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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.
Fire Savants study fire, and can wield it through spells as it it was a part of their being.
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- +10 Fire Spell Power
- -10 Cold Spell Power
- When Casting a Fire Spell:
- When Casting an Cold or Water Spell:
- For every Action Point spent this tree
- +0.75 Universal Spell Power
Selecting this enhancement will prevent you from spending points in the Water Savant enhancement tree. |
| 1 | 1 | 0 |
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- +10 Fire Spell Power
- -10 Cold Spell Power
- When Casting a Fire Spell:
- When Casting an Cold or Water Spell:
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| 1 | 1 | 5 |
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- +10 Fire Spell Power
- -10 Cold Spell Power
- When Casting a Fire Spell:
- When Casting an Cold or Water Spell:
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| 1 | 1 | 10 |
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- +10 Fire Spell Power
- -10 Cold Spell Power
- When Casting a Fire Spell:
- Target gains one Stack of Burning
- +1 Caster Level
- When Casting an Cold or Water Spell:
Burning: Target takes:
- 1d6 Fire Damage
- Ticks every 2 Seconds
- Lasts 6 Seconds
- Stacks up to 20 Times
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| 1 | 1 | 20 |
- Greater Fire Affinity
- Sorcerer 12
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- Immune to Paralysis
- +10 Fire Spell Power
- -10 Cold Spell Power
- When Casting a Fire Spell:
- +1 Caster Level
- +1 Maximum Caster Level
- When Casting an Cold or Water Spell:
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| 1 | 1 | 30 |
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| Activation Cost: 50 Spell Points Cooldown: 3 Seconds
Activate: Transform into an Fire Elemental
While in elemental form, you gain:
- +100% Fortification
- +20 Fire Spell Power
- +2% Fire Spell Critical Chance
- +10 Racial bonus to Fire Resistance
- +20 Physical resistance Rating
- -10 Cold Resistance
- +10% Spell Point Cost
- When Casting a Fire Spell:
- +1 Caster Level
- +1 Maximum Caster Level
- When Casting an Air, Earth or Water 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 Fire Spell Power
- -10 Cold Spell Power
- When Casting a Fire Spell:
- +1 Caster Level
- +1 Maximum Caster Level
- When Casting a Cold or Water Spell:
- On Hit with an Fire Spell to an enemy immune to Fire Damage:
- They become vulnerable for the next strike
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| 1 | 1 | 40 |
- Elemental Persistence
- Sorcerer 20
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| Spell-Like Ability: Burning Hands Metamagic: Embolden, Empower, Maximize, Quicken, Heighten, Intensify
A cone of searing flame shoots forth, damaging targets in the area of the spray for 1d6+1 fire damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). 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: 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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| Rank 2:
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| Rank 3:
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- +6 Haggle
- +6 Intimidate
- +1 Will Save
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| 3 | 1 | 1 |
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| | 3 | 1 | 1 |
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- When casting a Fire Spell:
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| 1 | 2 | 1 |
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When Casting a Fire Damage Spell:
- +5 to Fire 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 Fire Damage Spell: | Rank 1:
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- Bypass 5 points of the target's Fire Resistance
| Rank 2:
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- Bypass 10 points of the target's Fire Resistance
| Rank 3:
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- Bypass 15 points of the target's Fire Resistance
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| 3 | 2 | 5 |
- One with the Inferno
- Sorcerer 2
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- When casting a Fire Spell:
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| 1 | 2 | 5 |
- Spell Critical: Fire I
- Sorcerer 2
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When casting an Fire 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 a Fire Spell:
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| 1 | 2 | 10 |
- Spell Critical: Fire II
- Sorcerer 3
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| Multiple Selection |
| +1 Charisma or Strength |
| 1 | 2 | 10 |
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| Spell-Like Ability: Scorch Metamagic: Embolden, Empower, Heighten, Intensify, Quicken
A jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 fire damage per caster level (up to a max of 10d6+20 at caster level 10) to targets in its path. 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: 8 Spell Points
- Cooldown: 20 Seconds
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| Rank 2: - Activation Cost: 6 Spell Points
- Cooldown: 15 Seconds
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| Rank 3: - Activation Cost: 4 Spell Points
- Cooldown: 10 Seconds
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Character Level is used for Caster Level |
| 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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- When being attacked with melee:
- Enemy takes 3d6 Fire Damage
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| 1 | 2 | 20 |
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- When casting a Fire Spell:
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| 1 | 2 | 20 |
- Spell Critical: Fire III
- Sorcerer 4
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| Multiple Selection |
| +1 Charisma or Strength |
| 1 | 2 | 20 |
- Charisma or Strength (Tier 3)
- Sorcerer 4
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| Spell-Like Ability: Fireball Metamagic: Embolden, Empower, Enlarge, Eschew Materials, Heighten, Intensify, Maximize, Quicken
Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+3 fire 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 | 30 |
- Scorch
- Character Level 12
- Sorcerer 5
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| Activation Cost: 5 Spell Points Cooldown: 20 Seconds
Curse an enemy:
- +15% Fire Damage
- If enemy is Resistant or Immune to Fire Damage:
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| 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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| Activation Cost: 50 Spell Points Cooldown: 1 Minute
- Target takes 2000 points of Fire damage
- Fortitude DC: 10 + Sorcerer Level + Highest of Constitution or Charisma Modifier + Evocation Bonus save negates
- Fire creatures are immune to this effect
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| 1 | 2 | 30 |
- Fire Guard
- Character Level 12
- Sorcerer 5
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| | 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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| Multiple Selection |
| +15 Acid, +15 Electric and Sonic, or +10 Force Spell Power |
| 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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