Explore the Elemental Engine archetype in Pathfinder: Wrath of the Righteous. Learn about its unique abilities, level progression, Burnout, Elemental Burnout, and Greater Elemental Burnout bonuses.
An Elemental Engine is a Pathfinder class archetype that creatively utilizes elemental energy. It gains significant bonuses while at full burn but loses the Supercharge ability.
Level Progression:
- Level 0: Burn, Gather Power, Class Skills
- Level 1: Feat, Infusion, Kinetic Blast
- Level 2: Wild Talents, Defensive Wild Talent
- Level 3: Feat, Infusion, Elemental Overflow, Burnout
- Level 4: Wild Talents
- Level 5: Feat, Infusion, Metakinesis - Empowered, Infusion Specialization
- Level 6: Wild Talents
- Level 7: Feat, Expanded Element, Elemental Burnout
- Level 8: Wild Talents
- Level 9: Feat, Infusion, Metakinesis - Maximized
- Level 10: Wild Talents
- Level 11: Feat, Infusion
- Level 12: Wild Talents
- Level 13: Feat, Infusion, Metakinesis - Quicken, Greater Elemental Burnout
- Level 14: Wild Talents
- Level 15: Feat, Expanded Element
- Level 16: Wild Talents, Composite Specialization
- Level 17: Feat, Infusion
- Level 18: Wild Talents
- Level 19: Feat, Infusion, Metakinetic Master
- Level 20: Wild Talents
Burnout: At 3rd level, gain an attack bonus equal to the number of burn points (max +1 per three class levels) and a damage bonus equal to twice the attack bonus. At maximum burn, these bonuses are doubled. Gather Power reduces burn cost by an additional 1 point.
Elemental Burnout (From Level 7): While at maximum burn, gain additional bonuses based on Elemental Focus:
- Air: +2 saves vs. electricity spells, immune to ground-based spells/abilities.
- Earth: +2 saves vs. acid spells, +4 CMD vs. trip, bull rush, pull maneuvers.
- Fire: +2 saves vs. fire spells, +20 enhancement bonus to speed.
- Water: +2 saves vs. cold spells. Enemies striking you in melee must make a Fortitude save (DC = 10 + class level / 2 + Con modifier) or be slowed for 1 round.
Greater Elemental Burnout (From Level 13): While at maximum burn, gain further bonuses based on Elemental Focus:
- Air: +2 saves vs. electricity spells, under the effect of _Freedom of Movement_.
- Earth: +2 saves vs. acid spells, immunity to trip, bull rush, pull maneuvers.
- Fire: +2 saves vs. fire spells, under the effect of _Haste_.
- Water: +2 saves vs. cold spells. Enemies within 10' must make a Fortitude save (DC = 10 + class level / 2 + Con modifier) each round or be slowed for 1 round.
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