Recalcitrant - Elementalist
There is no fire that burns hotter than an efreet's rage, no wind that
is greater than a djinn's breath, and no shield stronger than the earth,
or drink vitalizing as the waters of Amphora. The Elementalist serves
Elemental Lords of the Outer Planes. Each sect of elementalist prescribes
to both the core attributes of an element (water represents healing, fertility,
life; earth represents strength, reliability, structure; fire represents
light and destruction and air represents insight, travel and trickery)
and the agenda of their patron.
As a recalcitrant, the elementalist is a divine spell caster who gains
her powers through communion with one or more extra-planar entities (elemental
lords such as djinn, efreet, etc.) Naturally non olindian (and therefore
non lawful) by their nature and devotion, Recalcitrants gain favor and
therefore power by appeasing the chaotic wills of their patrons. As a
Recalcitrant advances, so does she naturally gain the favor of her patron(s),
however she must always beware of her actions, for those which displease
her master(s) spell punishment or doom for the offender. Similarly, actions
which greatly please her patrons and advance their ethos bring reward
to the Recalcitrant. This process is further explained in the Drama System
under the Favor subheading. Good Recalcitrants use their faith to overthrow
tyrants, liberate the enslaved or give homes to those who are outcast
from society. Evil Recalcitrants work to destroy civilizations, undermine
political stability and shatter the foundations of society. In either
case, however, a Recalcitrant is shunned and or hated by Olindians and
in turn often works to either free herself of their presence (though evasion,
disguise, trickery or outright war).
Adventures
Ideally, a recalcitrant’s adventures support his patron’s
causes, at least in a general way. A good recalcitrant, for example, helps
those in need. If, through noble acts, she can improve the reputation
to his god or temple, that’s even better. An evil recalcitrant seeks
to increase his own power and that of his patron(s), so that others will
respect and fear both. Recalcitrants sometimes receive orders, or at least
suggestions, from their ecclesiastical superiors, directing them to undertake
missions for the pathos. The recalcitrants and their companions are compensated
fairly for these missions, and the church may be especially generous with
the casting of needed spells or divine magic items as payment. Of course,
recalcitrants are people, too, and being chaotic by nature, may have many
reasons of their own for adventuring.
Characteristics:
Elementalist are masters of elemental divine magic, as flexible as the
power of their patrons. Unlike an Olindian, who must structure their faith
and powers, Elementalist freely use the powers presented to them by their
patrons. Elementalist may, in addition to their spellcasting abilities
invoke an aspect of the elements (further described below). Elementalists
have some combat training based on their specific devotion (this is covered
below). They can use simple weapons, and they are trained in the use of
light and medium armor, since armor does not interfere with divine spells
the way it does with arcane spells.
Alignment:
Recalcitrants, by the nature of their powers must be non-lawful.
Religion:
This is covered in the drama system and elsewhere in the character description.
Suffice to say a elementalist must gain favor from one or more extra planar
entities to use any of their abilities. Religious groups are usually small
and splintered with thousands of factions.
GAME RULE INFORMATION
Elementalists have the following game statistics.
Abilities: Charisma determines how powerful a spell
a recalcitrant can cast, how many spells he can cast per day, and how
hard those spells are to resist (see Spells, below). A high Constitution
score improves a recalcitrant’s hit points.
Alignment: A recalcitrant’s alignment is discussed
above.
Hit Die: d8.
Class Skills The recalcitrant’s class skills (and
the key ability for each skill) are Concentration (Con), Craft (Int),
Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge
(religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and
Spellcraft (Int).
Based on chosen element (see below) they also have the following class
skills:
• Air: Bluff (Cha), Jump (Str)
• Water: Diplomacy (Cha), Swim (Str)
• Fire: Intimidate (Cha)
• Earth: Sense Motive (Wis), Balance (Dex)
Skill Points at 1st Level: (2 + Int modifier) ×
4. Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the recalcitrant.
Weapon and Armor Proficiency: Recalcitrants are proficient with
all simple weapons, with most types of armor (light and medium), and with
shields (except tower shields).
Aura (Ex): An Elementalist radiates an aura as a cleric of the
same level.
