Elemental Savant (Oracle/Monk)

Among those that study divine magic, some become devoted to the elements as a spiritual ideal, honing their minds and bodies to exemplify what they see as divine traits in the natural elements of the world. These then are elemental savants, devout martial artists who wield the divine powers of fire, water, earth, and air. Called by the voice of the divine, elemental savants seek to understand the great mysteries of these elements by becoming one with them. Through this extraordinary relationship, the elemental savant can draw upon the mysteries of her chosen element to breath flame, fly through the air, walk on water, or melt into stone. (Original Concept by Big Lemon)

Primary Class: Oracle.

Secondary Class: Monk.

Alignment: Any.

Hit Die: d8.

Bonus Skills and Ranks: The elemental savant may select three monk skills to add to her class skills in addition to the normal oracle class skills. The elemental savant gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The elemental savant is proficient with all simple weapons, in addition to those martial weapons proficiencies granted by her elemental mystery (see below). An elemental savant is proficient with light armor, but not with shields.

Diminished Spellcasting: The elemental savant casts divine spells drawn from the cleric/oracle spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if her Wisdom allows bonus spells of that level. He otherwise casts spells as an oracle of equal level.

Intuitive Mind: Unlike most oracles whose divine magic is powered by force of personality, an elemental savant uses pure willpower to master and fuel his magic. She uses her Wisdom, rather than her Charisma to determine all class features and effects relating to her oracle class, such as bonus spells per day, maximum spell level she can cast, and the save DCs of her spells.

Elemental Mystery: This is exactly like the oracle’s mystery ability, except that the elemental savant must select the Flame, Stone, Wind, or Water mystery. In addition, the elemental savant is proficient with the following martial weapons according to her chosen mystery: Flame (falchion, scimitar, shortsword), Stone (light flail, heavy flail, warhammer), Waves (ranseur, nunchaku, trident), Wind (longbow, shortbow, shuriken). The elemental savant's chosen mystery attunes her to a certain element, according to the following energy type associations: Flame (fire), Stone (acid), Wind (electricity), Waves (cold).

Elemental Curse: At 1st level, an elemental savant’s bond with one element makes her susceptible to damage from her opposing element. She takes 1 point of additional damage per elemental savant level from opposing energy spells and effects as determined by her mystery: Air (acid), Earth (electricity), Fire (cold), Water (fire). This additional damage cannot be avoided in any way, even if the savant gains access to energy immunity to the given type of energy. In addition, an elemental savant gains Elemental Fist as a bonus feat, even if he doesn’t meet the prerequisites. She can attempt an Elemental Fist attack a number of times per day equal to 3 + her Wisdom modifier.

As the elemental savant increases in level, she can bestow one condition on the target of her unarmed attack instead of the normal energy damage granted by Elemental Fist. A successful Fortitude save (DC 10 + the elemental savant’s level + the elemental savant’s Wisdom modifier) reduces the condition’s effect as described below. At 5th level, if the elemental savant forgoes her bonus energy damage, the target becomes dazzled for 1d4 rounds. A successful Fortitude reduces this to 1 round.

At 10th level, if the elemental savant forgoes her bonus energy damage, the target becomes dazed for 1d4 rounds. A successful Fortitude reduces this to 1 round.

At 15th level, if the elemental savant forgoes her bonus energy damage, the target becomes stunned for 1 round. A successful Fortitude reduces this to shaken for 1d4 rounds.

If the target of the elemental savant’s Elemental Fist attacks is vulnerable to her energy type, the target receives a –2 penalty to its Fortitude save. This ability replaces oracle’s curse.

Unarmed Strike: At 1st level, an elemental savant gains the monk’s unarmed strike ability, except that the damage she deals with her unarmed strike is 1d4 (1d3 for Small creatures). This unarmed damage increases to 1d6 (1d4) at 4th level, 1d8 (1d6) at 10th level, and 1d10 (1d8) at 16th level. This ability, elemental body, evasion, and tongue of the sun and the moon replace spells lost due to diminished spellcasting.

Evasion (Ex): At 2nd level, an elemental savant gains the monk’s evasion ability.

Elemental Body: An elemental savant 5th level or higher gain greater power and becomes more attuned to the elemental forces. She gains the following benefits as determined by her elemental mystery.

Flame: At 5th level, the elemental savant gains a +2 damage bonus on all spells and effects that deal fire damage. At 13th level, the elemental savant can emit an aura that causes the blood of creatures within the aura to ignite upon contact with air. This effect functions as blood blaze, except that the aura has a 10-foot radius, blood spray deals 2d6 points of fire damage, splash damage increases to 2, and the effect lasts for 1 minute per level of the elemental savant. These minutes do not need to be consecutive, but must be spent in 1–minute increments. The elemental savant is immune to the damaging effects of this ability, but is subject to damage caused by other blood blaze spells.

Stone: At 5th level, the elemental savant gains a +2 natural armor bonus. At 13th level, the elemental savant can stomp her foot to create a shock wave that travels along the ground, toppling creatures and loose objects in a 20 ft. cone-shaped spread from her square. The shock wave affects only creatures standing on the ground within the cone’s area. Creatures must make a Fortitude save (DC 10 + the elemental savant’s level + the elemental savant’s Wisdom modifier) or be thrown to the ground, become prone, and take 2d6 points of nonlethal damage. The elemental savant can use this ability once per day at 13th level, and an additional time per day every three levels thereafter, to a maximum of three times per day at 19th level.

Waves: At 5th level, the elemental savant gains a +2 insight bonus on all saving throws against spells and effects that deal cold damage and those with the water descriptor. At 13th level, the elemental savant can move unhindered along icy surfaces for a number of 10 minutes per level each day. These minutes do not need to be consecutive, but must be used in 1-minute increments. This ability works like the spider climb spell, but the surfaces the elemental savant climbs must be icy. The elemental savant can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Wind: At 5th level, the elemental savant’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when she is wearing no armor, or light armor, and not carrying a heavy load. Apply this bonus before modifying the elemental savant’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the elemental savant’s land speed. At 13th level, the elemental savant can breathe a blast of severe wind in a 40 ft. cone. This ability works like the gust of wind spell, but its effect is restricted to the cone’s area. The elemental savant can use this ability once per day at 13th level, and an additional time per day every three levels thereafter, to a maximum of three times per day at 19th level.

Tongue of the Sun and the Moon (Ex): At 17th level, an elemental savant gains the monk’s tongue of the sun and the moon ability.

Table: Elemental Savant