Latest News

A new update!

Home > Classes > Base Classes > Psychic > Archetypes (Psychic) >

Elemental savants love working with and creating elements. It is their main motivation in most things they do. They have learned that by channeling psychic energy, they can create the beautiful elements they love so much, and they revel in the experience.

The elemental savant is an archetype of the psychic class.

Weapon Proficiency

Elemental savants gain proficiency with the whip but loses proficiency with ranged power weapons.

This ability modifies the starting psychic’s weapon proficiencies.

Martial Prowess

An elemental savant’s base attack bonus increases by one step (from 3/4 BAB to Full BAB). Also increases elemental savant’s hit dice from d8 to d10.

This ability replaces sense thoughts, mind meld, telepathy, telekinetic combat, improved telekinetic combat, full attack telekinesis, improved violent thrust, and fling skyward.

Elemental Lash (Su)

At 1st level, an elemental savant gains the ability to fashion a 15-foot-long whip of an element of her choice (earth, fire, ice, lightning, water, or wind, once chosen, she is permanently locked to that element) from unstable ectoplasm as a move-equivalent action. She takes no damage from an elemental lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of elemental (chosen from above) damage to a target within 15 feet on a successful ranged touch attack. An elemental savant can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the elemental lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the elemental savant holds it and is treated for mechanical purposes as a whip.

This ability replaces telekinetic hurl.

Elemental Adaptation (Ex)

At 1st level, an elemental savant becomes resistant to an element she chose with elemental lash, gaining a +4 bonus on all saving throws against (element) spells and effects. In addition, she gains resistance to said element 10. At 7th level, this bonus increases to +8, and her resistance to element increases to 20.

This ability replaces altered defense and enduring defense.

Fighter Training (Ex)

Starting at 2nd level, an elemental savant counts half his total psychic level as her fighter level for the purpose of qualifying for feats. If he has levels in warrior, these levels stack.

This ability replaces split brain i and split brain ii.

Psychic Talent

An elemental savant gains access to the following psychic talent, replacing mind flayer of old:

Elemental Sear (Su): The elemental savant’s elemental bolt now deals an elemental status effect, depending on the element that she chose with elemental lash (weighted, burning, frozen, static, drenched, or squalled) for 1d6 rounds unless they make an appropriate saving throw (Reflex for burning, static and squalled, Fortitude for frozen, weighted, and drenched) (DC 10 + half of the psychic’s level + her Intelligence modifier) to negate the status effect. Prerequisite: The elemental savant must be at least 10th level to select this talent.

Elemental Bolt (Su)

Starting at 3rd level, as a standard action, an elemental savant can launch a bolt of psionically manifested element at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of element (chosen with elemental lash) damage + an additional 1d6 damage per three psychic levels thereafter. This ability counts as Mind Blast for psychic talents.

This ability replaces mind blast.

Elemental Weapon (Su)

At 4th level and higher, an elemental savant can activate this ability as a move-equivalent action. Elements that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 1d6 points of element (chosen with elemental lash) damage on a successful hit. The weapon retains this effect for as long as the elemental savant wields it. This extra damage increases by 1d6 per five psychic levels after 4th.

This ability replaces thinkmodes.