Elemental savants study the basic building blocks of existence - air, earth, fire, and water - learning to harness their powers. Eventually they transcend their mortal forms and become elemental beings.
Elemental savants often begin their careers as individuals intrigued by one or all of the classic elements. Before they ever take levels in the prestige class, these spellcasters typically find themselves drawn to spells of a particular energy type. These spellcasters find satisfaction in the unleashed purity of the elemental energy forms, and they become elemental savants to grow closer to the element that becomes their favorite.
Earth Savants study the earth and acid, and can wield it through spells as it it was a part of their being.
Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)
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When casting an Acid Damage Spell: | Rank 1:
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- Bypass 5 points of the target's Acid Resistance
| Rank 2:
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- Bypass 10 points of the target's Acid Resistance
| Rank 3:
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- Bypass 15 points of the target's Acid Resistance
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| 3 | 2 | 5 |
- One with the Soil
- Sorcerer 2
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- When casting an Acid Damage Spell:
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| 1 | 2 | 5 |
- Spell Critical: Acid I
- Sorcerer 2
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When casting an Acid Damage Spell:
| Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 5 |
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Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)
Increase Ability (Charisma/Constitution)
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- +1 Caster Level to Overcome Spell Resistance
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| 1 | 2 | 10 |
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- When casting an Acid Damage Spell:
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| 1 | 2 | 10 |
- Spell Critical: Acid II
- Sorcerer 3
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Increase Ability (Charisma/Constitution)
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 | Spell-Like Ability: Melf's Acid Arrow Metamagic: Empower, Eschew Materials, Intensify, Maximize, Quicken
Deals 1d6 acid damage caster level to a target with a magical arrow of acid dealing damage 3 times over 6 seconds. The arrow has double spell range. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 8 Spell Points
- Cooldown: 15 Seconds
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| Rank 2: - Activation Cost: 6 Spell Points
- Cooldown: 10 Seconds
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| Rank 3: - Activation Cost: 4 Spell Points
- Cooldown: 5 Seconds
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| 3 | 1 | 20 |
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Reduce Metamagic Heighten cost by: | Rank 1:
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| Rank 2:
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| 2 | 2 | 20 |
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| Rank 1:
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- +3 Stacking bonus to Armor Class
| Rank 2:
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- +6 Stacking bonus to Armor Class
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| 2 | 1 | 20 |
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- When casting an Acid Damage Spell:
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| 1 | 2 | 20 |
- Spell Critical: Acid III
- Sorcerer 4
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Elemental Diversification
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 | Spell-Like Ability: Acid Blast Metamagic: Embolden, Empower, Enlarge, Eschew Materials, Heighten, Intensify, Maximize, Quicken
Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 12 Spell Points
- Cooldown: 18 Seconds
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| Rank 2: - Activation Cost: 8 Spell Points
- Cooldown: 12 Seconds
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| Rank 3: - Activation Cost: 6 Spell Points
- Cooldown: 6 Seconds
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| 3 | 1 | 20 |
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| Activation Cost: 5 Spell Points Cooldown: 20 Seconds
Curse an enemy:
- +15% Acid Damage
- If enemy is Resistant or Immune to Acid Damage:
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| 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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| Activation Cost: 15 Spell Points Cooldown: 15 Seconds
Earthen hands grasp target:
- Become Helpless
- Adds Bludgeoning DOT
- Reflex DC: 10 + Sorcerer Level + Higher of Constitution or Charisma Modifier + Conjuration Bonus save Negates
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| 1 | 2 | 30 |
- Earthen Armor
- Character Level 12
- Sorcerer 5
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| | 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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