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Elemental Savant v1 (ogl)

Special Note: There is a 3.5 Edition Dungeons & Dragons version of a Prestige Class called Elemental Savant that is very similar to this one though I never really agreed with it and this is what I think an Elemental Savant should be like. I will also be creating a 2nd more unique version of this class that will not be OGL. A link will be posted here to the Elemental Savant v2 as soon as it is completed and put up on the site.

 

Alignment: Any

Hit Dice: d6

Requirements

To qualify to become an elemental savant, a character must fulfil all of the following criteria.

Alignment: Any

Feat(s): Maximize Spell, Spell Focus (evocation)

Skill(s): Knowledge (Arcana) 5 ranks, Knowledge (planes) 5 ranks, Knowledge (any one element) 5 ranks, Spellcraft 5 ranks.

Spellcasting: Ability to cast level 3 spells. Must be able to cast at least 3 spells with an energy type matching your chosen element.


Table: The Elemental Savant
LevelBABFortRefWillSpecialSpellcasting
1st+0+0+0+1Energy resistance, elemental specialization+1 level of existing class
2nd+1+1+1+1Elemental focus +1, elemental traits I+1 level of existing class
3rd+1+1+1+2Energy conversion+1 level of existing class
4th+2+1+1+2Darkvision+1 level of existing class
5th+2+2+2+3Elemental focus +2+1 level of existing class
6th+3+2+2+3Elemental traits II+1 level of existing class
7th+3+2+2+4Elemental sense+1 level of existing class
8th+4+3+3+4Elemental focus +3+1 level of existing class
9th+4+3+3+5Elemental movement+1 level of existing class
10th+5+3+3+5Elemental Transformation, elemental insight+1 level of existing class

Class Skills

The elemental savant's class skills (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level 2 + Int modifier.

Class Features

All of the following are class features of the Elemental Savant prestige class.

Weapons And Armor Proficiency: Elemental savants gain no proficiency with any weapon or armor.

Spellcasting: When a new elemental savant level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more then one spellcasting class before becoming an elemental savant, they must decide to which class they add the new level for purposes of determining spells per day.

Elemental Specialization: Choose one of the following elements, the element you choose determines what abilities you are granted from this class. Your chosen elemental also determines your opposing element. An elemental savant is not capable of casting spells that possess the energy type of their opposing element.

Table: Elemental Specialization Opposing Elements
Chosen ElementOpposing Element
AcidWater
AirFire
EarthSonic
ElectricityEarth
ColdFire
FireCold & Water
SonicAir
WaterElectricity

Energy Resistance: At 1st level an elemental savant gains resistance 10 to their chosen element. At 4th level this increases to resistance 20, and at 7th level it increases to resistance 30.

Elemental Focus: At 2nd level and every 3 levels after (5th, 8th, etc), an elemental savant gains a +1 stacking bonus to their caster level when casting spells with an energy type that matches their chosen element and a +1 to the DC of those spells.

Elemental Traits I (Ex): Taking on some of the traits of elementals you gain immunity to sleep effects and no longer require sleep to function but still must rest in order to prepare and restore your spellcasting abilities as normal.

Energy Conversion: When casting a spell, you can change the spell so that it instead deals energy damage matching the type of your chosen element. This ability is a Free Action to use and is usable at-will.

Example: If an elemental savant (fire) were to cast a lightning bolt spell, could change the spell so that it instead uses fire instead of electricity.

Darkvision (Ex): You gain darkvision out to a range of 60 ft. If an elemental savant already possesses darkvision then their already existing darkvision has its range increased by +30 ft.

Elemental Traits II (Ex): You gain immunity to paralysis and no longer need to eat.

Elemental Sense (Ex): An elemental savant gains a special sense related to their chosen element.

Table: Elemental Savant Senses
Chosen ElementElemental Sense
AcidTremorsense 30 ft.
AirBlindsense 60 ft.
EarthTremorsense 30 ft.
ElectricityBlindsense 60 ft.
ColdInfravision 120 ft.
FireInfravision 120 ft.
SonicBlindsense 60 ft.
WaterTremorsense 30 ft.

Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does >not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Infravision (Ex) A creature with infravision can see heat—or lack thereof—, this includes the heat given off by a creatures body, invisibility is normally ineffective against infravision.

Tremorsense (Ex) A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.

Elemental Movement (Ex): An elemental savant gains a special movement mode related to their chosen element.

Table: Elemental Savant Movement
Chosen ElementSpecial Movement Type
AcidBurrow (via melting)
AirFly (2x base land-speed, perfect manoeuvrability)
EarthEarth Glide
ElectricityFly (2x base land-speed, perfect manoeuvrability)
ColdIce Walking
FireFly (2x base land-speed, good manoeuvrability)
SonicFly (2x base land-speed, good manoeuvrability)
WaterSwim Speed (2x base land-speed)

Elemental Transformation: At 10th level, an elemental savant undergoes a transformation into an elemental creature. They gain the Elemental Subtype and the energy type matching their chosen element and vulnerability to their opposing element(s).

Table: Elemental Savant Energy Subtype & Vulnerability
Chosen ElementSubtypeVulnerability
AcidAcidWater
AirAirFire
EarthEarthSonic
ElectricityElectricityEarth
ColdColdFire
FireFireCold & Water
SonicSonicAir
WaterWaterElectricity

An elemental savant also gains the following abilities: You no longer need to breathe. You are no longer subject to critical hits or flanking and you do not take additional damage from precision-based attacks, such as sneak attack. You are immune to bleed, disease, ageing—you do not die from old age—. You are immune to Poison, Paralysis, and Stunning.

Elemental Insight (Ex): You have gained an understanding of your element that few others have, you have learned how to bypass the elemental resistance and immunity of creatures that are immune to your chosen element. Creatures that would otherwise be immune or resistant to your chosen element instead take full damage from your spells that have an energy type that matches your chosen element.