While elementalists are not restricted to a single form of energy that they can manipulate, they tend to have a strong focus on a particular type, at least in their mindset. Traditionally, they gain the service of a creature linked to this element, known as an Elemental. Unlike common spirits, an Elemental is not bound to a particular land area, and can actually leave the planet, thanks to it’s bond with the Elementalist.
Character Level | Elemental Abilities | Customization Points | Special |
1st-2nd | 1 | 2 | Elemental, Elemental Control, Manifestation |
3rd-4th | 2 | 4 | Favored Element +1, Elemental Spell |
5th-6th | 3 | 6 | Medium Elemental |
7th-8th | 4 | 8 | Elemental Spell |
9th-10th | 5 | 10 | Greater Elemental Spell |
11th-12th | 6 | 12 | Large Elemental, Favored Element +2, Elemental Spell |
13th-14th | 7 | 14 | Greater Elemental Spell |
15th-16th | 8 | 16 | Elemental Spell |
17th-18th | 9 | 18 | Huge Elemental, Greater Elemental Spell |
19th-20th | 10 | 20 | Favored Element +3, Elemental Spell |
Elemental – A focused elementalist has gained the service of a spirit known as an Elemental. For more details on how elementals work, see their section below.
Customization Points – The elemental can be customized according to the elementalist’s whim using customization points. Once assigned, customization points can only be reassigned by spending two sleep-cycles in meditation.
Elemental Control – An elementalist’s control over their element of choice allows them to change the damage dealt by spells. Whenever an elementalist casts a spell, they may instead choose to do damage of a type dependent on their choice of Elemental. This ability cannot be used with spells that already do a specific kind of energy (such as Combustion), but it can be used with Strike Boost or other spells that allow for a choice of damage type. Each damage type has an additional special effect.
- Air – Slashing, manifests as sharp blades of air. Choosing to do slashing damage causes an amount of bleed damage equal to 1/5th your character level. This bleed damage lasts until a DC 15 Heal check is made on the target. Non-living targets cannot suffer from bleed damage.
- Earth – Bludgeoning, manifests as moving earth or flying rocks. Choosing to do bludgeoning damage causes the target to move 1 step down the condition track for 1 round. If you can cast more then 1 spell per round, this cannot stack with itself, nor can it knock a creature unconscious – a target that would have been knocked unconscious by this suffers no further penalty beyond the damage.
- Electromagnetism – Electricity, manifests as lightning. Electricity damage dealt by the elementalist counts as Ion damage.
- Fire – Fire, manifests as roaring flames. Choosing to do fire damage in this fashion sets things on fire, using the standard rules for that.
- Water – Cold, manifests as cold water. Creatures that take cold damage in this fashion suffer lose 1 square of movement until the end of their next round. The creature can ignore this penalty by making a DC 15 Strength check as a free action on its turn. This penalty does not stack with itself.
Manifestation – An elementalist can bring their elemental into full physical form as a full-round action, which causes the elemental to appear in a square adjacent to you. This action requires verbal actions, so it cannot be used if you are silenced – however, the elemental does have free will and may appear on its own if the situation calls for it (GM’s discretion). An elemental can be summoned an unlimited amount of times per day, but its HP carries over from summoning to summoning. It can only be summoned if its HP remains above 0. Dismissing the elemental is move action, but only if the elementalist summoned it themselves. An elemental who’s HP is reduced to 0 is automatically dismissed, and cannot be summoned again until the elementalist rests for a normal sleep cycle for their species, at which point it returns with 1 HP.
Elemental Spell – At each of these levels, you add another spell to your spell suite dependent on the kind of elemental you have. Each time you gain this ability, you can choose a different spell. The same spell can be selected multiple times.