Chosen Element: At first level the recalcitrant selects a chosen
element, which she is attuned to. From then on, the elementalist will
always be stronger in that element, and is prohibited from accessing aspects
or spells from his apposed element. (Fire is apposed to Water, Earth apposed
to Air). When casting spells from her chosen element, the elementalist
adds +1 to her caster level (e.g. a 1st level Fire elementalist casts
spells as a 2nd level caster). This does not affect spells known, maximum
spell level, or spells per day. Further, when selecting spells at least
one half of the spells know at each level (rounded up) must be selected
from the elementalist’s chosen element. Lastly, the elementalist’s
first aspect must be her chosen element.
Spells: A recalcitrant casts divine spells drawn from the elementalist
spell list (see below). The elementalist need
not prepare spells as an Olindian would, but she draws from a limited
pool of available spells. The elementalist may spontaneously casts any
domain spell which she has chosen, or from a small list spells she has
individually chosen. The table below designates how many spells (in addition
to her domain spells) the recalcitrant may know. At 4th level and every
even level after that, the elementalist may replace one of her known spells
with another. The replaced spell must be of the same level and must be
one level lower than highest level spell she can currently cast (at 4th
she may replace a 0th or 1st level, at 6th a 0th, 1st, or 2nd for example).
To cast a spell, a recalcitrant must have a Charisma score equal to at
least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level
spells, and so forth). The Difficulty Class for a saving throw against
a recalcitrant’s spell is 10 + the spell level + the recalcitrant’s
Charisma modifier. Like other spellcasters, an elementalist can cast only
a certain number of spells of each spell level per day. Her base daily
spell allotment is given on Table 3–7: The Recalcitrant. In addition,
he receives bonus spells per day if he has a high Charisma score (see
Table 1–1: PHB)
Elemental
Aspect: Starting at 3rd level the Elementalist gains the power to
take on aspects of his chosen element 1/day. As she grows in power, the
elementalist gains other aspects and is able to assume them more frequently.
Assuming an aspect is a standard action that does not provoke an attack
of opportunity. Once assumed, the aspect lasts for (3 + charisma modifier)
rounds. At 3rd level the first aspect is assumed (which must be the chosen
element). At 9th a second element is chosen, and at 15th the third and
final aspect is chosen (an elementalist may never assume the aspect of
her opposed element). The elementalist gains the ability to assume an
aspect one more time per day at 4th, 6th, 10th, 14th and 16th level. Elementalist
cannot cast spells while taking elemental aspects.
Improve Aspect: At 7th, 11th, 13th and 17th level the elementalist
may improve one of her existing aspects (i.e. from lesser to intermediate,
intermediate to greater or greater to elder). An elementalist may never
improve a non-chosen element to a level higher than her chosen element.
Combine Aspect: At 19th level the elementalist’s master
over her aspects is so great that she may combine her chosen elemental
form with one other form. When doing so she gains the benefit of both
forms as thought they were one form weaker (e.g. if Shiralizra a fire
elementalist can assume an elder aspect of fire, and an aspect of earth,
she can combine them and gain all the benefits of a greater aspect of
fire and lesser aspect of earth). Combining aspects this way only counts
as one use of the elemental aspect, and functions identically to the normal
use.
