Elementalist
Elementalists gather energy from the surroundings and store it within themselves as a reservoir of Focus ready to be unleased on a whim. They often attune themselves to one of the four Elemental Primes: Air, Earth, Fire or Water.
Mechanics
Requirements
Alignment restrictions: None
Features
Hit die: d6
Proficiencies: armor (light), weapons (simple)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, sail, spellcraft
Unavailable feats: weapon specialization
Primary saving throw(s): Will
Base attack bonus: +1/2 level
Spellcasting:
- Arcane: Spell failure from armor is a factor
- Charisma based
- A base Charisma score of 10 + the spell's level is required to cast a spell
- Does not receive bonus spells as Vancian casters. Their spellcasting is limited by Focus instead.
- Charisma modifier affects spell DCs
- Spontaneous caster: No spell preparation required
- Focus serves as a payment for casting spells, see #Spellcasting for more details
- Summon Creature VII, Summon Creature VIII and Summon Creature IX added with automatic elemental tier increase (same as with GSF: Conjuration)
- At Level 5, during element selection, a free elemental stream will be added (removed on de-level)
- May optionally take Summon Familiar as a feat after 5th level
Level Progression
Hit points rolls on Arelith are always maximum.
Focus cost (base) | Known spells | ||||||||||||||||||||||||||||||
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Level | BAB | Fort | Ref | Will | Feats | HP | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +0 | +0 | +0 | +2 | Invoker Novice | 6 | * | 0.5 | 0.85 | 1.6 | 2.1 | 2.5 | 4 | 6 | 8 | 8 | 4 | 2 | - | - | - | - | - | - | - | - | |||||
2nd | +1 | +0 | +0 | +3 | 12 | * | 0.5 | 0.85 | 1.6 | 2.1 | 2.5 | 4 | 6 | 8 | 8 | 5 | 2 | - | - | - | - | - | - | - | - | ||||||
3rd | +1 | +1 | +1 | +3 | 18 | * | 0.5 | 0.85 | 1.6 | 2.1 | 2.5 | 4 | 6 | 8 | 8 | 5 | 3 | - | - | - | - | - | - | - | - | ||||||
4th | +2 | +1 | +1 | +4 | 24 | * | 0.5 | 0.85 | 1.6 | 2.1 | 2.5 | 4 | 6 | 8 | 8 | 6 | 3 | 1 | - | - | - | - | - | - | - | ||||||
5th | +2 | +1 | +1 | +4 | Path Selection, Path Feature I | 30 | * | 0.5 | 0.85 | 1.6 | 2.1 | 2.5 | 4 | 6 | 8 | 8 | 6 | 4 | 2 | - | - | - | - | - | - | - | |||||
6th | +3 | +2 | +2 | +5 | Silent Spell | 36 | * | 0.5 | 0.85 | 1.6 | 2.1 | 2.5 | 4 | 6 | 8 | 8 | 7 | 4 | 2 | 1 | - | - | - | - | - | - | |||||
7th | +3 | +2 | +2 | +5 | 42 | * | 0.5 | 0.85 | 1.6 | 2.1 | 2.5 | 4 | 6 | 8 | 8 | 7 | 5 | 3 | 2 | - | - | - | - | - | - | ||||||
8th | +4 | +2 | +2 | +6 | 48 | * | 0.5 | 0.85 | 1.6 | 2.1 | 2.5 | 4 | 6 | 8 | 8 | 7 | 5 | 3 | 2 | 1 | - | - | - | - | - | ||||||
9th | +4 | +3 | +3 | +6 | 54 | * | 0.5 | 0.85 | 1.6 | 2.1 | 2.5 | 4 | 6 | 8 | 8 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | ||||||
10th | +5 | +3 | +3 | +7 | Path Feature II, Auto Quicken I, Invoking Adept, Elemental Hammer | 60 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 4 | 3 | 2 | 1 | - | - | - | - | |||||
11th | +5 | +3 | +3 | +7 | 66 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 3 | 2 | - | - | - | - | ||||||
12th | +6/+1 | +4 | +4 | +8 | Elemental Overcharge | 72 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 3 | 2 | 1 | - | - | - | |||||
13th | +6/+1 | +4 | +4 | +8 | 78 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 3 | 2 | - | - | - | ||||||
14th | +7/+2 | +4 | +4 | +9 | Eschew Spell Components | 84 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | |||||
15th | +7/+2 | +5 | +5 | +9 | Path Feature III | 90 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | - | - | |||||
16th | +8/+3 | +5 | +5 | +10 | 96 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | - | ||||||
17th | +8/+3 | +5 | +5 | +10 | 102 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | - | ||||||
18th | +9/+4 | +6 | +6 | +11 | Elemental Annihilation | 108 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | |||||
19th | +9/+4 | +6 | +6 | +11 | 114 | * | 0.33 | 0.66 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | ||||||
20th | +10/+5 | +6 | +6 | +12 | Path Feature IV, Invoking Mastery, Epic Arcane Caster | 120 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | |||||
21st | +11/+6 | +6 | +6 | +12 | 126 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | ||||||
22nd | +11/+6 | +7 | +7 | +13 | 132 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | ||||||
23rd | +12/+7 | +7 | +7 | +13 | Epic Bonus Feat | 138 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | |||||
24th | +12/+7 | +8 | +8 | +14 | 144 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | ||||||
25th | +13/+8 | +8 | +8 | +14 | 150 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | ||||||
26th | +13/+8 | +9 | +9 | +15 | Epic Bonus Feat | 156 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | |||||
27th | +14/+9 | +9 | +9 | +15 | 162 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | ||||||
28th | +14/+9 | +10 | +10 | +16 | 168 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | ||||||
29th | +15/+10 | +10 | +10 | +16 | Epic Bonus Feat | 174 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | |||||
30th | +15/+10 | +11 | +11 | +17 | 180 | * | 0.3 | 0.45 | 0.65 | 0.9 | 1.25 | 1.5 | 2 | 2.5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
* Note: Cantrips on Arelith have been customized to allow infinite casting
Epic Elementalist
Bonus feats: The epic invoker gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, great charisma, improved combat casting
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape, planar conduit, mummy dust, dragon knight
Paths
Once your character reaches level 5, they will be required to select a path as a bonus feat. This path will define the passive bonuses the character will receive at levels: 5, 10, 15 and 20; as shown in the table below:
All - With GSF Evocation the Gedlee's Electric Loop spell does not target friendly units.