- Air: Choose one – Air Blast, Air Storm
- Earth: Choose one – Ballistakinesis, Repulse
- Electromagnetism: Choose one – Ionize, Lightning, Lightning Burst, Strike Boost
- Fire: Choose one – Combustion, Strike Boost
- Water: Choose one – Cryokinesis, Slam, Strike Boost
Medium Elemental – Your elemental grows to Medium size. Alternatively, you can choose for it to remain Small, in which case it gains +2 Strength, +2 Constitution, Damage Reduction 5, and a bonus feat of your choice. See the table below for the stat changes for changing size.
Greater Elemental Spell: At each of these levels, you add another Incantation to your spell suite dependent on the kind of elemental you have. Each time you gain this ability, you can choose a different Incantation. The same Incantation can be selected multiple times.
- Air: Choose one – Blizzard, Energy Blast (Cold), Energy Line (Cold)
- Earth: Change Earth
- Electromagnetism: Choose one – Energy Blast (Electricity), Energy Line (Electricity), Teleport, Thunder Fall
- Fire: Choose one – Energy Blast (Fire), Energy Line (Fire)
- Water: Choose one – Blizzard, Energy Blast (Cold), Energy Line (Cold)
Large Elemental: Your elemental grows to Large size. You may choose for it to remain Medium (or Small), in which case it gains +4 Strength, +4 Constitution, Damage Reduction 5, and a bonus feat of your choice. These bonuses stack with any bonuses gained from remaining Small. See the table below for the stat changes for changing size.
Huge Elemental: Your grows to Huge size. You may choose for it to remain Large (or Medium or Small), in which case it gains +6 Strength, +6 Constitution, Damage Reduction 5, and a bonus feat of your choice. These bonuses stack with any bonuses gained from remaining Small or Medium. See the table below for the stat changes for changing size.
ELEMENTALS
Character Level | Ability Scores (High/Average) | Skill Bonuses (High/Average/Untrained) | Feats | Special |
1st-2nd | 14/10 | +10/+5/+0 | 1 | Elemental, Automatic Power, Innate Ability 1 |
3rd-4th | 15/10 | +11/+6/+1 | 2 | +1 Ability Score |
5th-6th | 16/11 | +12/+7/+2 | 3 | Innate Ability 2 |
7th-8th | 17/11 | +13/+8/+3 | 4 | +1 Ability Score |
9th-10th | 18/12 | +14/+9/+4 | 5 | Advanced Spirit, Innate Ability 3 |
11th-12th | 19/12 | +15/+10/+5 | 6 | +1 Ability Score |
13th-14th | 20/13 | +16/+11/+6 | 7 | Innate Ability 4 |
15th-16th | 21/13 | +17/+12/+7 | 8 | +1 Ability Score |
17th-18th | 22/14 | +18/+13/+8 | 9 | Innate Ability 5 |
19th-20th | 23/14 | +19/+14/+9 | 10 | +1 Ability Score, Ultimate Ability |
Elemental – An elemental is not a living creature as most life is classified, it is instead a creature of pure energy made manifest. Consequently, it follows special rules.
- HP: An elemental has either 48+CON Mod HP, or half the (Elementalist’s HP+ (2 * Elemental’s CON Score (Not modifier))), whichever is higher.
- Elementals cannot be healed through the use of the Treat Injury skill. Instead, the Magery skill can be used to treat the injuries of Elementals, following the same rules as the Treat Injury skill.
- DEFENSES: Elementals use the elementalist’s heroic level to determine their defenses. Each elemental type has their own class bonuses to defenses.
- ATTACKS: An elemental’s base attack bonus is equal to that of an Expert of your character level. All elementals have a slam attack that does the appropriate amount of bludgeoning damage for their size (Small – 1d3, Medium – 1d4, Large – 1d6, Huge – 1d8). An elemental adds half of the elementalist’s heroic level to damage with their attacks.
- SKILLS: As indicated by elemental type and customizations, plus Magery (Average). The bonuses listed above do include the usual +1/2 level, but do not include ability score modifiers or feats.
- OPERATIONAL RANGE: An elemental can operate at a base range of 20 squares from the elementalist, plus an additional square per character level of the elementalist.