| Level |
Base Attack |
Fort |
Ref |
Will |
Special |
Spells per day |
| Save |
Save |
Save |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
| 1 |
+0 |
+0 |
+0 |
+2 |
Chosen Element |
5 |
3 |
|
|
|
|
|
|
|
|
| 2 |
+1 |
+0 |
+0 |
+3 |
|
6 |
4 |
|
|
|
|
|
|
|
|
| 3 |
+2 |
+1 |
+1 |
+3 |
1st Aspect |
6 |
5 |
|
|
|
|
|
|
|
|
| 4 |
+3 |
+1 |
+1 |
+4 |
Aspect (2/day) |
6 |
6 |
3 |
|
|
|
|
|
|
|
| 5 |
+3 |
+1 |
+1 |
+4 |
|
6 |
6 |
4 |
|
|
|
|
|
|
|
| 6 |
+4 |
+2 |
+2 |
+5 |
Aspect (3/day) |
6 |
6 |
5 |
3 |
|
|
|
|
|
|
| 7 |
+5 |
+2 |
+2 |
+5 |
Improve Aspect |
6 |
6 |
6 |
4 |
|
|
|
|
|
|
| 8 |
+6/+1 |
+2 |
+2 |
+6 |
|
6 |
6 |
6 |
5 |
3 |
|
|
|
|
|
| 9 |
+6/+1 |
+3 |
+3 |
+6 |
2nd Aspect |
6 |
6 |
6 |
6 |
4 |
|
|
|
|
|
| 10 |
+7/+2 |
+3 |
+3 |
+7 |
Aspect (4/day) |
6 |
6 |
6 |
6 |
5 |
3 |
|
|
|
|
| 11 |
+8/+3 |
+3 |
+3 |
+7 |
Improve Aspect |
6 |
6 |
6 |
6 |
6 |
4 |
|
|
|
|
| 12 |
+9/+4 |
+4 |
+4 |
+8 |
|
6 |
6 |
6 |
6 |
6 |
5 |
3 |
|
|
|
| 13 |
+9/+4 |
+4 |
+4 |
+8 |
Improve Aspect |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
|
|
|
| 14 |
+10/+5 |
+4 |
+4 |
+9 |
Aspect (5/day) |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
|
|
| 15 |
+11/+6/+1 |
+5 |
+5 |
+9 |
3rd Aspect |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
|
|
| 16 |
+12/+7/+2 |
+5 |
+5 |
+10 |
Aspect (6/day) |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
|
| 17 |
+12/+7/+2 |
+5 |
+5 |
+10 |
Improve Aspect |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
|
| 18 |
+13/+8/+3 |
+6 |
+6 |
+11 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
| 19 |
+14/+9/+4 |
+6 |
+6 |
+11 |
Combine Aspects |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
| 20 |
+15/+10/+5 |
+6 |
+6 |
+12 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| Table:
Recalcitrant Spells Known |
| |
———————— Spells Known —–——————— |
| Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
| 1st |
2+2 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
— |
| 2nd |
3+2 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
— |
| 3rd |
3+2 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
— |
| 4th |
3+3 |
2+1 |
1+0 |
— |
— |
— |
— |
— |
— |
— |
| 5th |
3+3 |
2+2 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
| 6th |
4+3 |
2+2 |
1+1 |
1+0 |
— |
— |
— |
— |
— |
— |
| 7th |
4+3 |
3+2 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
| 8th |
4+4 |
3+2 |
2+1 |
1+1 |
1+0 |
— |
— |
— |
— |
— |
| 9th |
4+4 |
3+2 |
2+2 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
| 10th |
5+4 |
3+2 |
2+2 |
2+1 |
1+1 |
1+0 |
— |
— |
— |
— |
| 11th |
5+4 |
3+2 |
3+2 |
2+2 |
2+1 |
1+1 |
— |
— |
— |
— |
| 12th |
5+4 |
3+2 |
3+2 |
2+2 |
2+1 |
1+1 |
1+0 |
— |
— |
— |
| 13th |
5+4 |
3+2 |
3+2 |
2+2 |
2+2 |
2+1 |
1+1 |
— |
— |
— |
| 14th |
5+4 |
3+2 |
3+2 |
2+2 |
2+2 |
2+1 |
1+1 |
1+0 |
— |
— |
| 15th |
5+4 |
3+2 |
3+2 |
2+2 |
2+2 |
2+2 |
2+1 |
1+1 |
— |
— |
| 16th |
5+4 |
3+2 |
3+2 |
2+2 |
2+2 |
2+2 |
2+1 |
1+1 |
1+0 |
— |
| 17th |
5+4 |
3+2 |
3+2 |
2+2 |
2+2 |
2+2 |
2+1 |
2+1 |
1+1 |
— |
| 18th |
5+4 |
3+2 |
3+2 |
2+2 |
2+2 |
2+2 |
2+1 |
2+1 |
1+1 |
1+0 |
| 19th |
5+4 |
3+2 |
3+2 |
2+2 |
2+2 |
2+2 |
2+1 |
2+1 |
2+1 |
1+1 |
| 20th |
5+4 |
3+2 |
3+2 |
2+2 |
2+2 |
2+2 |
2+1 |
2+1 |
2+1 |
2+1 |
Elemental aspects:
Earth
Lesser aspect of earth: The recalcitrant’s skin darkens,
hardens and becomes rough. While in this form the recalcitrant has immunity
to sleep and stunning. The recalcitrant becomes stronger but slower; he
