Within the wide spheres of arcane magics, few can match the spectacle–and raw power–of elemental magic. Eldritch scholars, hermetic mystics, and pious theurges alike are all likely to tap into the powers of the planes, but none are as focused in their mastery of evoking primal force as the elementer. Whether combining their arcane spells into more potent forms or reducing them to their most basic components, elementers push the powers of air, earth, fire, and water to their limits. These masters of planar magics are not merely bookish magicians, however: elementers can draw residual energy into themselves, infusing their very being with roiling elemental might to combat the strongest of foes on equal footing.
Role: Elementers can compete with enlightened spellcasters and tempered warriors both, but can only direct their power to one of these ends at a time. Careful consideration must be given to how the elementer will engage her foes lest she find herself unable to use her powers at critical moments.
Alignment: Any
Hit Die: d8
Starting Age: Trained
Starting Wealth: 4d6 × 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.
CLASS SKILLS: The elementer’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int Modifier
CLASS FEATURES[]
| Level | BAB | Fort | Ref | Will | Special | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | 0 | 2 | 2 | Aegis, Affinity, Cantrips, Energy Pool | 3 | 1 | — | — | — | — | — |
| 2nd | +1 | 0 | 3 | 3 | Evasion, Spell Twists | 4 | 2 | — | — | — | — | — |
| 3rd | +2 | 1 | 3 | 3 | Potency | 4 | 3 | — | — | — | — | — |
| 4th | +3 | 1 | 4 | 4 | Barrier | 4 | 3 | 1 | — | — | — | — |
| 5th | +3 | 1 | 4 | 4 | Spell Twist | 4 | 4 | 2 | — | — | — | — |
| 6th | +4 | 2 | 5 | 5 | Affinity (Moderate), Fusion | 5 | 4 | 3 | — | — | — | — |
| 7th | +5 | 2 | 5 | 5 | Attunement (1/day) | 5 | 4 | 3 | 1 | — | — | — |
| 8th | +6/+1 | 2 | 6 | 6 | Spell Twist | 5 | 4 | 4 | 2 | — | — | — |
| 9th | +6/+1 | 3 | 6 | 6 | Absorption | 5 | 5 | 4 | 3 | — | — | — |
| 10th | +7/+2 | 3 | 7 | 7 | Fusion | 5 | 5 | 4 | 3 | 1 | — | — |
| 11th | +8/+3 | 3 | 7 | 7 | Affinity (Greater), Spell Twist | 5 | 5 | 4 | 4 | 2 | — | — |
| 12th | +9/+4 | 4 | 8 | 8 | Improved Evasion | 5 | 5 | 5 | 4 | 3 | — | — |
| 13th | +9/+4 | 4 | 8 | 8 | Attunement (2/day) | 5 | 5 | 5 | 4 | 3 | 1 | — |
| 14th | +10/+5 | 4 | 9 | 9 | Fusion, Spell Twist | 5 | 5 | 5 | 4 | 4 | 2 | — |
| 15th | +11/+6/+1 | 5 | 9 | 9 | Greater Barrier | 5 | 5 | 5 | 5 | 4 | 3 | — |
| 16th | +12/+7/+2 | 5 | 10 | 10 | Affinity (Master) | 5 | 5 | 5 | 5 | 4 | 3 | 1 |
| 17th | +12/+7/+2 | 5 | 10 | 10 | Spell Twist | 5 | 5 | 5 | 5 | 4 | 4 | 2 |
| 18th | +13/+8/+3 | 6 | 11 | 11 | Fusion | 5 | 5 | 5 | 5 | 5 | 4 | 3 |
| 19th | +14/+9/+4 | 6 | 11 | 11 | Attunement (3/day) | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
| 20th | +15/+10/+5 | 6 | 12 | 12 | Spell Twist, Supremacy | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
All of the following are class features of the elementer.
Weapon and Armor Proficiency[]
An elementer is proficient with all simple weapons, plus the glaive, greatsword, handaxe, longbow, short sword, starknife, trident, and warhammer. She is also proficient in light armor and shields (except tower shields). An elementer can cast elementer spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an elementer wearing medium or heavy armor incurs a chance of spell failure if the spell in question has a somatic component. A multiclass elementer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells[]
An elementer casts arcane spells drawn from the elementer spell list. An elementer must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, the elementer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an elementer’s spell is 10 + the spell level + the elementer’s Intelligence modifier.
An elementer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Elementer. In addition, she receives bonus spells per day if she has a high Intelligence score (see the Ability Scores section in Chapter 1 of the Pathfinder Roleplaying Game Core Rulebook).
An elementer may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the elementer decides which spells to prepare.
