🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Elementalist Dedication Feat 2


ArchetypeClassDedication
Source Pathfinder Rage of Elements
Prerequisites elemental magic

Each day when you make your daily preparations, you can attune yourself to one element of your choice from your elemental philosophy.

You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait.

This attunement lasts until you next make your daily preparations.

Effect: Elementalist Dedication

You revere the elements as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the elements. There are many paths to elementalism, and many classes can become elementalists. As the most basic building blocks of matter, the elements can be shaped to your specific training and understanding. The study of elementalism expands every day.

You cast spells drawn from multiple traditions and can use the elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace either the philosophy of four elements common in the Inner Sea or the five-element cycle prevalent in Tian Xia. This is often a balance, but some elementalists feel a stronger connection to a singular element that they hone to great heights, utilizing the other elements to support and augment their favored.

Additional Feats: 4th Familiar; 6th Enhanced Familiar, Water Step

Elemental Magic 1st

Elementalist Dedication Feat 2

Prerequisites elemental magic


Each day when you make your daily preparations, you can attune yourself to one element of your choice from your elemental philosophy.

You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait.

This attunement lasts until you next make your daily preparations.

Source: Pathfinder Rage of Elements

Dousing Spell Feat 4

Source: Pathfinder Rage of Elements

Elemental Familiar Feat 4

Source: Pathfinder Rage of Elements

Burning Spell Feat 6

Source: Pathfinder Rage of Elements

Expanded Elemental Magic Feat 6

Source: Pathfinder Rage of Elements

Metabolize Element Feat 8

Source: Pathfinder Rage of Elements

Growth Spell Feat 10

Source: Pathfinder Rage of Elements

Reverberating Spell Feat 10

Source: Pathfinder Rage of Elements

Rockslide Spell Feat 10

Source: Pathfinder Rage of Elements

Redirect Elements Feat 12

Source: Pathfinder Rage of Elements

Wind-Tossed Spell Feat 14

Source: Pathfinder Rage of Elements


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archetype

This feat belongs to an archetype.

Class

Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.