gains +4 to strength, but has -2 to dexterity. The recalcitrant skin hardens,
granting natural armor. While this aspect is in effect, the recalcitrant
gains Darkvision of 60’. Further, the recalcitrant becomes tied
to the earth. The recalcitrant gains +4 to appose any trip, overrun or
bull rush attempts, but has -4 on all jump rolls. The recalcitrant gains
a slam attack that deals damage as if it were a club of the recalcitrant’s
size (1d6 for medium recalcitrant, 1d4 for small). The recalcitrant cannot
cast spells while this aspect is in effect. While assuming this aspect,
the elementalist gains the following abilities:
Immune to sleep and stunning
+4 Strength, -2 Dexterity (enhancement bonuses)
+2 Natural Armor
Darkvision 60’
+4 vs. trip, overrun or bull rush attempts, -4 on jump checks.
Slam attack (as club of recalcitrant’s size plus strength modifier)
No spell casting
Intermediate
aspect of earth: The recalcitrant is further imbued with the power
of earth. Her skin becomes more rocklike, and the power of earth pulses
through her. The recalcitrant gains all of the lesser abilities, and her
strength bonus increases to +6 (still -2 dexterity), Her natural armor
is increased to +4 and she gains immunity to paralysis (in addition to
sleep and stunning). While this aspect is in effect, the recalcitrant
benefits as if she had the power attack feat, regardless if she meats
the prerequisites. The recalcitrant may also perform the earth elemental’s
push ability, allowing her to make a bull rush attack without invoking
an attack of opportunity. The recalcitrant gains a slam attack that deals
damage as if it were a morning star of the recalcitrant’s size (1d8
for medium recalcitrant, 1d6 for small). The recalcitrant cannot cast
spells while this aspect is in effect. While assuming this aspect, the
elementalist gains the following abilities:
Immune to paralysis, sleep and stunning
+6 Strength, -2 Dexterity (enhancement bonuses)
+4 Natural Armor
Push ability (Ex): Bull rush attacks without invoking an attack of opportunity.
Power attack feat
Darkvision 60’
+4 vs. trip, overrun or bull rush attempts, -4 on jump checks.
Slam attack (as morning star of recalcitrant’s size plus strength
modifier)
Greater aspect of earth: The recalcitrant becomes stony and
rocklike. While in this form the recalcitrant gains all the abilities
of the previous forms, plus she becomes immune to poison and critical
hits (as well as sleep, paralysis and stunning). Her natural armor bonus
increases to +6 and she gains damage reduction 5/magic. Her slam attack
does the same amount of base damage, but she can now add 1½ times
her strength bonus to slam attacks. The recalcitrant also gains the earth
glide (ex) ability of an earth elemental. She can glide through stone,
dirt or almost any sort of earth except metal as a fish swims through
the sea. Her burrowing leaves no trail behind, nor does it create a ripple
or any other signs of her passing. The recalcitrant may use this ability
to move at her normal land speed. The recalcitrant cannot cast spells
while this aspect is in effect. While assuming this aspect, the elementalist
gains the following abilities:
Immune to critical hits, paralysis, sleep and stunning
+6 Strength, -2 Dexterity (enhancement bonuses)
+6 Natural Armor
Push ability (Ex): Bull rush attacks without invoking an attack of opportunity.
Power attack feat
Darkvision 60’
+4 vs. trip, overrun or bull rush attempts, -4 on jump checks.
