Alignment: Elementalists can be of any alignment. Those linked to Earth and Water are typically of lawful alignments while Fire and Air are typically Chaotic.

Hit dice: d6

Starting wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class skills: The elementalist’s class skills are Craft (Int), Diplomacy (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, elementalist’s receive additional class skills depending upon their elemental link.

Skill ranks: 4+int

Weapon and Armor Proficiency: Elementalist’s are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a elementalist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: An elementalist casts arcane spells drawn primarily from the elemental spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an elementalist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an elementalist’s spell is 10 + the spell level + the elementalist’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: Elementalist. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

An elementalist’s selection of spells is extremely limited. An elementalist begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new elementalist level, she gains one or more new spells, as indicated on Table: Elementalist Spells Known. (Unlike spells per day, the number of spells a elementalist knows is not affected by her Charisma score; the numbers on Table: Elementalist Spells Known are fixed.) These new spells can be common spells chosen from the elementalist spell list, or they can be unusual spells that the elementalist has gained some understanding of through study.

Link: Each elementalist draws upon an elemental link to grant her spells and powers. This link also grants additional class skills and other special abilities. An elementalist must pick one elemental link upon taking her first level of elementalist. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an elementalist learns an additional spell derived from her link. These spells are in addition to the number of spells given on Table: Elementalist Spells Known. They cannot be exchanged for different spells at higher levels.

Each elementalist must choose from among the following mysteries.


Weakness: Each elemental link has a drawback to its abilities. The drawback is listed under the elemental link.

Cantrip: Elementalists’s learn a number of cantrips, or 0-level spells, as noted on Table: Elementalist Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Elemental Flux: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an elementalist uncovers a new secret about her elemental link that grants her powers and abilities. The elementalist must select a flux from the list of fluxs available to her elemental link. If a flux is chosen at a later level, the elementalist gains all of the abilities and bonuses granted by that flux based on her current level. Unless otherwise noted, activating the power of a flux is a standard action.

Unless otherwise noted, the DC to save against these fluxes is equal to 10 + 1/2 the elementalist’s level + the elementalist’s Charisma modifier.

Final Flux: At 20th level, an elementalist learns the final flux about her elemental link, granting her amazing powers and abilities. The nature of these bonuses depends upon the elementalist’s link.



Vheriss Celerum