True Elementalist
This being embodies the four elements - earth, air, wind, and fire. They have researched the planes and found ways to tap into the elements from them. Their path is one of study, but paying attention to the prime material plane is important too. Whether they cast arcane or divine magic, true elementalists have something in common - their ability to tap into the power of the elements. In a sense they eventually become a living catalyst between their home plane and the four elemental planes.
Normally sorcerers, wizards, and druids become true elementalists. However there are some clerics (particularly those devoted to gods with a strong elemental focus) who choose this path. Their research makes them reclusive by nature and they often travel alone or in adventuring parties. They do not gather in groups or societies - all achieve the same knowledge in time.
Hit Die: d6
Requriements
To qualify to become a true elementalist, a character must fulfill the following criteria:
-Knowledge (Planes) 9
-Ability to cast at least 7 different spells with any of the following descriptors: [Fire], [Earth], [Water], and [Air]
-Must be able to speak at least one of the following languages: Aquan, Auran, Ignan, and Terran.
Class Skills
The true elementalist's class skills (and the key ability for each) are: Concentration (Con), Craft (Int), Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: True Elementalists do not gain any weapon or armor proficiencies.
Spells: When a character gains a level in true elementalist, he gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, receive any other benefit a character of that class would have gained (bonus feats, class abilities, and so on). This essentially means that he adds the new true elementalist level to the level of his previous spellcasting class. A character with more than one spellcasting class before becoming a true elementalist must decide which class receives the increase from true elementalist.
Elemental Attunement: At 1st level the true elementalist chooses one element to attune himself to. This involves a ritual that takes 12 hours and drains all the spells a character can cast until he rests again. This attunement can be changed, but each time a new element is attuned the ritual must be performed again.
The true elementalist's stored spell energy can be harnassed to change a prepared spell into an elemental one. For example, a true elementalist who is attuned to air and has prepared a second level spell may lose that spell in order to cast Gust of Wind. A wizard who does not have Gust of Wind in his spellbook may still not prepare the spell (or apply metamagic feats to the spell).
Spellcasters that learn spells instead of preparing them automatically learn each spell on the list as soon as they can cast spells of that level. Attunement also allows the true elementalist to speak in the tongue appropriate to the element (but only while they remain attuned to the element).
Air
Spontaneous Casting:
1 Jump
2 Gust of Wind
3 Fly
4 Freedom of Movement
5 Overland Flight
6 Control Weather
7 Wind Walk
8 Whirlwind
9 Freedom
At 5th level a true elementalist attuned to air does not need to breathe air.
Earth
Spontaneous Casting:
1 Magic Stone
2 Soften Earth and Stone
3 Stone Shape
4 Spike Stones
5 Wall of Stone
6 Move Earth
7 Statue
8 Earthquake
9 Imprisonment
At 5th level a true elementalist attuned to earth does not need to eat food.
Fire
Spontaneous Casting:
1 Produce Flame
2 Flaming Sphere
3 Pyrotechnics
4 Wall of Fire
5 Fire Shield
6 Fire Seeds
7 Fire Storm
8 Incendiary Cloud
9 Delayed Blast Fireball
At 5th level a true elementalist attuned to fire gains Fire Resistance: 10.
Water
Spontaneous Casting:
1 Obscuring Mist
2 Fog Cloud
3 Water Breathing
4 Control Water
5 Wall of Ice
6 Ice Storm
7 Cone of Cold
8 Acid Fog
9 Horrid Wilting
At 5th level a true elementalist attuned to water does not need to drink water (or if they are aquatic, stay in water).
Rebuke Opposing Elements: A true elementalist gains the power to rebuke creatures with an opposing element to one they are attuned to. Their rebuking level is the same as their character level, but if they have an elemental domain they get a +2 bonus on turning the appropriate creatures. A true elementalist can use this ability a number of times per day equal to 3 + his Charisma modifier (a cleric that can turn undead retains that ability and may turn or rebuke elemental creatures, but does not gain additional turning attempts).