Slam attack (as morning star of recalcitrant’s size plus 1½
strength modifier)
Earth Glide (at normal land speed)
Damage Reduction 5/adamantine
Elder aspect of earth: The recalcitrant’s body becomes
iron hard stone. While in this form, the recalcitrant has immunity to
poison, sleep, paralysis, and stunning. Her slam attack increases to do
damage as a great club of her size (1d10 for medium recalcitrants, 1d8
for small) plus 1½ her strength modifier. The elementalist’s
strength bonus increases to +8 (still dexterity penalty of -2). Her natural
armor bonus becomes +8 (replacing any other natural armor bonus the recalcitrant
has, though enhancements to natural armor still apply). She also gains
damage reduction 10/magic. The recalcitrant cannot cast spells while this
aspect is in effect. While assuming this aspect, the elementalist gains
the following abilities:
Immune to critical hits, paralysis, sleep and stunning
+8 Strength, -2 Dexterity (enhancement bonuses)
+8 Natural Armor
Push ability (Ex): Bull rush attacks without invoking an attack of opportunity.
Power attack feat
Darkvision 60’
+4 vs. trip, overrun or bull rush attempts, -4 on jump checks.
Slam attack (as greatclub of recalcitrant’s size plus 1½
strength modifier)
Earth Glide (at normal land speed)
Damage Reduction 10/adamantine
Air
Lesser aspect of air: The elementalist is infused with the powers
of air. A small whirlwind surrounds her, whipping her hair, and throwing
up loose leaves, dust or debris around her. The elementalist borrows the
strength of air, gaining speed, agility and certain elemental resistances.
The recalcitrant cannot cast spells while this aspect is in effect. While
assuming this aspect, the elementalist gains the following abilities:
+4
Dexterity, -2 Strength (enhancement bonus)
Darkvision 60’
Immune to sleep and stunning
Weapon finesse feat
+10 on jump checks
+10’ enhancement bonus to land speed.
+4 on grapple checks to escape or avoid grappling.
Intermediate aspect of air: The elementalist assuming this
aspect begins to take a wind form. Her lower body becomes a whirlwind
propelling her at a great speed and allowing limited flight. In this form,
those around the recalcitrant become affected by the power of her wind.
The recalcitrant cannot cast spells while this aspect is in effect. While
assuming this aspect, the elementalist gains the following abilities:
+6 Dexterity (enhancement bonus)
Darkvision 60’
Immune to paralysis, sleep and stunning
Flight 40’ (good maneuverability)
Weapon finesse and Flyby Attack feats
+20’ enhancement bonus to land speed.
+8 on grapple checks to escape or avoid grappling.
All those within 5’ of elementalist, must make concentration checks
(DC: 15 + spell level) to successfully cast a spell due to the wind that
whips around the recalcitrant.
Greater aspect of air: The transformation to air is complete;
the elementalist becomes a living whirlwind. All of the elementalist’s
gear is absorbed in the transformation, akin to a druid taking wild shape.
The elementalist’s material armor (including natural armor) becomes
worthless, though the elementalist’s size, Dexterity, deflection
bonuses, and armor bonuses from force armor still apply. While assuming
this aspect the elementalist looses all fine manipulation ability and
so skills like pick pocket, open locks, disable device, use magic device,
and others become unusable. Further, the elementalist’s attacks
are limited to the effects of her whirlwind. For all these limitations,
however, the greater aspect of air offers the elementalist great defenses
and fantastic transportation. While assuming this aspect the she can pass
through small holes or narrow openings, even mere cracks, further her
flight becomes like that of an air elemental. The recalcitrant cannot
cast spells while this aspect is in effect. While assuming this aspect,
the elementalist gains the following abilities:
+8 Dexterity, (enhancement bonus)
Darkvision 60’
Immune to critical hits, paralysis, sleep and stunning
Flight 100’ (perfect maneuverability)
Damage Reduction 10/magic
Whirlwind: (see below)
Elder aspect of air: As with greater aspect, but the elementalist
becomes more powerful. The recalcitrant cannot cast spells while this
aspect is in effect. While assuming this aspect, the elementalist gains
the following abilities:
+10 Dexterity
Darkvision 60’
Immune to critical hits, paralysis, sleep and stunning
Flight 100’ (perfect maneuverability)
Whirlwind: (see below)
Damage Reduction 20/magic
Whirlwind (su): In this form, the elementalist can move through
the air or along a surface at her fly speed. The whirlwind is 5 feet wide
at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending
on the elementalist’s size. The elementalist controls the exact
height, but it must be at least 10 feet.
