Elementalist

Elementalist - Advanced Feature
Prerequisites: Psychic, 2 Pokemon of the Type matching each of your chosen domains.
Cross-class Prerequisites:

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When you take Elementalist, first you must choose any two adjacent types. These two types are your Domains. For example, if you choose Water as your first domain, you can choose Ice or Grass as your second domain.

Base Features

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Kinetic Bond
At-Will
Effect: When you gain Elementalist, you gain this feature twice, one time for each of your domains.
Electric You may target electricity up to X meters away with Telekinesis and redirect it. X is your CON modifier multiplied by 5. You can also generate electricity in the air with Telekinesis to produce short, but powerful, bursts of electricity.
Fire You may target fire up to X meters away with Telekinesis and redirect it. X is your CON modifier multiplied by 5. You can also generate fire in the air with Telekinesis to produce short, but powerful, bursts of fire.
Flying You may target air up to X meters away with Telekinesis to produce short, but powerful, bursts of air. You can move air rapidly and produce a steady flow of wind that blows at X kilometers per hour. X is your CON modifier multiplied by 5.
Grass When targeting any type of plant with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can rapidly grow any plant you can lift 1 meter per round by subtracting 10 HP from yourself.
Ground When targeting any type of rock or piece of ground with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You may break up rock into dirt.
Ice When targeting any type of frozen water with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can mold ice into other forms of ice and freeze water by thought. As long as you are conscious, you and your non-Pokemon allies within 10 meters do not take damage from Hail.
Rock When targeting any type of hard rock with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can mold rock into other forms of rock, and you can mold earth into rock. As long as you are conscious, you and your non-Pokemon allies within 10 meters do not take damage from Sandstorm.
Water When targeting any type of liquid water with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can mold water into other forms of water and produce small quantities of water from the air by thought.

Class Features

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Elemental Aspects
Prerequisites: Elementalist, 4 Elementalist Features
Static
Effect: This Feature may be taken only one time. When you take this feature, choose one of your domains. You gain the corresponding effect.
Fire You can see in the infrared spectrum, allowing you to easily view sources of heat.
Flying While the weather is Clear, you are treated as if your DEX was one point higher than the trainer immediately before you in action order, but only for the purposes of who acts first, not for evasion or features.
Ground You may now see through rock, dirt, ground, sand etc as if it were not there, for a distance of up to X meters, where X is your CON modifier plus your INT modifier.
Water As long as either you are near a large body of water such as a lake or ocean or the weather is Rain or Hail, you may have water and ice typed Pokemon Moves you use via Elementalist originate at significant sources of water nearby. Significant sources of water are at least enough to submerge a Small sized Pokemon.
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Elemental Capabilities
Prerequisites: Elementalist
Static
Effect: This Feature may be taken only one time. When you take this feature, choose one of your domains. You gain the corresponding effect.
Electric You are treated as if you have the Magnetic capability.
Grass You are treated as if you have the Alluring capability.
Ice You gain the Icestep capability. In addition, you may cross still or slow-moving water by walking on the surface.
Rock You are treated as if you have the Materializer capability.
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Elemental Movement
Prerequisite: Elementalist
At-Will- Costs 5 HP for every round of use in combat or 5 HP for every minute of use when not in combat.
Effect: This Feature may be taken only one time. When you take this feature, choose one of your domains. You gain the corresponding effect.
Fire Increase your Overland Speed by a value equal to your CON modifier. You have no difficulty breathing in smoke and ash, or moving over hot surfaces.
Flying You are treated as if you have a Sky Speed, using your CON modifier as the value.
Ground You are treated as if you have a Burrow Speed, using your CON modifier as the value.
Water You are treated as if you have Surface and Underwater Speeds, using your CON modifier as the value. You may breathe underwater for X mins per hour, were X is your Constitution stat minutes.
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Force of Nature
Prerequisites: Elementalist, level 15
At-Will – Drains 25 of user’s HP per use.
Effect: This Feature may be taken only one time. When you take this feature, choose one of your domains. You gain the ability to use the corresponding move.
Electric Use the Move Thunder. Ground Use the Move Earthquake.
Fire Use the Move Fire Blast. Ice Use the Move Blizzard.
Flying Use the Move Hurricane. Rock Use the Move Rock Blast. You may continue to make attacks even if you miss.
Grass Use the Move Leaf Storm. Water USe the Move Hydro Pump.
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Unleashed Power
Prerequisites: Elementalist
At-Will – Drains 20 of user’s HP per use.
Effect: This Feature may be taken only one time. When you take this feature, choose one of your domains. You gain the ability to use the corresponding move.
Electric Use the Move Thunderbolt Ground Use the move Earth Power
Fire Use the Move Flamethrower Ice Use the Move Ice Beam
Flying Use the Move Acrobatics as if you are not holding an item. Rock Use the Move Stone Edge
Grass Use the Move Solar Beam Water Use the Move Surf
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Elemental Boon
Prerequisites: Elementalist
At-Will – Drains 15 of user’s HP per use.
Effect: This Feature may be taken only one time. When you take this feature, choose one of your domains. You gain the ability to use the corresponding move.
Electric Use the Move Thunder Wave. Ground Use the Move Spikes.
Fire Use the Move Sunny Day. Ice Use the Move Hail.
Flying Use the Move Defog. Rock Use the Move Sandstorm.
Grass Use the Move Aromatherapy. Water Use the Move Rain Dance.
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Elemental Assault
Prerequisites: Elementalist
At-Will – Drains 15 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: This Feature may be taken twice, once for each of your domains. When you take this feature, choose one of your domains. You gain the ability to use the corresponding move.
Electric Use the Move Discharge. Ground Use the Move Mud Bomb.
Fire Use the Move Lava Plume. Ice Use the Move Icicle Crash.
Flying Use the Move Air Slash. Rock Use the Move Rock Slide.
Grass Use the Move Giga Drain. Water Use the Move Waterfall.
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Elemental Utilities
Prerequisites: Elementalist
At-Will – Drains 10 of user’s HP per use.
Effect: This Feature may be taken twice, once for each of your domains. When you take this feature, choose one of your domains. You gain the ability to use the corresponding move.
Electric Use the Move Charge. Ground Use the Move Sand Tomb.
Fire Use the Move Fire Spin. Ice Use the Move Ice Shard.
Flying Use the Move Aerial Ace. Rock Use the Move Smack Down.
Grass Use the Move Seed Bomb. Water Use the Move Whirlpool.
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