For instance, a true elementalist attuned to Fire can rebuke water creatures, while a true elementalist attuned to Earth can rebuke air creatures. A true elementalist with the Fire domain attuned to Fire would get a +2 bonus on turn checks against water creatures, but would not get the bonus on turning air creatures if he were attuned to Earth.
Planeshift: This ability can only be used to travel to the elemental planes, and only planes the true elementalist is attuned to. However the tuning fork is unnecessary, the true elementalist himself acts as a fork (this extends to a true elementalist casting the spell and not using this ability as well, but only for elemental planes to which he is attuned). The true elementalist cannot transport himself back to the material plane without the appropriate tuning fork. At 10th level the true elementalist can use this ability at will.
True Attunement: At 10th level the true elementalist becomes attuned with the final element. They now have 4 options for each spell they prepare (or have learned a significant number of spells they would not have otherwise learned). Additionally, the true elementalist gains a +4 bonus on saving throws from an elemental source (this includes elemental creatures' spell-like abilities, spells with an elemental descriptor, and spells cast from other true elementalists) or energy source - so spells with descriptors like [Cold] or [Lightning] apply.
BAB: As a Cleric
Saves: Good Fort and Will, bad Reflex
1 Elemental Attunement, No Spellcasting
2 Rebuke Opposing Elements, Spellcasting +1
3 Spellcasting +2
4 Second Elemental Attunement, Spellcasting +3
5 Additional Elemental abilities, Spellcasting +4,
6 Planeshift 1/day (only to an elemental plane), No Spellcasting
7 Third Elemental Attunement, Specllasting +5
8 Spellcasting +6
9 Spellcasting +7
10 True Attunement, Planeshift at Will, Spellcasting +8
[This is the second draft of this prestige class, largely for my own amusement. If you think it is unbalanced, balanced, broken, perfect, or otherwise, I'd love to hear your criticisms, suggestions, flames, and praise. If you like it enough to put it in your campaign, thats awesome and I'd like to hear how it goes.
]
This being embodies the four elements - earth, air, wind, and fire. They have researched the planes and found ways to tap into the elements from them. Their path is one of study, but paying attention to the prime material plane is important too. Whether they cast arcane or divine magic, true elementalists have something in common - their ability to tap into the power of the elements. In a sense they eventually become a living catalyst between their home plane and the four elemental planes.
Normally sorcerers, wizards, and druids become true elementalists. However there are some clerics (particularly those devoted to gods with a strong elemental focus) who choose this path. Their research makes them reclusive by nature and they often travel alone or in adventuring parties. They do not gather in groups or societies - all achieve the same knowledge in time.
Hit Die: d6
Requriements
To qualify to become a true elementalist, a character must fulfill the following criteria:
-Knowledge (Planes) 9
-Ability to cast at least 7 different spells with any of the following descriptors: [Fire], [Earth], [Water], and [Air]
-Must be able to speak at least one of the following languages: Aquan, Auran, Ignan, and Terran.
Class Skills
The true elementalist's class skills (and the key ability for each) are: Concentration (Con), Craft (Int), Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: True Elementalists do not gain any weapon or armor proficiencies.
Spells: When a character gains a level in true elementalist, he gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, receive any other benefit a character of that class would have gained (bonus feats, class abilities, and so on). This essentially means that he adds the new true elementalist level to the level of his previous spellcasting class. A character with more than one spellcasting class before becoming a true elementalist must decide which class receives the increase from true elementalist.
Elemental Attunement: At 1st level the true elementalist chooses one element to attune himself to. This involves a ritual that takes 12 hours and drains all the spells a character can cast until he rests again. This attunement can be changed, but each time a new element is attuned the ritual must be performed again.
The true elementalist's stored spell energy can be harnassed to change a prepared spell into an elemental one. For example, a true elementalist who is attuned to air and has prepared a second level spell may lose that spell in order to cast Gust of Wind. A wizard who does not have Gust of Wind in his spellbook may still not prepare the spell (or apply metamagic feats to the spell).