The elementalist’s movement while in whirlwind form does not provoke
attacks of opportunity, even if the elemental enters the space another
creature occupies. Another creature might be caught in the whirlwind if
it touches or enters the whirlwind, or if the elementalist moves into
or through the creature’s space.
Depending on their size, creatures might take damage when caught in the
whirlwind (see the table below for details) and may be lifted into the
air. An affected creature must succeed on a Reflex save when it comes
into contact with the whirlwind or take the indicated damage. It must
also succeed on a second Reflex save or be picked up bodily and held suspended
in the powerful winds, automatically taking the indicated damage each
round. A creature that can fly is allowed a Reflex save each round to
escape the whirlwind. The creature still takes damage but can leave if
the save is successful. The DC for saves against the whirlwind’s
effects varies with the elementalist’s aspect (see the table). The
save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the
elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must
succeed on a Concentration check (DC 15 + spell level) to cast a spell.
Creatures caught in the whirlwind take a –4 penalty to Dexterity
and a –2 penalty on attack rolls. The elemental can have only as
many creatures trapped inside the whirlwind at one time as will fit inside
the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing
them wherever the whirlwind happens to be. A summoned elemental always
ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling
cloud of debris. This cloud is centered on the elemental and has a diameter
equal to half the whirlwind’s height. The cloud obscures all vision,
including darkvision, beyond 5 feet. Creatures 5 feet away have concealment,
while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15
+ spell level) to cast a spell.
An elementalist in whirlwind form does not threaten the area around it.
| Whirlwind Effects |
| |
|
—––——
Whirlwind ——––— |
| Elemental Aspect |
Affect Creatures Size |
Save DC |
Damage |
Height |
| Greater |
Medium or smaller |
10 + ½ Level + Con Mod |
1d6 |
10–30 ft. |
| Elder |
Larger or smaller |
10 + ½ Level + Con Mod |
2d6 |
10–50 ft. |
Fire
Lesser
aspect of fire: The elementalist bursts into a frenzy of fire and
motion. As she twists and turns fire licks the edges of her hands and
feat and trails behind her every motion. When assuming this aspect, the
elementalist lets go of her normally composed mind and unleashes a fiery
rage. The elementalist’s equipment is unaffected but anything he
picks up will begin to burn. The recalcitrant cannot cast spells while
this aspect is in effect. While assuming this aspect, the elementalist
gains the following abilities:
+4 Dexterity, +2 Strength, -4 wisdom
Darkvision 60’
Immune to sleep and stunning
Fire Resistance 10
-4 to save vs. cold effects
Fiery Frenzy: see below
Burn: 1d4 damage (see below), no chance to catch fire.
Intermediate aspect of fire: The elementalist is shrouded in
dancing flames. Her fires burn hotter and move faster to surround her
completely, making all those nearby very uncomfortable unless they have
protection from fire. The elementalist’s equipment is unaffected
but anything he picks up will begin to burn. The recalcitrant cannot cast
spells while this aspect is in effect. While assuming this aspect, the
elementalist gains the following abilities:
+4 Dexterity, +4 Strength, -4 wisdom
Darkvision 60’
Immune to paralysis, sleep and stunning
Fire Resistance 20
-6 to save vs. cold effects
Fiery Frenzy: see below
Endless Fury: see below
Burn: 1d6 damage (see below)
Greater aspect of fire: The elementalist bursts into flames,
spouting fire from his fingers and eye in addition to the fiery shield
that surrounds him. While assuming this aspect, the elementalist’s
speed is heightened, and his fires become even more dangerous. The elementalist’s
equipment is unaffected but anything he picks up will begin to burn. The
recalcitrant cannot cast spells while this aspect is in effect. While
assuming this aspect, the elementalist gains the following abilities:
+6 Dexterity, +4 Strength, -4 wisdom
Darkvision 60’
Immune to paralysis, sleep and stunning
Fire Resistance 30
-10 to save vs. cold effects
Fiery Frenzy: see below
Endless Fury: see below
Burn: 1d8 damage (see below)
Improved Initiative feat
Base Land speed +10 feet
Elder aspect of fire: The elementalist becomes more fire than
anything else. She burns through her skin, flares from eyes, and breathes
gouts of fire. The ground beneath her is scorched and blanked. The elementalist’s
equipment is unaffected but anything he picks up will begin to burn. The
recalcitrant cannot cast spells while this aspect is in effect. While
assuming this aspect, the elementalist gains the following abilities:
+6 Dexterity, +6 Strength, -4 wisdom
Darkvision 60’
Immune to critical hits, paralysis, sleep and stunning
Fire Immunity
Cold Vulnerability (+50% damage from all cold effects, regardless of saving
throw)
Fiery Frenzy: see below
Endless Fury: see below
Burn: 2d6 damage (see below)
Improved Initiative
Base Land speed +20 feet
Damage Reduction 10/magic
Fiery Frenzy (ex): When making a full melee attack, the elementalist
may make one extra attack in a round at her highest base attack bonus,
but all attacks made that round are at a -2 penalty.
