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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.
Air Savants study the air and electricity, and can wield it through spells as it it was a part of their being.
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- +10 Electric Spell Power
- +10 Sonic Spell Power
- -10 Acid Spell Power
- When Casting an Electric, Sonic, or Air Spell:
- When Casting an Acid or Earth Spell:
- For every Action Point spent this tree
- +0.75 Universal Spell Power
Selecting this enhancement will prevent you from spending points in the Earth Savant enhancement tree. |
| 1 | 1 | 0 |
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- +10 Electric Spell Power
- +10 Sonic Spell Power
- -10 Acid Spell Power
- When Casting an Electric, Sonic, or Air Spell:
- When Casting an Acid or Earth Spell:
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| 1 | 1 | 5 |
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- +10 Electric Spell Power
- +10 Sonic Spell Power
- -10 Acid Spell Power
- When Casting an Electric, Sonic, or Air Spell:
- When Casting an Acid or Earth Spell:
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| 1 | 1 | 10 |
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- +10 Electric Spell Power
- +10 Sonic Spell Power
- -10 Acid Spell Power
- When Casting an Electric or Sonic Spell:
- +1 Caster Level
- Target gains 1d4-1 Stacks of Vulnerable
- When Casting an Air Spell:
- When Casting an Acid or Earth Spell:
Vulnerable: Target takes:
- 1% More Damage
- Lasts 3 Seconds
- Stacks up to 20 times
- Loses one stack on expiration
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| 1 | 1 | 20 |
- Greater Air Affinity
- Sorcerer 12
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- Immune to most knockdown effects
- +10 Electric Spell Power
- +10 Sonic Spell Power
- -10 Acid Spell Power
- When Casting an Electric, Sonic, or Air Spell:
- +1 Caster Level
- +1 Maximum Caster Level
- When Casting an Acid or Earth Spell:
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| 1 | 1 | 30 |
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| Activation Cost: 50 Spell Points Cooldown: 3 Seconds
Activate: Transform into an Air Elemental
While in elemental form, gain:
- +100% Fortification
- +10 Racial bonus to Electrical Resistance
- +20 Physical Resistance Rating
- +3% Dodge chance
- -10 Acid Resistance
- +10% Spell Point Cost
- When Casting an Air Spell:
- +1 Caster Level
- +1 Maximum Caster Level
- When Casting an Electric, or Sonic Spell:
- +1 Caster Level
- +1 Maximum Caster Level
- +20 Spell Power
- +2% Spell Critical Chance
- When Casting an a Water, Earth or Fire Spell:
- -3 Caster Level
- -3 Maximum Caster Level
- For Warforged:
- No longer considered a Living Construct
- Immune to Repair spells
- Can be healed by Positive Energy spells
Passive:
- +2 Charisma
- +10 Electric Spell Power
- +10 Sonic Spell Power
- -10 Acid Spell Power
- When Casting an Electric, Sonic, or Air Spell:
- +1 Caster Level
- +1 Maximum Caster Level
- When Casting an Acid or Earth Spell:
- On Hit with an Electric Spell to an enemy immune to Electric Damage:
- They become vulnerable for the next strike
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| 1 | 1 | 40 |
- Light on Your Feet
- Sorcerer 20
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| Spell-Like Ability: Shocking Grasp Metamagic: Empower, Maximize, Quicken, Enlarge, Intensify
Delivers a jolt of 1d6+2 electricity damage per caster level (up to a max of 5d6+10) to any enemy you touch. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 4 Spell Points
- Cooldown: 12 Seconds
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| Rank 2: - Activation Cost: 3 Spell Points
- Cooldown: 8 Seconds
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| Rank 3: - Activation Cost: 2 Spell Points
- Cooldown: 4 Seconds
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| 3 | 1 | 1 |
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| Rank 1:
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- +2 Balance
- +2 Jump
- +2 Tumble
| Rank 2:
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- +4 Balance
- +4 Jump
- +4 Tumble
| Rank 3:
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- +6 Balance
- +6 Jump
- +6 Tumble
- +1% Dodge
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| 3 | 1 | 1 |
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| | 3 | 1 | 1 |
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- When casting an Electric or Sonic Damage Spell:
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| 1 | 2 | 1 |
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When Casting an Electric, Cold, or Sonic Damage Spell:
- +5 to Electric Spell Power
- +5 to Cold Spell Power
- +5 to Sonic Spell Power
- Lasts 6 Seconds
| Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 1 |
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| Multiple Selection |
| Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken) |
| 3 | 2 | 5 |
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When casting an Electric or Sonic Damage Spell: | Rank 1:
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- Bypass 5 points of the target's Electric or Sonic Resistance
| Rank 2:
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- Bypass 10 points of the target's Electric or Sonic Resistance
| Rank 3:
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- Bypass 15 points of the target's Electric or Sonic Resistance
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| 3 | 2 | 5 |
- One with the Storm
- Sorcerer 2
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- When casting an Electric or Sonic Damage Spell:
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| 1 | 2 | 5 |
- Spell Critical: Electric I
- Sorcerer 2
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When casting an Electric or Sonic Damage Spell:
- Chance to gain 3 Temporary Spell Points
| 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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| Multiple Selection |
| Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken) |
| 3 | 2 | 10 |
- Efficient Metamagic (Tier 2)
- Sorcerer 3
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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 Electric or Sonic Damage Spell:
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| 1 | 2 | 10 |
- Spell Critical: Electric II
- Sorcerer 3
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| Multiple Selection |
| +1 Charisma or Dexterity |
| 1 | 2 | 10 |
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| Spell-Like Ability: Electric Loop Metamagic: Embolden, Empower, Enlarge, Heighten, Maximize, Quicken
An electrical discharge strikes a primary target for 1d3+3 per two caster levels electrical damage (max 5d3+15) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be daze for a short period of time or until they take damage. | | 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 |
- Shocking Grasp
- Sorcerer 4
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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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| | 1 | 2 | 20 |
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- When casting an Electric and Sonic Damage Spell:
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| 1 | 2 | 20 |
- Spell Critical: Electric III
- Sorcerer 4
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| Multiple Selection |
| +1 Charisma or Dexterity |
| 1 | 2 | 20 |
- Charisma or Dexterity (Tier 3)
- Sorcerer 4
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| Spell-Like Ability: Lightning Bolt Metamagic: Embolden, Empower, Eschew Materials, Heighten, Intensify, Maximize, Quicken
A powerful stroke of electrical energy deals 1d6+3 electricity damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets in its path. A successful Reflex Save save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range. | | 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 | 30 |
- Electric Loop
- Character Level 12
- Sorcerer 5
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| Activation Cost: 5 Spell Points Cooldown: 20 Seconds
Curse an enemy:
- +15% Electric Damage
- If enemy is Resistant or Immune to Electric Damage:
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| 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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| Activation Cost: 10 Spell Points Cooldown: 3 Seconds
Activate:
- Leap through the air, propelled by a gust of wind.
- Recharges one every:
- 15 Seconds in Private Areas
- 3 Seconds in Town
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| 1 | 2 | 30 |
- Feather Falling
- Character Level 12
- Sorcerer 5
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| | 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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| Multiple Selection |
| +15 Fire, +15 Cold or +10 Force Spell Power |
| 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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