Spellcasters that learn spells instead of preparing them automatically learn each spell on the list as soon as they can cast spells of that level. Attunement also allows the true elementalist to speak in the tongue appropriate to the element (but only while they remain attuned to the element).
Air
Spontaneous Casting:
1 Jump
2 Gust of Wind
3 Fly
4 Freedom of Movement
5 Overland Flight
6 Control Weather
7 Wind Walk
8 Whirlwind
9 Freedom
At 5th level a true elementalist attuned to air does not need to breathe air.
Earth
Spontaneous Casting:
1 Magic Stone
2 Soften Earth and Stone
3 Stone Shape
4 Spike Stones
5 Wall of Stone
6 Move Earth
7 Statue
8 Earthquake
9 Imprisonment
At 5th level a true elementalist attuned to earth does not need to eat food.
Fire
Spontaneous Casting:
1 Produce Flame
2 Flaming Sphere
3 Pyrotechnics
4 Wall of Fire
5 Fire Shield
6 Fire Seeds
7 Fire Storm
8 Incendiary Cloud
9 Delayed Blast Fireball
At 5th level a true elementalist attuned to fire gains Fire Resistance: 10.
Water
Spontaneous Casting:
1 Obscuring Mist
2 Fog Cloud
3 Water Breathing
4 Control Water
5 Wall of Ice
6 Ice Storm
7 Cone of Cold
8 Acid Fog
9 Horrid Wilting
At 5th level a true elementalist attuned to water does not need to drink water (or if they are aquatic, stay in water).
Rebuke Opposing Elements: A true elementalist gains the power to rebuke creatures with an opposing element to one they are attuned to. Their rebuking level is the same as their character level, but if they have an elemental domain they get a +2 bonus on turning the appropriate creatures. A true elementalist can use this ability a number of times per day equal to 3 + his Charisma modifier (a cleric that can turn undead retains that ability and may turn or rebuke elemental creatures, but does not gain additional turning attempts).
For instance, a true elementalist attuned to Fire can rebuke water creatures, while a true elementalist attuned to Earth can rebuke air creatures. A true elementalist with the Fire domain attuned to Fire would get a +2 bonus on turn checks against water creatures, but would not get the bonus on turning air creatures if he were attuned to Earth.
Planeshift: This ability can only be used to travel to the elemental planes, and only planes the true elementalist is attuned to. However the tuning fork is unnecessary, the true elementalist himself acts as a fork (this extends to a true elementalist casting the spell and not using this ability as well, but only for elemental planes to which he is attuned). The true elementalist cannot transport himself back to the material plane without the appropriate tuning fork. At 10th level the true elementalist can use this ability at will.
True Attunement: At 10th level the true elementalist becomes attuned with the final element. They now have 4 options for each spell they prepare (or have learned a significant number of spells they would not have otherwise learned). Additionally, the true elementalist gains a +4 bonus on saving throws from an elemental source (this includes elemental creatures' spell-like abilities, spells with an elemental descriptor, and spells cast from other true elementalists) or energy source - so spells with descriptors like [Cold] or [Lightning] apply.
BAB: As a Cleric
Saves: Good Fort and Will, bad Reflex
1 Elemental Attunement, No Spellcasting
2 Rebuke Opposing Elements, Spellcasting +1
3 Spellcasting +2
4 Second Elemental Attunement, Spellcasting +3
5 Additional Elemental abilities, Spellcasting +4,
6 Planeshift 1/day (only to an elemental plane), No Spellcasting
7 Third Elemental Attunement, Specllasting +5
8 Spellcasting +6
9 Spellcasting +7
10 True Attunement, Planeshift at Will, Spellcasting +8
[This is the second draft of this prestige class, largely for my own amusement. If you think it is unbalanced, balanced, broken, perfect, or otherwise, I'd love to hear your criticisms, suggestions, flames, and praise. If you like it enough to put it in your campaign, thats awesome and I'd like to hear how it goes.

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