Endless Fury (ex): When using the Fiery Frenzy ability (and
making a full melee attack, the elementalist may take a single move action
(not move-equivalent) and still take all of her attacks. When using this
ability however, she cannot make more than one attack on a single opponent.
Further, this ability does not protect from attacks of opportunity, which
can still be taken against her normally.
Burn (su): Any creature struck by the recalcitrant in melee
(whether with a weapon, unarmed attack, or natural weapon) takes extra
fire damage (Lesser: 1d4, Intermediate 1d6, Greater 1d8, Elder 2d6) and
(at intermediate aspect and above) must succeed on a reflex save or catch
fie for 1d4 rounds (see Catching on Fire, page 303 of the dungeon master’s
guide). The save DC is 10 + ½ recalcitrant level + recalcitrant’s
Con modifier. Creatures hitting the recalcitrant with natural weapons
or unarmed attacks while this aspect is in effect suffer the same damage
and chance of catching fire.
Water (Still under construction - most combat abilities will disappear)
Lesser aspect of water: The elementalist assuming this aspect
becomes semi-fluidic. Her form becomes mutable and she can change her
appearance to be that of any humanoid creature of her size. Further, damage
done to the elementalist is healed as quickly as ripples settle in a still
pond. The elementalist may thicken and thin herself, making it very difficult
to get a hold of her; she may also pass through spaces as if she were
one size category smaller than she normally is. When immersed in water,
the elementalist glides rather than swims through the water. The recalcitrant
cannot cast spells while this aspect is in effect. While assuming this
aspect, the elementalist gains the following abilities:
+2 Dexterity, +2 Strength
Darkvision 60’
Immune to sleep and stunning
Slam attack (as club of recalcitrant’s size plus strength modifier)
Cold Resistance 10
+4 on escape artist checks.
Pass through spaces as though one size smaller.
Swim speed 20’ and +8 bonus on swim checks
Regeneration: 5 (except vs. fire and electrical attacks)
Intermediate Aspect:
+2 Dexterity, +4 Strength
Darkvision 60’
Immune to paralysis, sleep and stunning
Slam attack (as club of recalcitrant’s size plus strength modifier)
Fire Resistance 10
Cold Resistance 20
+6 on escape artist checks.
Swim speed 40’ and +8 bonus on swim checks
Water subtype: breath air or water
Regeneration: 10 (except vs. fire and electrical attacks)
Greater:
+2 Dexterity, +4 Strength
Darkvision 60’
Immune to paralysis, sleep and stunning
Slam attack (as morning star of recalcitrant’s size plus strength
modifier)
Fire Resistance 10
Cold Resistance 30
+8 on escape artist checks.
Swim speed 60’ and +8 bonus on swim checks
Water subtype: breath air or water
Water form: (see below)
Drench: (see below)
Regeneration: 15 (except vs. fire and electrical attacks)
Elder:
+2 Dexterity, +6 Strength
Darkvision 60’
Immune to critical hits, paralysis, sleep and stunning
Slam attack (as morning star of recalcitrant’s size plus strength
modifier)
Fire Resistance 10
Cold Immunity
+10 on escape artist checks.