Passive Bonuses & Elemental Savant: | ||||
---|---|---|---|---|
Path | I (5th level) | II (10th level) | III (15th level) | IV (20th level) |
Fire | Energy Resistance: 10 Save Bonus: Universal +1 AC bonus: Deflection +1 Scorching Ray an additional ray at caster level 23 and another one at 27. |
Energy Resistance: 10 Save Bonus: Universal +2 AC bonus: Deflection +2 Immune to Sleep |
Energy Resistance: 20 Save Bonus: Universal +3 AC bonus: Deflection +3 Immune to Sleep Skill Bonus: Leadership +5 (Soft) AC bonus: Dodge +1 (does not apply when monk levels are present) |
Energy Resistance: 30 Save Bonus: Universal +4 AC bonus: Deflection +4 Immune to Sleep Skill Bonus: Leadership +5 (Soft) Skill Bonus: Intimidate +5 (Soft) AC bonus: Dodge +1 (does not apply when monk levels are present) |
Air | Energy Resistance: 10 Concealment: Ranged Attacks: 20% Gedlee's Electric Loop The area of effect is increased from small to medium. |
Energy Resistance: 10 Concealment: Ranged Attacks: 30% Movement Speed Increase: 10% |
Energy Resistance: 20 Concealment: Ranged Attacks: 40% Movement Speed Increase: 20% AC bonus: Dodge +2 (does not apply when monk levels are present) Skill Bonus: Climb +6 (Soft) |
Energy Resistance: 30 Concealment: Ranged Attacks: 50% Movement Speed Increase: 30% AC bonus: Dodge +3 (does not apply when monk levels are present) Skill Bonus: Climb +10 (soft) |
Earth | Energy Resistance: 10 Damage Reduction: 2/+5 Melf's Acid Arrow damage increased by 1d6 per 2 caster levels (caps at 12d6). |
Energy Resistance: 10 Damage Reduction: 3/+5 Immunity to Poison |
Energy Resistance: 20 Damage Reduction: 4/+5 Immunity to Poison Damage Immunity: 5% vs Piercing Skill Bonus: Discipline +6 (Soft) |
Energy Resistance: 30 Damage Reduction: 5/+5 Immunity to Poison Damage Immunity: 5% vs Piercing Damage Immunity: 5% vs Slashing Skill Bonus: Discipline +10 (Soft) |
Water | Energy Resistance: 10 Regeneration: 1 Water Breathing Frost Nova area of effect increased from Huge to Gargantuan. |
Energy Resistance: 10 Regeneration: 1 Water Breathing AC bonus: Natural +2 |
Energy Resistance: 20 Regeneration: 2 Water Breathing AC bonus: Natural +3 Skill Bonus: Sail +6 (Soft) AC bonus: Dodge +1 (does not apply when monk levels are present) |
Energy Resistance: 30 Regeneration: 3 Water Breathing AC bonus: Natural +5 Skill Bonus: Sail +10 (Soft) AC bonus: Dodge +1 (does not apply when monk levels are present) |
Theme spell discount
Elementalist will receive discounts on spell costs if casting spells of their theme/path as follows.
Some spells even regenerate focus (RF) based on formula = spell level * 0.1% focus.
