Sablesavant (Elementalist Archetype)
Table of Contents
Prodigal talent is able to take the destructive capability of magic and intertwine it with nuance and shades of grey… or pitch black.
Weave Darkness: At 1st level, a sablesavant gains the Dark sphere and Destruction spheres as bonus talents. The sablesavant uses their sablesavant class level as their caster level with the Dark and Destruction spheres. This stacks normally with caster levels gained from other sources.
This alters weave energy.
Sablesavant Gifts (Su): At 3rd level, and every odd level thereafter, the sablesavant selects a sablesavant gift, a unique effect which augments their Dark sphere, Destruction sphere, or other personal capacity. A full list of sablesavant gifts is included below.
This replaces favored element, elemental defense, and elemental movement.
Darkweave (Su): The sablesavant’s body has become fully steeped in the powers they wield. At 20th level, the sablesavant gains regeneration 5 (which is reduced to fast healing 5 while in bright light) and immunity to critical hits and precision damage (including sneak attack).
In addition, whenever the sablesavant creates a Destruction sphere effect that targets or whose area is within a gloom the sablesavant created (i.e. at least one target is within the gloom or the area is at least partially within the gloom), the sablesavant may add one of the following metamagic feats to the resulting Destruction sphere effect without increasing the spell point cost or casting time: Empower Spell, Persistent Spell, Piercing Spell, or Widen Spell.
Sablesavant Gifts
The following sablesavant gifts are available to the sablesavant archetype for elementalist. Unless otherwise stated, the saving throw DC of a sablesavant gift is equal to 10 + 1/2 the sablesavant’s class level + the sablesavant’s casting ability modifier.
A sablesavant gift is a supernatural effect (unless otherwise stated).
Amplified Harms (Su): Whenever the sablesavant damages a target within a magical darkness they created (such as a Dark sphere gloom or other effect), the sablesavant deals additional damage equal to 1/2 their sablesavant level. This additional damage is treated as part of the initial damaging effect and is not treated as a separate source (i.e. a 6th level sablesavant deals 14 fire damage with a destructive blast against a target within a gloom; the sablesavant would deal +3 damage, treating the total damage as 17).
Amplified Harms, Destruction (requires 7th level): When dealing damage with a destructive blast, the additional damage dealt by the amplified harms sablesavant gift is instead equal to their sablesavant level (instead of 1/2).
Darkness to Destruction (Su) (requires 5th level): As part of casting a destructive blast sphere effect, the sablesavant may choose 1 ongoing Dark sphere effect they created to dismiss, provided the sablesavant has line of sight to the effect and the effect is not being maintained through concentration. If they do, the sablesavant reduces the total spell point cost of the destructive blast by 1 and the Dark sphere ability is dismissed immediately after the destructive blast resolves.
Deceptions (Ex): The sablesavant gains a bonus on Disguise and Stealth checks equal to 1/2 their sablesavant class level. This sablesavant treats this sablesavant gift as though it were the Deceitful, Skill Focus (Disguise), and Skill Focus (Stealth) feats for the purposes of prerequisites.
Magic Talent: The sablesavant gains 1 bonus magic talent.
Oracle Revelation: The sablesavant gains 1 revelation chosen from the dark tapestry or shadow mystery, treating their sablesavant level as their oracle level when determining its effects. The sablesavant may use their casting ability modifier in place of their Charisma modifier when determining this revelation’s effects.
Personal Cloak (Sp): The sablesavant gains the ability to maintain a single cloak as a constant sphere effect; this cloak may only be granted (meld) options the sablesavant possesses. The sablesavant must pay any additional spell point costs for the cloak or its options as appropriate. The sablesavant may use their cloak sphere ability to select different options for this cloak, replacing the previously chosen options (instead of creating a new cloak effect).
Phantom Step (Su) (requires 7th level): Whenever the sablesavant takes a move action to move, the sablesavant may treat up to 10 feet of that movement as teleportation. This teleportation may be taken at any point during their movement and cannot exceed the total movement they could normally make. The sablesavant must have line of sight to their destination and cannot teleport into an occupied space. This is a teleportation effect. This ability may also be used as part of using the charge, run, and withdraw actions. If performing a charge or run action, this allows the sablesavant to bypass a single 5-foot square obstacle (creature, object, etc.) as part of the action by teleporting “across” the obstacle; doing so allows the sablesavant to treat that single square as being empty for determining whether the sablesavant can take the charge or run action.
Suffused Defense (Su): Choose 2 energy types, chosen between acid, cold, electricity, and fire. The sablesavant gains energy resistance 5 to the chosen energy types, increasing to 10 at 11th level, and 15 at 17th level. This sablesavant gift may be selected a second time; if selected a second time, the sablesavant also selects the 2 previously unchosen energy types, this energy resistance stacks with other forms of energy resistance, and the sablesavant gains the following augment which may be added to any gloom:
- Augment 1 sp [Shared Suffused Defense]: Allies within the gloom’s area gain the benefits of the sablesavant’s suffused defense class feature.
Suffused Movement (Su): The sablesavant learns to manipulate their own shadow to assist them across terrain. The sablesavant chooses a movement mode from the list below. Each movement mode has reduced effects while in an area of bright light. This sablesavant gift may be selected multiple times, each time gaining a new movement mode.
- Clinging Shadow: The sablesavant gains a climb speed equal to their base land speed and can climb without using their hands. In an area of bright light, this climb speed is reduced to 10 feet.
- Diving Shadow: The sablesavant gains a swim speed equal to their base land speed and can breathe water freely. In an area of bright light, this swim speed is reduced to 10 feet.
- Shadowed Steps: The sablesavant increases their base land speed by +10 feet, +5 feet per 5 sablesavant levels and gains Nimble Moves as a bonus feat. In an area of bright light, this increase to base land speed is reduced to +5 feet, +5 feet per 10 sablesavant levels.
- Winged Shadow (requires 7th level): The sablesavant gains a fly speed with maneuverability (good) equal to 1/2 their base land speed and can always choose to fall slowly (this otherwise functions as a constant feather fall effect). In an area of bright light, this fly speed is reduced by 20 feet (minimum 10 feet).
Sablemixing: The sablesavant gains the Destruction sphere Admixture talent as a bonus talent. When casting a destructive blast that targets or whose area is within a gloom the sablesavant created (i.e. at least one target is within the gloom or the area is at least partially within the gloom), the sablesavant treats both (blast type) talents used as part of the Admixture talent as though they were from the same blast type group (allowing the sablesavant to use the Admixture talent without spending additional spell points or increasing the casting time).
Sablecasting: The sablesavant gains 1 bonus feat; this bonus feat must have either the Dark sphere or Destruction sphere as a prerequisite.