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Elementalist

From Arelith Wiki

Invoker

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
  • 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
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):
10 burned (req Hard Charisma 20+): + 1
20 burned (req Hard Charisma 22+): + 1
30 burned (req Hard Charisma 24+): + 2
40 burned (req Hard Charisma 26+): + 2
50 burned (req Hard Charisma 28+): + 3
  • 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.

 
Cantrips 1st level spells 2nd level spells
 
3rd level spells 4th level spells 5th level spells
 
6th level spells 7th level spells 8th level spells
 
9th level spells Epic 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
  • Invoker levels 14+ : Invoker has 50% to lower the component cost by 1 (i.e. 1 to 0, 2 to 1).
  • Invoker levels 20+ : Invoker has 50% to lower the component cost by 1 and 25% to lower the component cost by an additional 1.
  • Invoker levels 28+ : Invoker does not consume components.