Elementalists
Elementalists are a type of caster whose abilities stem from the elemental sprites that surround them. They gain abilities in a unique elemental spell tree by the element type.
There are four main types of elementalists. They are: Dancers, Mancers, Speakers and Shapers. Dancers use fluid and mesmerizing movements to influence the behavior of elemental sprites. Mancers use their overpowering intellect to influence and control elemental sprites. Speakers use charm and charisma to manipulate and delight elemental sprites. Shapers use their dominating wills to direct the movements and desires of elemental sprites.
Elementalist Type
Select a type of Elementalist
Elementalist Dancer
Elementalist Dancers have a unique connection to the elements that grants them the ability to use Focus and cause the sprites within elements to respond directly to their rhythmic movements, allowing them to take on shapes and properties they would not normally take.
XP Cost: 4 Prerequisites: Dexterity 14 or higher
Elementalist Mancer
Elementalist Mancers have a special connection to the Elements that grants them the ability to use Brainstorms to influence elemental sprites and cause them to take on shapes and properties they would not normally take.
XP Cost: 4 Prerequisites: Intellect 14 or higher
Elementalist Shaper
Elementalist Shapers have a special connection to the Elements that grants them the ability to exert their Willpower over various elemental sprites and cause them to take on shapes and properties they would not normally take.
XP Cost: 4 Prerequisites: Wisdom 14 or higher
Elementalist Speaker
Elementalist Speakers have the ability to speak and communicate with elemental sprites and can use their Panache to convince the sprites to reshape and reform certain “Elements of Reality” in which they reside or congregate.
XP Cost: 4 Prerequisites: Charisma 14 or higher
Playing an Elementalist
When you acquire any of the above Archetype you gain the following:
Training
Gain Training in Arcana and 2 of the following Skills: Acrobatics, Driving, Athletics, Perception, Survival, Knowledge or Fine Motor.
Gain training in the use of 1 Weapon Type of your choice.
Equipment
Acquire a Common Suit of Light Armor of your choice.
Acquire a Common Weapon of your choice.
Ability
Elementalist Gain Access to and the Ability to Activate Elementalist Magic.
Gain 1 Core Element Type of Elementamancy at no XP Cost.
You can See and Interact with Elemental Sprites in all Core Elements of Reality.
You are learning what sprites respond to and the more you learn the more you can affect the elements they inhabit.
You use Focus, Willpower, Brainstorms or Panache to Activate all Elementalist Abilities acquired. Choose one at time of character creation or Acquisition of this Archetype.
Trait
Elemental Affinity Choose a Core Element Type.
You add +1 to Attacks and Skill Rolls when Activating Elementalist Abilities of the chosen Element Type.
Traits and Abilities
Purchase with XP
Traits
Strong Willed
XP Cost: 2 Prerequisites: Elementalist
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Mental Fortitude
XP Cost: 2 Prerequisites: Elementalist
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Emotional Awareness
XP Cost: 2 Prerequisites: Elementalist
Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.
Nimble
XP Cost: 2 Prerequisites: Elementalist
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Elementalist
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resilient
XP Cost: 2 Prerequisites: Elementalist
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Quieted Mind
XP Cost: 2 Prerequisites: Elementalist
You Reduce the Cost to Sustain all Elementalist Magic by ½.
Superior Will
XP Cost: 2 Prerequisites: Elementalist
Increase your Maximum Willpower by 2.
Big Brain
XP Cost: 2 Prerequisites: Elementalist
Increase your Maximum Brainstorms by 2.
Charasmatic
XP Cost: 2 Prerequisites: Elementalist
Increase your Maximum Panache by 2.
Limber
XP Cost: 2 Prerequisites: Elementalist
Increase your Maximum Focus by 2.
Elemental Presence
XP Cost: 2 Prerequisites: Elementalist
You may reduce the Initial Willpower Cost to Activate Elementalist Magical Abilities by -1.
Strong Willed
XP Cost: 2 Prerequisites: Elementalist
When you Spend an Action to use your Elementalist Magic to deal Damage you deal an additional 1d6 Damage of the same Damage Type.
Expanded Control
XP Cost: 2 Prerequisites: Elementalist
When you use your Motion to Cast Elementalist Magic you may add +2 to whatever amount is listed, whether it be in Centimeters, Meters or Kilometers.
Long Willed
XP Cost: 2 Prerequisites: Elementalist
Your Range for all Elementalist Magic is increased by +5 Meters
Sprite Friend
XP Cost: 4 Prerequisites: Elementalist
These particular sprites like you so much that they go easy on you, after all, they are only bending the laws of physics, not breaking them.
Choose a Core Element: Air, Earth, Fire, Water, Light, Shadow, Flesh or the Metaphysical.
You are now considered to have Resistance to Damage Dealt by the Chosen Element.
Sprite Kin
XP Cost: 6 Prerequisites: Elementalist
These particular sprites view you as family and cannot bear to harm you, after all, they are only breaking some of the laws of physics, not all of them.
Choose a Core Element: Air, Earth, Fire, Water, Light, Shadow, Flesh or the Metaphysical.
You are now considered to have Immunity to Damage Dealt by the Chosen Element.
Abilities
Derivative Sprite Vision
XP Cost: 2 Prerequisites: Elementalist
You can See and Interact with Elemental Sprites in all Derivative Elements of Reality.
Elemental Mastery
XP Cost: 3 Prerequisites: Elementalist
You gain an Additional Action for the purpose of Casting Elemental Magic.
Strong Connection
XP Cost: 2 Prerequisites: Elementalist
You gain an Additional Motion for the purpose of Casting Elemental Magic.