Feats: At each indicated level, the elemental gains a feat that it qualifies for. This cannot be used to gain the Mage Talent, Magery Training, or Skill Focus feats.
Automatic Power: The elemental gains the automatic power that spirits of its kind grant to contractors.
Innate Ability: Each time this ability is gained, choose on of the Granted Powers that spirits of this kind provide to contractors bound to them. The elemental gains that power. Any level prerequisites must be met.
+1 Ability Score: At each indicated level, add +1 to one ability score of your choice of the Elemental. This stacks with any other ability score boosts the elemental has.
Advanced Spirit: The elemental has grown beyond the boundaries of a simple elemental and is now classified as an advanced spirit. Choose another spirit type – the elemental now counts as a spirit of that type as well. For each Innate Ability slot it had already, gain an ability from the new spirit type. For all future Innate Ability slots, you choose two abilities – one from its original spirit type, and one from the new spirit type.
Ultimate Ability: The elemental gains the Ultimate Power for each of its spirit types. Note – this does mean that the elemental can gain abilities which allow it to permanently destroy itself (such as Flame Haze and Nova). In the event that an elementalist’s elemental destroys itself with these, the elementalist loses access to their elemental for a week, at which point they can gain a link to a new elemental, which requires a ritual that takes an amount of time equal to a normal sleep cycle for the character.
Elemental Types
- Air– This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.
ABILITY SCORES: STR (High), DEX (High+2), CON (Average), INT (Average), WIS (High), CHA (Average)
DEFENSE BONUSES: +2 Reflex, +1 Will
BONUS FEAT: Acrobatic Strike
SKILLS: Acrobatics (High)
BONUS OPTIONS: Flight (6 squares)
FEATURES: None - Earth– This hulking, rough-hewn creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
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ABILITY SCORES: STR (High), DEX (Average), CON (High+2), INT (Average), WIS (High), CHA (Average)
DEFENSE BONUSES: +2 Fortitude, +1 Will
BONUS FEAT: Bull Rush
SKILLS: Endurance (High)
BONUS OPTIONS: Improved Damage (Slam), Tremorsense (bare earth only)
FEATURES: An earth elemental cannot squeeze into spaces smaller than itself. It has a land speed of 6 squares. - Electromagnetism – This creature looks like a writhing mass of lightning and seems to fade in and out of corporeal existence.
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ABILITY SCORES: STR (Average), DEX (High), CON (High), INT (High+2), WIS (Average), CHA (Average)
DEFENSE BONUSES: +2 Will, +1 Reflex
BONUS FEAT: None (it gets 2 trained skills instead)
SKILLS: Choose Two – Hackcraft (High), Mechanics (High), Pilot (High), or Use Computer (High)
BONUS OPTIONS: Energy Attacks (Electricity), Flight (6 squares)
FEATURES: An electromagnetism elemental takes no penalty for squeezing into spaces smaller than itself. - Fire – This creature looks like a living, mobile bonfire, appendages of flame reaching out in search of things to burn.
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ABILITY SCORES: STR (Average), DEX (High), CON (High), INT (Average), WIS (Average), CHA (High+2)
DEFENSE BONUSES: +2 Will, +1 Reflex
BONUS FEAT: Intimidator
SKILLS: Persuasion (High)
BONUS OPTIONS: Energy Attacks (Fire)
FEATURES: A fire elemental summoned into an environment lacking an oxidizer (such as a vacuum) or into a non-flammable liquid is effectively at a -5 on the condition track until it leaves that environment. It has a land speed of 6 squares. - Water – This translucent creature shape shifts between a spinning column of water and a crashing wave.
