4.
Blood to Water: The elementalist imbues the power of water into his weapon for that round. The weapon will have the power to heal by turning the blood of his enemies into purifying healing water that will spray onto the wielder and recharge an amount of life equal to (1/2 the damage done by the weapon) + 1/level.
Hard Impact: The elementalist imbues the power of earth into his weapon for that round. The blows made by the weapon will hit with such an extra hard impact that the threat range for a critical hit doubles on that weapon for the round. When the Elementalist reaches level 8, any critical threat achieved with this strike is automatically successful. At level 16, the critical threat range of the weapon is tripled instead of doubled.
Swift Blows: The elementalist imbues the power of wind into his weapon for that round. For each missed attack the elementalist makes, he is allowed a re-roll at a –2 penalty. He is only allowed one re-roll per attack. At level 8 the penalty for the re-rolled attack is reduced to –1. At level 16, there is no penalty for a re-rolled attack.
The actual imbuing of the weapon is done as a free action. Elemental Strike is a supernatural ability.
The number of times the Elementalist can use this ability is equal to (half his class level + 1)/day. This ability is capped at 10/day.
Bonus Power: The elementalist taps into the powers of the elements to grant himself a specific power at 1st level and every multiple of 5 afterwards. The elementalist chooses which element to take the power from each time he gains a new one. Once he chooses he cannot change it later on. He can choose the same element more than once; the effects do stack.
Blood of Fire: The elementalist feels the burning power of the elemental plane of fire inside him during the heat of combat. His passion grants him a +1 non-magical attack bonus to see if he hits. This is added to the base attack bonus of the Elementalist.
Water of Life: The elementalist is touched by the rejuvenating powers offered from the elemental plane of water. His Constitution modifier is assumed to be 1 higher for the purpose of rolling hit dice. Whenever the Elementalist takes this power, the effect is added for each of the previous character levels of the elementalist as well.
Skin of Stone: The elementalist is granted the toughness offered from the elemental plane of earth. His skin becomes slightly tougher to blows, and it is harder to hurt the elementalist. He gains a +1 natural armor bonus to his AC.
Swiftness: The elementalist gains speed from the elemental plane of air. He can move an extra 10 ft. more than usual because of his quickness.
Speak with Elements: At 3rd level, the elementalist gains the ability to speak to and understand any elemental. This does not mean that elementals will necessarily respect him or treat him differently, but they might hold him to a higher standard if he has something interesting to say.
This is a supernatural ability.
Elemental Cantrip: At 3rd level, the elementalist also gains the ability to perform minor element-based cantrip effects. These effects are similar to those caused by the prestidigitation spell. The elementalist, however, is he is not limited to the amount of times he can use this ability per day. Each time the Elementalist uses the ability however, he must focus it on one element (fire, air, water, earth).
The effects of the ability usually are the slight modification of elements. An elementalist could create a small flame that could light a candle, but it would only be a small flicker and would never cause damage or light something of significance on fire. The elementalist could create ripples and small waves at a small distance by flicking his fingers, but he could never conjure up a typhoon or create a sucking whirlpool. The small gusts of wind he could make would only be enough to blow a loose paper off the edge of a desk or to extinguish a candle flame; it would barely be enough to blow any thing heavier than a feather off the ground. The ability for the elementalist to manipulate earth is perhaps the most interesting with the ability to smooth out footprints left in dirt, or with hours of concentration and focus to even shift and morph small pieces of rock and clay no heavier than a pound. Of course, these are just examples, and the spell limitations are best defined by the DM.
Elemental Cantrip is a spell-like ability.
Control Elemental: At 2nd level, the Elementalist gets to rebuke and command elementals just as an evil or neutral cleric can rebuke or command undead. The Elementalist is not considered to be channeling positive or negative energy when he uses this ability. The elementalist can use this ability up to three times per day plus his charisma modifier. The elementalist’s rebuking level is equal to his class level. The ability only applies to standard earth, air, fire, and water elementals.
Master of the Elements: The elementalist gets to call an elemental companion from the elemental planes that will follow the elementalist abroad at 9th level. The elemental companion’s type is the choice of the elementalist. The elementals size is always medium. The elemental companion is semi-expendable, if the elemental should ever be dismissed by its master or killed in the line of duty, the elementalist may call a new elemental after a 24-hour period. An elementalist can only have one elemental companion at a time.
An elemental companion cannot be rebuked or controlled by another Elementalist. The elementalist has a telepathic link with his companion that is can use as a free action.
Calling an elemental companion takes an hour of uninterrupted thought.
Calling an elemental companion is a supernatural ability.
Elemental Gatekeeper: Upon reaching level 20, the elementalist becomes an Elemental Gatekeeper. The elementalist has the power to open and close gates to the elemental planes.
This great power of the elementalist can be used in the following ways:
Banish Elemental: An Elemental Gatekeeper has the ability to banish any non-elder elemental back to the elemental plane it originated. This is a full round action. The Elementalist cannot banish an elemental companion.
This is a spell-like ability.
Conjure Elemental: Once per day, the Elementalist can conjure an elemental from one of the four planes as per the spell Summon Nature’s Ally IX. This is a spell-like ability, and can only be used to summon elementals. Note: This ability is separate from the elementalist’s ability to call an elemental companion.
Elemental Journey: The elementalist has the power enter and survive in any of the four elemental planes. The elementalist cannot take any companions along when he enters the plane (this does not include elemental companions, they can travel with the Elementalist anywhere). The elementalist accomplishes this feat by concentrating for 5 minutes and entering a portal (doorway, cave entrance, etc.) of their choice.
When the elementalist reaches the other side, what they do in the new world is up to them. The portal they entered the plane through is always similar to the one they went through when they left the material plane. The elementalist leaves the elemental plane in a similar fashion (thus, round trip is at least 10 minutes). When journeying back to the Prime Material plane however, the journey is risky if the elementalist does not use the same portal he used to enter the elemental plane.
If the elementalist exits the elemental plane through a different portal, the resulting destination on the Prime Material plane is unpredictable, unless the elementalist is familiar with the plane and has used that particular portal before. The DM should know where each portal leads.
Human Elementalist Starting Package
Armor: Studded leather +3 AC, speed 30 ft., 20 lb., armor check penalty –1.
Weapons: Longsword (1d8, crit 19-20/x2, 4 lb., Medium-size, Slashing).
Whip (1d2 subduel, 2 lb, Small, Slashing)
Skill Selection: Pick a number of skills equal to 5 + Int modifier
Skill Ranks Ability Armor
Bluff 4 Cha
Climb 4 Str -1
Diplomacy 4 Cha
Intuit Direction 4 Wis
Jump 4 Str -1
Knowledge (nature) 4 Int
Knowledge (planes) 4 Int
Listen 4 Wis
Perform 4 Cha
Sense Motive 4 Wis
Spellcraft 4 Int
Swim 4 Str
Feat: If Int 13 or higher, Expertise; If Int 12 or lower, Improved Initiative.
Bonus Feat: If Int 13 or higher, Improved Trip; If Int 12 or lower, Toughness.
Bonus Power: Skin of Stone
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches.
Gold: 1d4 gp.
Alternative Elementalist Starting Package
Same as human elementalist, except
Race: Elf, dwarf, half-elf, or half-orc.
Armor: Speed 20 ft. (dwarf only)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feat: none.
Alternative Elementalist Starting Package
Same as human elementalist, except
Race: Gnome or Halfling.
Armor: Speed 20 ft.
Weapons: Short sword (1d6, crit 19-20/x2, 3 lb., Small, Piercing) instead of longsword.
Gold: 2d4 gp.