Elemental SpecialistWizard Archetype |
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![]() Fortitude Low |
![]() Will High |
![]() Reflex Low |
![]() Base Attack Bonus Low |
![]() HP per level 4/ Level |
![]() HP 6 |
![]() Max level of Spells 10 |
![]() Caster ability Intelligence |
![]() Caster type Memorizing Spells |
Class Initial Features |
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Class Skills |
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Elemental Specialist is a sub-class in Pathfinder: Wrath of the Righteous. Elemental Specialists use spells in battle. They can learn any numbers of spells, but they need to prepare them in order to be used in battle. Elemental Specialists can also specialize in one school of magic, gaining additional spells and powers based on that school
"Wizards sometimes specialize in utilizing one element, converting other elements into their own. "
Elemental Specialist Information
- Base Class: Wizard
- -1 Fortitude, +2 Will, +1 Reflex
- Skill Ranks per Level: 2.
- Alignment: Any
- Hit Die: +4
- Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Elemental Specialist Familiar
Name | Bonus |
Cat Familiar | +3 Stealth checks, +2 Perception checks |
Centipede Familiar | +2 Will saves, +2 Perception checks |
Chicken Familiar | +3 hit points, +2 Perception checks |
Dog Familiar | +3 bonus on Lore(Nature), +2 Perception checks |
Duck Familiar | +3 bonus on Knowledge(World), +2 Perception checks |
Hare Familiar | +4 Initiative checks, +2 Perception checks |
Jerboa Familiar | +3 Athletics checks, +2 Perception checks |
Lizard Familiar | +1 natural armor bonus to AC, +2 Perception checks |
Monkey Familiar | +3 Mobility checks, +2 Perception checks |
Rabbit Familiar | +2 Reflex saves, +2 Perception checks |
Rat Familiar | +2 Fortitude saves, +2 Perception checks |
Tarantula Familiar | +3 Athletics checks, +2 Perception checks |
Viper Familiar | +3 Persuasion checks, +2 Perception checks |
Elemental Specialist Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | 0 | 0 | 0 | +2 | Arcane bond, cantrips, Detected Magic, Wizard Bonus Feat, Specialist School - Evocation, Wizard Proficiencies, Opposition School, Focused Element |
Level 2 | 1 | 0 | 0 | +3 | |
Level 3 | 1 | +1 | +1 | +3 | |
Level 4 | 2 | +1 | +1 | +3 | |
Level 5 | 2 | +1 | +1 | +4 | Wizard Bonus Feat |
Level 6 | 3 | +2 | +2 | +5 | |
Level 7 | 3 | +2 | +2 | +5 | |
Level 8 | 4 | +2 | +2 | +6 | |
Level 9 | 4 | +3 | +3 | +6 | |
Level 10 | 5 | +3 | +3 | +7 | Wizard Bonus Feat |
Level 11 | 5 | +3 | +3 | +7 | |
Level 12 | 6/1 | +4 | +4 | +8 | |
Level 13 | 6/1 | +4 | +4 | +8 | |
Level 14 | 7/2 | +4 | +4 | +9 | |
Level 15 | 7/2 | +5 | +5 | +9 | Wizard Bonus Feat |
Level 16 | 8/3 | +5 | +5 | +10 | |
Level 17 | 8/3 | +5 | +5 | +10 | |
Level 18 | 9/4 | +6 | +6 | +11 | |
Level 19 | 9/4 | +6 | +6 | +11 | |
Level 20 | 10/5 | +6 | +6 | +12 | Wizard Bonus Feat |
Elemental Specialist Abilities

Arcane Bond
At 1st level, Wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses, while a bonded object is an item a wizard can use to cast additional Spells.

Wizard Bonus Feat
At 1st, 5th, 10th, 15th, and 20th level, a Wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The Wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

Wizard Proficiencies
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Opposition School
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
Focused Element (Feature)
At 1st level, Elemental Specialist selects one element. He gains the ability to convert elemental spell damage to his chosen element.
At 15th level, his spells of the chosen element also deal half of the damage as untyped damage.
Specialist School - Evocation
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your Wizard level to the damage (minimum +1). This bonus only applies once a spell, not once per missile or ray. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell, you can roll twice to penetrate a creature's spell resistance and take the better result.
Force Missile: As a standard action, you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Wall: At 8th level, one per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. The elemental wall otherwise functions like wall of fire. At 12th level and every 4 levels thereafter, you can use this ability one additional time per day, to a maximum of 4 times at level 20.
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |
The base attack bonus is off by 1 at every even level. It should be +1 at level 2 and 1 higher every even level after 2.
1
+11
-1