Swim speed 60’ and +8 bonus on swim checks
Water subtype: breath air or water
Water form: (see below)
Drench: (see below)
Regeneration: 20 (except vs. fire and electrical attacks)
Damage Reduction 10/magic
Water Form: At the greater element and above, the recalcitrant
and all of her gear becomes fluid.
Drench: The recalcitrant’s touch puts out torches, campfires,
exposed lanterns, and other open flames of non-magical origin if these
are Large or smaller. The recalcitrant can dispel magical fire she touches
as if she had cast greater dispel magic on it.
Vortex (as ability in monster manual (p. 101).
Elementalist Spell List:
0 – Level Elementalist Spells
Air
Daze: Humanoid creature of 4 HD or less loses next action.
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Earth
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
Fire
Dancing Lights: Creates torches or other lights.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Water
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Poison: Detects poison in one creature or object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
All
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
1st – Level Elementalist Spells
Air
Detect Snares and Pits: Reveals natural or primitive traps.
Disguise Self: Changes your appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Earth
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Pass without Trace: One subject/level leaves no tracks.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Fire
Burning Hands: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Faerie Fire: Outlines subjects with light, canceling blur, concealment,
and the like.
Hypnotism: Fascinates 2d4 HD of creatures.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Water
Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one
subject + one per four levels.
Speak with Animals: You can communicate with animals.
All
Endure Elements: Exist comfortably in hot or cold environments.
2nd – Level Elementalist Spells
Air
Detect Thoughts: Allows “listening” to surface thoughts.
Levitate: Subject moves up and down at your direction.
Minor Image: As silent image, plus some sound.
Silence: Negates sound in 15-ft. radius.
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Earth
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Make Whole: Repairs an object.
Glitterdust: Blinds creatures, outlines invisible creatures.
Fire
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Heat Metal: Make metal so hot it damages those who touch it.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Water
Fog Cloud: Fog obscures vision.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability
damage.
Locate Object: Senses direction toward object (specific or type).
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
All
Resist Energy: Ignores 10 (or more) points of damage/attack from specified
energy type.
3rd – Level Elementalist Spells
Air
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Gust of Wind: Blows away or knocks down smaller creatures.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex
saves.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Major Image: As silent image, plus sound, smell and thermal effects.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Earth
Plant Growth: Grows vegetation, improves crops.
Magic Weapon, Greater: +1/four levels (max +5).
Stone Shape: Sculpts stone into any shape.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Fire
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Daylight: 60-ft. radius of bright light.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Keen Edge: Doubles normal weapon’s threat range.
Water
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
All
Dispel Magic: Cancels magical spells and effects.
Glyph of Warding M: Inscription harms those who pass it.
Protection from Energy: Absorb 12 points/level of damage from one kind
of energy.
Summon Nature’s Ally III: Calls creature to fight. (small elementals
only)
4th – Level Elementalist Spells
Air
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Detect Scrying: Alerts you of magical eavesdropping.
Discern Lies: Reveals deliberate falsehoods.
Hallucinatory Terrain: Makes one type of terrain appear like another (field
into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass
through.
Earth
Death Ward: Grants immunity to death spells and negative energy effects.
Dismissal: Forces a creature to return to native plane.
Spell Immunity: Subject is immune to one spell per four levels.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Dimensional Anchor: Bars extradimensional movement.
Fire
Fire Shield: Creatures attacking you take fire damage; you’re protected
from heat or cold.
Flame Arrow: Arrows deal +1d6 fire damage.
Lightning Bolt: Electricity deals 1d6/level damage.
Quench: Extinguishes nonmagical fires or one magic item.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft.
Passing through wall deals 2d6 damage +1/level.
Water
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Locate Creature: Indicates direction to familiar creature.
Neutralize Poison: Immunizes subject against poison, detoxifies venom
in or on subject.
Restoration M: Restores level and ability score drains.
Ex-Elementalist: A recalcitrant who grossly violates
the code of conduct required by his patron(s) loses all spells and class
features, except for armor and shield proficiencies and proficiency with
simple weapons. He cannot thereafter gain levels as a recalcitrant of
that patron until he atones (see the atonement spell description, page
201).
|