Fire | Water | Air | Earth | ||||
---|---|---|---|---|---|---|---|
Spell Name | Discount | Spell Name | Discount | Spell Name | Discount | Spell Name | Discount |
Burning Hands | RF | Ice Dagger | RF | Horizikauls Boom | RF | Melfs Acid Arrow | RF |
Scorching Ray | RF | Frostbite | RF | Gedlee's Electric Loop | RF | Mestils Acid Breath | RF |
Flame Lash | RF | Frost Nova | RF | Lightning Bolt | RF | Flesh To Stone | 50% |
Combust | RF | Ice Storm | 50% | Gust Of Wind | 50% | Crumble | 50% |
Fireball | 50% | Freeze | 33% | Scintillating Sphere | 50% | Stoneskin | 50% |
Firebrand | 50% | Cone Of Cold | 33% | Call Lightning | 50% | Greater Stoneskin | 33% |
Inferno | 50% | Burst Of Glacial Wrath | 25% | Sound Lance | 50% | Mestils Acid Sheath | 33% |
Firestorm | 33% | Iceberg | 25% | Ball Lightning | 50% | Vitriolic Sphere | 33% |
Delayed Blast Fireball | 33% | Wall Of Ice | 25% | Chain Lightning | 50% | Earthquake | 25% |
Incendiary Cloud | 25% | Water Breathing | 33% | Great Thunderclap | 25% | Acid Fog | 10% |
Meteor Swarm | 25% | Frost Shield | 10% | Sound Burst | 33% | ||
Wall Of Fire | 25% | Lightning Shield | 10% | ||||
Flame Arrow | 33% | ||||||
Flame Shield | 10% | ||||||
Daltim's Fiery Tentacles | 10% |
Signature Abilities
Elemental Hammer
Elemental Hammer may be selected from the class feat Radial Menu.
Elementalists at level 10 gains Elemental Hammer spell as a feat. The cost of spell follows the same rule of a level 5 spell, with an added cost of +0.5.
Elemental Overcharge
Elemental Overcharge may be selected from the class feat Radial Menu.
The Elementalist attempts to channel elemental force to invoke spells instead of using focus. For the duration of this ability, spells will have no focus cost, they will instead damage the caster.
- Note: Spell component cost 0 during overcharge.
- Cooldown: 8 minutes from termination of Elemental Overcharge ability
- Duration: Base 2 rounds +1 at 20 class levels, +1 at 25, +2 at 30
- Focus Burned (above 50):
- Note: Not currently accurate to last update!
- Damage while casting:
- Spell level 1 to 3: 2d2 magic dmg
- Spell level 4 to 6: 2d4+2 magic dmg (5d6+3 magic dmg - if the spell was consecutively cast)
- Spell level 7 to 9: 3d4+3 magic dmg (5d8+5 magic dmg - if the spell was consecutively cast)
- Additional effects:
- The non-consecutive spells cast from the matching element will be counted, and at the end of the overcharge, the focus will be replenished with 4% per such spell cast (maximum 40%).
- Elementalist receives penalty to AC (5)
- Elementalist receives immunity to silence
- During Elemental Overcharge a magic surge can happen.
- Chance based on spell level:
- 1 to 6: 0%
- 7 to 9: 1% (5% if same spell cast consecutively)
Elemental Annihilation
Elemental Annihilation may be selected from the class feat Radial Menu.
Elementalists at level 18 gains Elemental Annihilation spell as a feat. The cost of spell follows the same rule of a level 9 spell, with an added cost of +1.
Focus Recovery
As shown in the table below, the characters maximum amount of Focus (mana-like resource) is 100.
- Resting will restore to a Maximum Focus pool total of 75 Focus
- Note: This means Resting cannot restore Focus higher than a Focus pool total of 75. Server Ticks can then increase it further to the actual Focus pool Maximum of 100 Focus.
- A Focus pool Maximum of 100 Focus, can be reach through restoration from server ticks (every 6 minutes).
- The amount recovered via Server Tick, depends on current Focus, the less current Focus the higher the recovery rate.
Focus | |
---|---|
Max Focus | 100 (Total Focus pool) |
Rest Focus | 75 (Total Focus pool) |
Current Focus |
Focus per Server Tick |
00 to 20 | +25 (per Tick) |
20 to 50 | +20 (per Tick) |
50 to 75 | +15 (per Tick) |
Focus per Rest Cycle | |
On Rest | up to +65 (per Rest) |
Examples
Example: 0 Focus in the Focus pool and roleplaying (not spending Focus):
- After 5 minutes (Server Tick), 25 recovery (total 25)
- After 5 more minutes (2nd Server Tick), 20 recovery (total 45)
- After 5 more minutes (3rd Server Tick), 20 recovery (total 65)
- Each additional 5 minutes (Server Tick), 15 recovery every tick until 100 (Max Focus)
An Elementalist will recover Max Focus (100) from an empty Focus pool (0) after 30 minutes.
Spells
See Category:Elementalist_Spells.
Arelith Changes
Change | Level | Description |
---|---|---|
Summoning Changes | - | For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream. |
Summon Familiar | 6+ | Can take Summon familiar feat as a general or bonus feat. |
Spell changes | - | For specifics, see Category:Elementalist_Spells. |
Spell components | - | Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3. |
Eschew Spell Components | 14 |
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