Spellbooks[]
An elementer must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook except for read magic, which all elementers can prepare from memory. An elementer begins play with a spellbook containing all 0-level elementer spells plus three 1st-level elementer spells of her choice. The elementer also selects a number of additional 1st-level elementer spells equal to her Intelligence modifier to add to her spellbook. At each new elementer level, she gains two new elementer spells of any spell level or levels that she can cast (based on her new elementer level or depending on what elements she has selected with her fusion class feature, see below) for her spellbook. At any time, an elementer can also add spells found in other spellbooks to her own (see Chapter 9 of the Pathfinder Roleplaying Game Core Rulebook).
An elementer can learn spells from a wizard’s or magus’s spellbook, just as a wizard or magus can from an elementer’s spellbook. The spells learned must be on the elementer spell list, as normal. An alchemist can learn formulae from an elementer’s spellbook, if the spells are also on the alchemist formula list. An elementer cannot learn spells from an alchemist.
Elemental Spells[]
Many spells on the elementer’s spell list are categorized under one of four elemental categories: air, earth, fire, or water. Spells in these four categories are referred to as elemental spells. Many of the elementer’s class features, such as fusion and what spells contribute to her energy pool (see below), are dependent on elemental spells. A spell can be listed under more than one category. If a spell is not listed under any of the four categories, that spell cannot be used with class features that require an elemental spell.
Aegis (Su)[]
All elementers learn a potent technique to envelop themselves in elemental force, shaping it into a raiment of energy. This is known as creating an aegis, and while powerful it is not without its limitations.
The elementer can enter into her aegis form as a swift action if she has at least one point in her energy pool (see below). Doing so costs 1 point from her energy pool. While in her aegis form, she gains a +2 bonus on attack rolls, AC, and CMD, and her weapons count as magic for the purpose of overcoming damage reduction. The bonus increases by +1 at 5th level and every four levels thereafter to a maximum of +6 at 17th level.
While in her aegis form, the elementer is unable to cast spells, use spell trigger or spell completion magic items, or gain points in her energy pool. At the start of each of her turns while in aegis form, the elementer loses 1 point from her energy pool. If she ever starts her turn with 0 energy points her aegis form immediately ends. She can also voluntarily exit aegis form as a free action at any time. Once she leaves aegis form (for any reason), she cannot re-enter until the end of her next turn.
Affinity (Su)[]
At 1st level, the elementer learns how to harness the elements to improve her aegis form. Each day when she prepares her spells she selects a single lesser affinity power from those listed and the end of the class description. She gains the benefits of that affinity power while she is in her aegis form. The choice remains until she prepares spells again, at which point she can choose a different affinity power.
Upon reaching 6th, 11th, and 16th levels, the elementer may also select a moderate, greater, and master affinity power, respectively. She chooses all of these powers when she prepares her spells each day. However, she does not automatically gain the benefit of these affinity powers while she is in her aegis form.
In order to benefit from her moderate affinity power, she must spend 2 points from her energy pool when entering her aegis form and spend 2 points each round she maintains it, rather than 1 point as normal. To benefit from her greater affinity power, the costs increase to 4 points, while her master affinity power requires 6 points. She gains the benefits of all powers of a lower tier when she does so, and cannot change her per-round energy cost until she exits and re-enters her aegis form. For example, if she decides to benefit from her greater affinity power, it costs her 4 energy points to enter and maintain the aegis form, and she gains the benefits of her lesser, moderate, and greater affinity powers.
Affinity powers are categorized into one of four elements: air, earth, fire, or water. If she is currently benefiting from more than one power of the same element, she gains additional effects depending on the number she is currently benefiting from as listed in that power’s “synergy” entry. If an affinity power calls for a saving throw, the DC is equal to 10 + 1/2 the elementer’s level + her Intelligence modifier.
The full list of affinity powers can be found here.
Cantrips[]
Elementers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Elementer under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Energy Pool (Su)[]
As an elementer casts her spells, she retains a portion of their residual power, slowly building it in a reservoir of planar energy. This energy pool has a maximum equal to the elementer’s level + her Intelligence modifier (minimum 1). She starts each day with a number of points in the pool equal to half its maximum, rounded down. Any points she had from the previous day are lost. The elementer cannot gain points in her energy pool while she is in her aegis form unless explicitly stated otherwise. She can build energy points in one of two ways:
- Cast a Spell: Whenever the elementer casts an elemental spell of 1st level or higher or uses a spell twist (see below), she gains a number of points in her energy pool equal to the spell’s level.
- Conversion: The elementer can use a standard action that does not provoke attacks of opportunity to sacrifice any number of prepared elemental spells. The elementer gains a number of points in her energy pool equal to half the total spell levels of the spells she sacrificed, rounded up. For example, if she sacrifices a 1st level, 2nd level, and 4th level spell, she would gain four energy points. She cannot sacrifice cantrips in this manner.
