Elemental Archon

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Ask a follower of Kossuth which is the dominant of the four elements, and she'll tell you that fire burns away all in its path. Akadians scoff at such pretension, stating that fire requires wind to spread and air to burn at all. Devotees to Istishia dismiss both claims, pointing out that water extinguishes fire and when mixed with wind becomes a powerful source of destruction. With quaking rough laughter, priests of Grumbar boast that the earth can open at any moment swallowing all into an airless chasm from which none can escape. There is no solution to this age-old argument, nor has there been since the dawn of time. The conflict of element against element has, however, engaged some individuals so deeply that they believe they are manifestations of their chosen element- the servants of powerful, seemingly uncaring elemental forces who want to once and for all tip the balance in favor of their chosen element.


Upon attaining this class, each elemental archon, chooses one of the four elements (air, earth, fire, or water), and henceforth dedicates her life to proving that this element is the most important in the multiverse, and that all others are subservient to it (once an element is chosen it cannot be changed). Such elemental champions are often insufferably arrogant and there can be little argument that their single mindedness brooks few challenges. The meeting of two elemental archons leads to bombastic displays of spellcasting, elemental summoning, and out-and-out destruction, with the "winner" of the combat seeing her victory as a moral win in an ageless philosophical contest. When not combating each other, elemental archons aid churches dedicated to their elements, such as those of Akadi, Grumbar, Istishia, and Kossuth. Elemental archons are not generally part of the hierarchies of these churches but nearly all such clergies view them as important prophets worthy of respect and admiration. Traveling archons preach to the people about the dominance of their chosen elements and are generally seen as somewhat insane by the general populace.

Role: Spell

Characteristics: Elementally inclined divine spellcasters with a legion of mephit companions

Source: Faiths and Pantheons

Game Rule Information

The Elemental Archon has the following game statistics.

Abilities: Wisdom for your divine spellcasting and Constitution for augmenting auxiliary abilities

Alignment: Any Neutral

Hit Die: d8

Starting Gold: N/A

Class Skills

The Elemental Archon's class skills are Animal Empathy (Cha), Concentration (Con), Handle Animal (Cha), Heal (Wis), Knowledge (nature)(Int), Knowledge (the planes)(Int), Listen (Wis), Scry (Int), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Elemental Archon.

Weapon and Armor Proficiency: A Elemental Archon is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day/Spells Known: At each indicated elemental archon level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming an elemental archon, the player must decide to which class to add each elemental archon level for the purpose of determining spells per day and spells known.

Power of Arrogance: So strong is the elemental archon's belief in the supremacy of her chosen element that her attacks do greater damage against the servants of her enemies. At 2nd level elemental archon gets a +2 competence bonus on any attack rolls against creatures with a subtype opposite her chosen element (air—earth; earth—air; fire—water; water—fire). On a successful attack, she deals +2d6 points of damage due to her expertise in combating these creatures.

Elemental Resilience Su: At 3rd level, an elemental archon gains resistance 10 against a type of energy, based on her chosen element. Archons dedicated to air gain resistance to electricity attacks. Those dedicated to earth gain resistance to acid attacks. Fire archons gain resistance to fire attacks, and water archons gain resistance to cold. At 6th level, the resistance rises to 20. At 9th level, the archon gains resistance 30 against her associated energy type.

Elemental Expertise Ex: Elemental archons of 7th level or higher have achieved a sort of equilibrium with their element that gives them the edge in certain combat situations. Consult the list below to determine the specific effect based upon the character's chosen element.


Air Expertise: Air archons gain a +1 circumstance bonus on attack and damage rolls against airborne creatures when the archon herself is airborne.


Earth Expertise: Earth archons gain a +1 circumstance bonus on attack and damage rolls if both she and her foe touch the ground.


Fire Expertise: Fire archons gain a +1 circumstance bonus on attack and damage rolls if both she and her foe are within 20 feet of an open flame (torch-sized or larger).


Water Expertise: Water archons gain a +1 circumstance bonus on attack and damage rolls if both she and her opponent touch water.

Elemental Transcendence: Through ultimate dedication to her chosen element and long association with elementals and the Elemental Planes, the elemental archon transcends her mortal form and becomes an elemental creature. Her type changes to elemental (with the subtype according to her chosen element) as her body endures a change to a form more closely associated with her chosen element. Though she retains a humanoid outline that might resemble her former form (albeit filled with crackling fire, swirling water, cloudy air, or rocky earth), she has no discernible anatomy.

The elemental archon gains the speed and movement modes, attacks, special attacks, and special qualities of a Medium-size elemental of the appropriate type, as noted in the Monster Manual, except that she uses her own ability scores and the save DC against her elemental attack form, if any (whirlwind, burn, or vortex) is 20 + her Constitution modifier. She may use equipment normally, although fire elemental archons can handle wooden or paper items without igniting them.

The archon is immune to poison, sleep, paralysis, and stunning. Despite her humanoid form, she has senses that span 360 degrees; she is not subject to critical hits or flanking. The archon gains darkvision with a range of 60 feet (unless she already had better darkvision, in which case her former ability is retained). She is not a called or summoned elemental, so the third function of a protection from evil spell does not affect her. If slain, the archon cannot be raised or resurrected, though a wish or miracle spell can restore her to life.