Based on work done by D A_ and V A_, with some sources to unknown third parties.
|Base||Med||Poor||Good||Light Armor, Armored Spellcasting, Simple Weapons, Longbow|
|1||+0||+0||+2||Spellcasting, Spontaneous Call Kami, Spirit Empathy|
|20||+15||+6||+12||Passing through the Jade Gate|
Alignment: no restriction
Hit die: d8
Starting Gold: As Wizard
Skill points: 6 + Int Mod
An Elementalist does not suffer from Arcane Spell Failure due to wearing light armor.
Table: Spells per Day
An Elementalist has the ability to prepare and cast a number of Arcane Spells. Unlike the Wizard or Witch, the Elementalist doesn't have a fixed lists of spells that they pick between. Instead, each day the Elementalist has to commune with the spirits of their current location, and petition them for the ability to memorize the spells they can teach. Each spirit has its own portfolio, so the spells available to an elementalist will entirely depend upon their environment and their ability to negotiate with the local spirits. The GM will provide a spell list for each Spirit, although some common spirit types are listed below. An Elementalist must have a Charisma of at least 10 + the Spell Level to cast a spell; the DCs of the Elementalist's spells are Charisma Based and the Elementalist gains bonus spells for High Charisma. It takes an Elementalist about one hour to commune with the spirits, although some spirits may be faster or slower based upon their individual personalities.
Once the Elementast has made contact with the local Kami, the Elementalist can default a prepared spell to ask those Kami for help. Mechanically, this works like the Druid's ability to Spontaneously Cast Summon Natures Ally, but works for Elemental Typed creatures only and the spell's type is changed to 'Conjuration (Calling)'. Thematically, this is not a summoning, but a petition for help to a powerful and respected ally. Note that regardless of the spell level used to spontaneously call a spirit, the power of the spirit called is limited by the nature of the responding Kami. For instance, a Minor Spirit of a Forgotten Well is unlikely to appear as an Elder Elemental, even if a 9th level spell was used to call it.
The Gamemaster should use the following elemental types as guidelines for the most powerful form an Elementalist can call.
Regardless of the spirit called, since this is a calling rather than a summoning, Feats like Augment Summoning do not apply.
Elementals that respond to this call can be destroyed. If this happens, it diminishes the Domain; this may or may not have an immediately noticeable effects – a Small Earth Elemental Destroyed in the Domain of Mount Fuji is a loss, but a small one, whereas losing even a Diminutive Water Elemental at forgotten well might have a significant impact.
An Elementalist adds their level to any Bluff, Diplomacy, or Intimidate checks made to influence a creature with the Elemental, Fey, or Kami subtype. They may attempt to influence of such a creature even if the creature would not normally be subject to social skill checks.
At 2nd level, an Elementalist gains Elemental Resistance to the Elemental types (Air, Fire, Earth, Water, Wood and Metal). This resistance is equal 1/2 their class level.
At 4th level, the Elementalist gains the ability to turn themselves into a small elemental (and back again) once per day. The Elementalist selects the type of Elemental at the time they activate the ability. This ability functions like the Elemental Body spells, except as noted below.
When preparing spells via communion with a Kami, a 6th Level Elementalist also gains expertise for the Kami's home terrain. This functions like the Ranger Favored Terrain ability. The Elementalist's bonus is +2 at 6th level, and increases by +2 every 5 levels thereafter.
At 20th Level, the Elementalist transcends their mortal nature. The Elementalist gains the Kami sub-type, and if their base type was Humanoid, they replace that with Outsider and also gain the Native sub-type. When the Elementalist finally dies, they will become a Kami; which Kami depends upon the Elementalists personality and actions.
As long as the Elementalist is alive, they do not have an independent Ward. As such, they do not gain the Merge with Ward ability, and they only gain Fast Healing when they are within 120ft of the Ward for the Kami that they communed with for spells. The Elementalist gains the other Kami abilities; that is Immunity to Bleed, Mind-Affecting Effects, Petrification, and Polymorph Effects; and Telepathy, and the Elementalist no longer needs to eat, drink, or breathe. Additionally, the Elemental Attunement Ability changes from a Supernatural Ability to an Exceptional Ability.