Evasion (Ex)[]
At 2nd level and higher, an elementer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the elementer is wearing light armor or no armor. A helpless elementer does not gain the benefit of evasion.
Spell Twist (Sp)[]
Beginning at 2nd level, the elementer learns how to twist her spells into a simpler yet effective form. She selects two spell twists from the list at the end of the class description. She gains an additional spell twist for every three levels obtained after 2nd, to a maximum of eight spell twists at 20th level.
Each spell twist has an associated elemental category (air, earth, fire, or water). To use a twist, she must sacrifice a prepared elementer spell of the specified elemental category that is 1st level or higher. The exception to this are spell twists with the “All” category; such spell twists can be used by converting a spell of 1st level or higher from any of the four elemental categories and change their function based on the element used.
Using a spell twist is a standard action that provokes attacks of opportunity unless otherwise stated. If a spell twist calls for a saving throw, the save DC is equal to 10 + the sacrificed spell’s slot level + the elementer’s Intelligence modifier. Using a spell twist grants the elementer points in her energy pool as if she had cast the sacrificed spell normally. Unlike spells, the elementer can use spell twists while she is in her aegis form, though she does not gain energy points for doing so, as normal.
If she uses a spell twist by sacrificing a spell prepared in a higher-level slot than normal (whether by simply preparing in a higher level slot or by preparing the spell with metamagic feats), she calculates the DC and effects of the spell twist using the level of slot the spell is prepared in, rather than its original level.
The full list of spell twists can be found here.
Potency (Ex)[]
Upon reaching 3rd level, an elementer can infuse her arcane spells with further power. Whenever she casts an elemental spell or uses a spell twist that deals damage she deals an additional +1 damage per die rolled.
Barrier (Su)[]
Starting at 4th level, the elementer gains an invisible shield of elemental force that protects her from energy attacks. She gains 10 “points” of energy resistance in this barrier, which increases by 10 points for every three elementer levels gained thereafter to a maximum of 60 points at 19th level.
When the elementer prepares her spells for the day, she must assign these points of resistance to either acid, cold, electricity, or fire, and must do so in increments of 5. For example, a 7th level elementer has 20 points of resistance. She could assign all 20 to fire to have fire resistance 20, have acid resistance 10 and electricity resistance 10, or have resistance 5 for all four types.
The elementer has the chosen resistances until she prepares spells again, at which point she can redistribute them as she chooses.
Fusion (Sp)[]
| Spell Level | Total Spell Levels Needed
to Prepare a Fused Spell |
|---|---|
| 2nd | 3 |
| 3rd | 4 |
| 4th | 5 |
| 5th | 7 |
| 6th | 9 |
| 7th | 12 |
| 8th | 15 |
| 9th | 18 |
Beginning at 6th level, an elementer learns how to combine magical energy into varied and more powerful forms than she would normally be able to create.
The elementer must select a single elemental spell category: air, earth, fire, or water. When preparing her spells, she may choose to fuse her spell slots to prepare a spell from that elemental category that she has in her spell book. To do so, she must combine a number of spell slots whose total spell levels is greater than or equal to the value shown in Table: Fusion for the level of spell she wishes to prepare. For example, if she wishes to prepare lightning bolt (a 3rd level spell), she must give up a number of spell slots whose total levels is at least four or more. This could be any combination of spell slots, such as two 2nd level spell slots or four 1st level slots. An elementer can only fuse a spell of a level that she would normally be able to prepare (2nd level spells when she gains this ability, 3rd level spells at 7th elementer level, and so on).
Casting a fused spell counts as casting an elementer spell for all purposes, including applying feats such as Spell Focus or generating points for her energy pool. She cannot apply metamagic feats to a spell prepared this way.
When the elementer reaches 10th, 14th, and 18th levels, she selects an additional elemental category that she can prepare spells from using fusion. Alternatively, she can select a category she had previously selected to enhance the level of spell she can fuse. If she does, instead of being limited to spells she could normally prepare, she can instead fuse spells from the chosen elemental category whose level is up to half her elementer level, rounded down, to a maximum of 9th level spells when she reaches 18th level. She cannot select the same element more than twice.
When the elementer increases in level and gains her two free spells for her spellbook (see Spellbooks, above), she can choose to learn any elemental spell she could prepare with fusion, rather than just spells she could cast normally with her spell slots.
Attunement (Ex)[]
Starting at 7th level, an elementer gains the ability to adapt her aegis form to new threats. As a free action, the elementer can exchange her currently selected affinity powers for a new selection. She gains the effects of the new affinity powers while losing the old, including their synergy effects, if applicable. The elementer can do this once per day, plus an additional time per day upon reaching 13th and 19th levels, but only once per round.