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ABILITY SCORES: STR (High+2), DEX (High), CON (High), INT (Average), WIS (Average), CHA (Average)
DEFENSE BONUSES: +2 Fortitude, +1 Reflex
BONUS FEAT: Increased Agility
SKILLS: Swim (High)
BONUS OPTIONS: Swim (6 squares), Tremorsense (water only)
FEATURES: A water elemental is actually composed of the substance that the elementalist’s biology uses as a solvent (water for humans, and so on). A water elemental summoned into an environment where its constituent substance would not normally be liquid is effectively at a -5 on the condition track until it leaves the environment. It has a land speed of 4 squares.
CUSTOMIZATION OPTIONS
- Air Mastery (RESTRICTION: Air Elementals only) – Airborne enemies take a –1 penalty on attack and damage rolls against an air elemental.
- Bite – This option adds a bite attack to your elemental, which deals appropriate damage for the elemental’s size.
- Claws – This option adds 2 claw attacks to your elemental, which deal appropriate damage for the elemental’s size.
- Climb – This option gives the elemental a climb speed equal to its base speed. Selecting it an additional time adds another 4 squares to the climb speed.
- Drench (RESTRICTION: Water Elementals only) – The elemental’s touch puts out non-magical flames of up to one size larger than itself.
- Earth Mastery (RESTRICTION: Earth Elementals only) – An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls.
- Improved Damage – Choose one natural weapon your elemental has when you select this option. Increase the damage dice of that attack by one step. You can select this option multiple times, but it must apply to a different attack each time.
- Improved Natural Armor – Your elemental’s natural armor bonus to Reflex defense increases by 2. You can select this option once for every 5 levels you have.
- Low-Light Vision – Your elemental gains low-light vision.
- Metal Mastery (RESTRICTION: Electromagnetism Elementals only) – A electromagnetism elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal.
- Pounce – Your elemental can make a full attack action after making a charge. This is only available to elementals with four or more legs.
- Pull – Choose a natural attack that your elemental has. When it hits with this attack, make an opposed strength check against the target. If you succeed, you move the target one square closer to you. This option can only be added to a natural attack that has reach.
- Reach – Choose a natural attack that your elemental has. This attack has a reach of 1 additional square. You can take this option multiple times, increasing the reach for that attack each time or adding reach to a new attack.
- Resistance – Choose an energy type from Cold, Electricity, or Fire. Your elemental gains Resist 5 vs that energy type. You can take this option multiple times, increasing the resistance each time or adding a new kind of resistance.
- Skilled – Each time you add this option to a elemental, you increase its skill modifier with a chosen skill by one step (Untrained->Average->High). This option can be chosen multiple times.
- Slam – This adds a slam attack to your elemental, which deals appropriate damage for its size.
- Spellcasting – For 1 Customization point, you can add a spell to the elemental’s spell suite. This option can be chosen multiple times. This spell can come from any school.
- Swim – Your elemental gains a swim speed equal to its base speed. Each time you select this option after the first, the swim speed increases by 4 squares. This does not grant the elemental the ability to breathe the substance they are swimming through.
- Tail – Your elemental has a long tail, which grants it a +2 bonus to checks to maintain its balance and a +2 to Fortitude and Reflex defenses relating to staying balanced. This option can be chosen multiple times.
- Tail Slap – Your elemental’s tail is now a weapon, dealing appropriate damage for its size (1d6 damage at Medium). Your elemental must have a tail before you can choose this option. This option can be chosen multiple times, but not more times than the amount of tails the elemental has.
- Tentacle – Your elemental possesses a tentacle, which deals 1d4 damage at Medium (and appropriate damage for different sizes). This option can be chosen more than once.
- Water Mastery (RESTRICTION: Water Elementals only) – A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls.
- Ability Increase – For 2 customization points, you can increase an ability score of the elemental by +2. You can select this once, plus one additional time for every 6 levels you have.
- Darkvision – The elemental gains the ability to see into the infrared range, allowing it to see in most dark areas.
- Earth Glide (RESTRICTION: Earth Elementals only) – The elemental gains a burrow speed equal to its land speed. A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.
