Level Bab Fort Ref Will Feature
1 +1 +0 +0 +2 Elemental Body, Mastery of their Element, +2 Cha
2 +2 +0 +0 +3 Elemental Overload 1, Force of Will
3 +3 +1 +1 +3 Elemental Reincarnation
4 +4 +1 +1 +4 Elemental Smite, Attuned Strikes
5 +5 +1 +1 +4 Walk the Elements, Elemental Overload 2
6 +6 +2 +2 +5 Beyond the Mortal
7 +7 +2 +2 +5 Unstoppable Energies
8 +8 +2 +2 +6 Elemental Overload 3
9 +9 +3 +3 +6 Wounded Burst
10 +10 +3 +3 +7 Force of Nature
2+int skill points. An Elemental Archons class skills are: Craft, Intimidate, Knowledge(The Planes), Profession,
Proficiencies: Elemental Archons are proficient with Simple weapons, one Martial weapon of their choice Light, Medium and armor and shields but not tower shields.
Elemental body: At first level, the Elemental Archon loses all racial bonuses, traits, and abilities and gains elemental traits. In additon, choose one element Fire, Water, Earth or Air, you gain the subtype of your chosen element. Water Archons have a swim speed equal to their land speed.
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Not subject to critical hits or flanking.
• Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
• Elementals do not eat, sleep, or breathe.
The Elemental Archon is a Medium creatrure with a base land speed of 30ft. Mastery of their Element:
Each Elemental Archon is deeply connected with raw elemental power. Their powers are vast but also narrowly focused. Elemental Archons cast spells like sorcerer, however instead of learning spells as a sorcerer does they are intrinsically attuned to their element. An Elemental Archon knows every spell that has an elemental descriptor that matches their subtype, that deals damage of the associated type or that manipulates their element provided they can cast spells of that level. For example, a level 10 Earth Elemental Archon would know every spell up to 5th level with the Acid descriptor, every spell up to 5th level that deals Acid damage and any spell up to 5th level that manipulates earth like Shape Stone or Wall of Stone. Spells with multiple elemental types such as Summon Monster may only be used as your chosen element, a fire archon could only summon fire creatures for example. Elemental Archons do no suffer Arcane Spell failure for casting spells from this class. Despite this class only having 10 levels its spell-casting ability may be advanced with prestige classes exactly as if it were a sorcerer. Elemental Overload (Su)
: Elemental Archons are capable of bringing the full might of their elemental powers to bear in a way that mortal spellcasters can only dream. Starting at level 2 whenever the Archon casts a damaging spell it deals 1 additional damage per die. This ability improves to 2 additional damage at level 5 and 3 additional damage at level 8. Force of Will (Su)
Elemental Archons are held together by pure force of will once they leave their home plane, their own sense of being and individuality prevent them from dissolving back into the elemental aether. They gain a bonus equal to their Charisma modifier (If any) to all saving throws. Elemental Reincarnation (Ex)
Elemental creatures do not view life and death the same way mortals do, their destruction would cause their essence to merge with the surrounding environment. Elemental Archons with a strong will however are capable of drawing themselves back together piece by piece. At level 3 an Elemental Archon can be resurrected the same way a humanoid can, the magic acts as a focal point for the archon to reform. Because Elemental Archons are formed of pure elemental force they only require a piece of that element rather than a whole body to be resurrected. Elemental Archons are only ever reincarnated as the same type of Archon. Upon reaching 15 HD the will of the Archon is so strong that they can reform their body without the aid of outside magic, It takes 1d4 weeks for the Archon to reform in the nearest source of correct elemental energy to the position it died. Volcanoes, Mines, Waterfalls and Windswept plains are the usual locations. This ability does not prevent the level loss or costs of the spells cast. Elemental Smite (Su)
Elemental Archons are mighty creatures and often use their connection to their element to enhance their martial prowess. By expending a spell slot as a free action the Elemental Archons next melee attack gains a bonus to hit equal to the lost spells level and deals an additional 1d6 damage per spell level of the appropriate elemental type. Attuned Strikes
By focusing their powerful willpower into the surrounding enviroment an elemental archon may fractionally slow their opponents at critical moments. Elemental Archons gain their Charisma modifier (if any) to their attack rolls. Walk the Elements (Su)
Beginning at 5th level an Elemental Archon may use their innate connection with their element to transport themselves between sources of its power. An Elemental Archon may teleport between squares that contain elemental energies that match their subtype as a Standard action. The target square must be within 100' and the Archon must have Line of effect to it. The source of elemental power must be large enough to contain the Archons whole body. The source of power must not have been shaped by mortal hands. Statues, Ice sculptures and Dugeon walls are not usuably targets for this ability. Air elemental Archons may only transport themselves between areas of strong winds. A fire elemental archon could transport themselves from a bonfire to a burning building but not from a torch or candle. Beyond the Mortal (Su)
Using their awesome power an Elemental Archon can bend the reality of the material universe. Carried aloft by powerful winds, magnetic repulsion or a burst of flames an elemental archon gains a fly speed equal to their base land speed with perfect maneuverability. Unstoppable Energies (Su)
As they gain in power Elemental Archon learn how to bypass the weakness of their element. Beginning at level 7 an elemental Archons spells ignore resistance to their element and deal half damage to creatures that would otherwise be immune. Wounded Burst (Su)
If an elemental archon is reduced to half its hit points or reduced to 0 hit points, it unleashes a burst of energy centred on itself. The blast causes 1d8 points of the appropriate elemental damage per HD to creatures within 5' per HD (Reflex DC 10 + 1/2 HD + Cha for half damage) Force of Nature (Su)
Elemental Archons bend the environment around them. While they have this ability activated all spells that they cast are Empowered (As the Metamagic spell) however, the overflow of elemental energy into the material plane has strange effects. Within a mile of an Elemental Archon using this ability rivers run faster or freeze over, candles consume themselves within seconds and Lanterns explode, strange storms form and lumps of inanimate rock begin to levitate off the ground depending on the type of Archon. This ability may be activated as a swift action for a number of rounds a day equal to the Elemental Archon's HD+Cha modifier. It may be deactivated as a free action.
I am a bit worried about the spell lists being a little too restrictive but considering the BAB and other abilities I doubt it would be an issue. Some of the elements have less than 1 spell at each level from the SRD but with splats that should improve. Plus they can always channel the spells into their melee attacks.
I need abilities for levels 3 and 9 plus some more class skills before I would be totally happy with it.
Fire Archons SRD spell list:
Summon Monster and Summon Natures Ally have been left off this list.
1 Burning Hands, Endure Elements, Faerie Fire, Produce Flame
2 Continual Flame, Flaming Sphere, Scorching Ray, Fire Trap, Flame Blade, Heat Metal, Resist Energy (Cold Only)
3 Fireball, Flame Arrow, Protection from Energy (Cold Only),
4 Flame Strike, Fire Shield, Wall of Fire,
5 Lesser Planar Binding(Fire),
6 Planar Binding (Fire), Fire Seeds
7 Fire Storm, Delayed Blast Fireball
8 Incendiary Cloud, Greater Planar Binding(Fire)
9 Gate(Fire), Meteor Swarm, Elemental Swarm(Fire)