Absorption (Su)[]
At 9th level, the elementer can absorb some residual energy from elemental effects. Absorption can be used whenever the elementer is subjected to an effect that would deal acid, cold, electricity, or fire damage to her, but she completely negates the damage in some way (taking 0 damage from the effect). Any method of damage negation, including energy resistance, protection from energy, or the evasion class feature all can trigger this effect.
If she reduces the damage to zero, for every 20 points of damage she negated she immediately gains 1 point in her energy pool. This functions even while the elementer is in her aegis form. An elementer cannot trigger absorption from a damaging effect that originates from herself (spell, ability, item, or otherwise).
Improved Evasion (Ex)[]
At 12th level, the elementer’s evasion improves. This ability works like evasion, except that while the elementer still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless elementer does not gain the benefit of improved evasion.
Greater Barrier (Su)[]
At 15th level, the elementer’s barrier grows in strength. If the elementer has at least 30 points of resistance assigned to an energy type through her barrier class feature, she gains immunity to that damage type, instead.
Supremacy (Ex)[]
At 20th level, the elementer becomes a master of the four elements. Half of all acid, cold, electricity, or fire damage she deals ignores any resistances or immunities. This does not bypass her own resistances or immunities. Spells and spell twists she use that deal slashing, bludgeoning, or piercing damage, such as stone callAPG, ignore any damage reduction that is not DR/– or DR/epic (excluding her own).
Favored Class Bonuses[]
- Aasimar: The elementer gains 1/6 of an additional daily use of her attunement ability.
- Catfolk: The elementer gains 1/6 of a spell twist.
- Changeling: Add one spell from the elementer spell list to the elementer’s spellbook. This spell must be at least one level below the highest spell level the elementer can cast (accounting for her fusion class feature).
- Dhampir: Increase the elementer’s maximum energy pool by +1/2.
- Drow: Add a +1 bonus on concentration checks to cast elementer spells.
- Duergar: Add +1/2 damage to earth elemental spells and earth spell twists
- Dwarf: Increase the elementer’s maximum energy pool by +1/2.
- Elf: Add one spell from the elementer spell list to the elementer’s spellbook. This spell must be at least one level below the highest spell level the elementer can cast (accounting for her fusion class feature).
- Fetchling: Increase damage dealt with spell twists by +1/3 point.
- Gillmen: Add 1 foot to the elementer’s swim speed. In combat, this option has no effect unless the elementer has selected it five times (or another increment of five).
- Gnome: Add a +1 bonus on concentration checks to cast elementer spells.
- Goblin: Add +1/2 damage to fire elemental spells and fire spell twists.
- Grippli: The elementer gains 1/8 of a new fusion.
- Half-Elf: The elementer gains 1/6 of a spell twist.
- Half-Orc: Increase the elementer’s maximum energy pool by +1/2.
- Halfling: The elementer gains 1/6 of a spell twist.
- Hobgoblin: While in aegis form, add +1/3 to attack rolls to confirm critical hits and +1/3 to the elementer’s AC against critical hit confirmations (max +4 for both).
- Human: Add one spell from the elementer spell list to the elementer’s spellbook. This spell must be at least one level below the highest spell level the elementer can cast (accounting for her fusion class feature).
- Ifrit: Add +1/2 damage to fire elemental spells and fire spell twists.
- Kitsune: The elementer gains 1/8 of a new fusion.
- Kobold: Increase the DC of one spell twist by +1/3 (max +2 for any single spell twist).
- Merfolk: Add +1/2 damage to water elemental spells and water spell twists.
- Nagaji: The elementer gains 1/6 of an additional daily use of her attunement ability.
- Orc: While in aegis form, add +1/3 to attack rolls to confirm critical hits and +1/3 to the elementer’s AC against critical hit confirmations (max +4 for both).
- Oread: Add +1/2 damage to earth elemental spells and earth spell twists.
- Ratfolk: The elementer gains 1/6 of a spell twist.
- Samsaran: The elementer gains 1/8 of a new fusion.
- Strix: Increase the elementer’s maximum energy pool by +1/2.
- Suli: Increase the amount of resistance provided by the elementer’s barrier feature by 1. This only has an effect for every five increases to the elementer’s barrier.
- Svirfneblin: Increase the elementer’s racial Spell Resistance by +1/4, but only against spells that deal acid, cold, electricity, or fire damage.
- Sylph: Add +1/2 damage to air elemental spells and air spell twists.
- Tengu: The elementer gains 1/6 of a spell twist.
- Tiefling: Add a +1 bonus on caster level checks made to overcome the Spell Resistance of outsiders.
- Undine: Add +1/2 damage to water elemental spells and water spell twists.
- Vanara: Increase the DC of one spell twist by +1/3 (max +2 for any single spell twist).
- Vishkanya: Increase the elementer’s maximum energy pool by +1/2.
- Wayang: The elementer gains 1/6 of an additional daily use of her attunement ability.