- Energy Attacks – Pick one energy type: cold, electricity, or fire. All of your elemental’s natural attacks deal +1d6 damage of this energy type, or one weapon wielded by the elemental deals +1d6 damage of this energy type. You must be at least level 5 to select this option.
- Gore – The elemental grows horns on the top of its head, which are a natural attack that deals 1d6 damage at Medium.
- Immunity – The elemental is immune to one of the following energy types: cold, electricity, or fire. You can take this option more than once, choosing an additional energy type each time. You must be at least level 7 to choose this option.
- Limbs – The elemental gains an additional pair of limbs. These can be arms, or they can be legs (which increase the elemental’s land speed by 2 squares). You can select this option multiple times.
- Presence Concealment – In any condition of illumination other than bright light, the elemental disappears into the shadows, giving it concealment (20% miss chance) and a +5 bonus to Stealth checks. This option can be taken again to increase the benefit to total concealment (50% miss chance) and a +10 bonus to Stealth checks. The elemental can suspend or resume this ability as a free action.
- Tremorsense – As long as the elemental is standing on bare earth or in water, it gains tremorsense out to a range of 6 squares. This option can be taken multiple times, increasing the range by another 6 squares each time.
- Frightful Presence – The elemental unsettles enemies, either through a terrifying appearance, menacing actions, or just a sense of it being ‘wrong.’ As part of an offensive action, the elemental can activate this ability, which functions as a Persuasion check vs the Will defense of all targets within 12 squares of the elemental. If the check succeeds, the target is terrified, causing it to flee from the elemental at top speed for 1 minute. The target can’t take standard actions, swift actions, or full-round actions while fleeing, and the target stops fleeing and can act normally if it is wounded. As a free action or reaction, the target can spend a Hero Point (if it has not already spent one earlier in the round) to negate the effect. The effect is automatically negated if the target’s level is equal to or higher than your character level. This is a mind-affecting fear effect. You must be level 9 to choose this option.
- Independent Action – Your elemental’s operational range increases to a base range of 1 kilometer from you, plus an additional kilometer for every 5 character levels you have.
- Fast Healing – While summoned, the elemental heals its own wounds at a rate of 1 HP per round. You must be level 11 to choose this option.
- Flight – The elemental gains a fly speed equal to its base speed. The fly speed can be increased, adding 4 squares to the speed for every point spent to increase the speed. You must be at least level 5 to select this option.
- Improved Spellcasting – Add one Incantation to the elemental’s spell suite.
1 POINT
2 POINTS
3 POINTS
4 POINTS
SIZE | ABILITY MODIFIERS | REF DEFENSE MODIFIER | STEALTH SIZE MODIFIER | DAMAGE THRESHOLD MODIFIER | CARRYING CAPACITY | HEIGHT OR LENGTH |
---|---|---|---|---|---|---|
Colossal | +32 STR, +32 CON, -4 DEX | -10 | -20 | +50 | x20 | 19.3 meters or more |
Gargantuan | +24 STR, +24 CON, -4 DEX | -5 | -15 | +20 | x10 | 9.7 to 19.2 meters |
Huge | +16 STR, +16 CON, -4 DEX | -2 | -10 | +10 | x5 | 4.9 to 9.6 meters |
Large | +8 STR, +8 CON, -2 DEX | -1 | -5 | +5 | x2 | 2.5 to 4.8 meters |
Medium | None | +0 | +0 | – | x1 | 1.3 to 2.4 meters |
Small | -2 STR, +2 DEX | +1 | +5 | – | x0.75 | 0.7 to 1.2 meters |
Tiny | -4 STR, +4 DEX | +2 | +10 | – | x0.5 | 0.4 to 0.6 meters |
Diminutive | -6 STR, +6 DEX | +5 | +15 | – | x0.25 | 0.2 to 0.3 meters |
Fine | -8 STR, +8 DEX | +10 | +20 | – | x0.01 | 0.1 meters or less |