Elemental

Elemental is a racial Power Source. It describes someone with elemental ancestry, not a pure elemental. You must still select a base Race.

Automatic Abilities

Native Outsider

  • You are vulnerable to effects that target outsiders, such as magic circles.
  • You are also vulnerable to effects that target your base type (e.g. human).
  • Your home plane is the Prime Material; thus, you cannot be banished from it, and you can be killed permanently while present on it.
  • You do not age after reaching adulthood.
  • Like other natural creatures, you need to breathe, eat, drink, and sleep to live.
    • While sleeping, you dream.

Abandon

Abandon is an attribute unique to Elementals.

  • Starting value: 0
  • Minimum value: 0
  • Maximum value: infinity
  • Gained by: using Elemental abilities
  • Lost by: not using Elemental abilities

If your Abandon ever exceeds your 5 + your Wisdom score, even temporarily, you become vulnerable to loss of will. This means that, at any time, the DM can take over your character (Will ends, you suffer -5% to the save per point by which your Abandon exceeds the threshold). If you ever have enough Abandon to cause you to be unable to pass a Will save to end, it is possible to lose control permanently.

Abandon only goes away if you spend a prolonged time without using Unleash Elements. Every 24 hours that pass in which you do not use the ability, you lose 1 point of Abandon.

With high levels of Abandon, it can be difficult to resist the urge to embrace your elemental nature, even knowing the danger it poses.

Optional Traits

You may select any number of these traits, from zero to all, at character creation. They do not cost feats; they are self-balancing.

  • Alien Metabolism: You require some unusual foodstuff in order to maintain your elemental powers. The foodstuff should be moderately difficult to obtain, and appropriate to your type. Examples: an earth elemental might require a constant supply of gemstones (that need not be precious or perfect), while a fire elemental might need to ingest a flammable fuel. Failure to consume the needed foodstuff causes a gradual loss of elemental powers, but is not fatal.
    • Advantage: you enjoy 75% resistance to disease and poison at all times. Your needs for normal food, drink, and sleep are reduced by 50%.
  • Alien Skin: Your skin is an unusual color or texture, such as rock (earth elemental) or burning basalt (fire elemental). It is an obvious indicator of your nature.
    • Advantage: you gain +50% to the resistances granted by your race (i.e. fire, for a fire elemental), as well as natural DR 5.
    • Disadvantage: suffer a -3 penalty to social skills, except with those who would be favorable to elemental for whatever reason, in which case gain +3.
  • Elemental Vulnerability: You are vulnerable to a common element or energy type (e.g. fire, water, lightning, frost). Must not be your dominant type.
    • Advantage: gain +2 to each of your favored ability scores.
    • Disadvantage: You suffer Vulnerable 50% (chosen type). You have an Aversion to the element or energy type, and you are compelled (with no chance to resist) to avoid contact with it at all costs.
  • Unorthodox Locks: Your hair is bizarre. It might be made of living flame (fire elemental), rigid strands of wire (earth elemental), or waving mists (air elemental). It is an obvious indicator of your nature.
    • Advantage: gain +2 to each of your favored ability scores.
    • Disadvantage: suffer a -3 penalty to social skills, except with those who would be favorable to elemental for whatever reason, in which case gain +3.

Fire

Level Ability

1

Burn

2

Ignite

3

Automatic Abilities

  • You gain Resist (fire) 50%.
  • Each level of this path grants +1 to Str, Int, or Cha (your choice).
  • Control Flame (Sp): Fire elementals can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done at will.
  • Bonus Language: Ignan

Burn

  • Burn: At-will, immediate, 1 round, sustain free; you ignite, causing your body to be wreathed in flames. Each round you maintain this form, you gain 1 point of Abandon. While in this form, you gain the following traits:
    • Immune to fire
    • Your unarmed and melee weapon attacks gain bonus fire damage equal to your nominal spell damage (with appropriate handedness).
    • Inflict double damage with all fire effects.
    • Enemies touching you suffer fire damage equal to your (newly modified) two-handed nominal spell damage.
    • Elemental type: immune to critical hits, poison, and disease.

Ignite

While burning, your combat power continually increases. Each round, gain +1 Heat.

  • For each stack of Heat, you gain +100% damage with all fire effects.
  • On turn start, you cause a close burst 1/Heat, inflicting half nominal fire damage to enemies. At 3 stacks, it becomes nominal damage. At 5, 150% nominal damage.
  • Each round, you must pass a Fort save, DC 5 per Heat, or explode.
  • Explosion: Close burst 2/Heat; double the normal emanation damage to enemies plus push 5/Heat. Your Heat is capped at 0 for 3 rounds.
  • When you cancel Burn, your Heat does not immediately drop to 0. Instead, it decreases by 1 for each turn start where you are not Burning.

Feats

Feats

All elementals may take these feats.

Rank 1

  • Breathless: You need not breathe, and are immune to breath-based effects (and of course suffocation). You cannot be denied the use of verbal components by lack of air. Available to air elementals only.
  • Pyrotechnics: You can create pyrotechnic displays (e.g. fireworks, colorful flames, etc) at will. You light fires with ease. Has a couple of interesting uses: (available to: fire)
    • Flames to Fireworks: you snuff out a natural fire, producing a burst 5 of bright and loud fireworks that blind and deafen creatures therein (Fort ends).
    • Quench: you snuff out a natural fire, product a cloud 5 of smoke that grants concealment and prevents breathing for 5 rounds.
  • Speedy: You gain +4 movement and initiative. Your dominant energy type visibly aids your speed (e.g. you leave flaming footprints, or your feet sparkle with lightning as you run, etc). Available to: fire, air.

Rank 2

  • Elemental Discorporation: Encounter, immediate; you become a 2x2 square area of pure elements of your dominant type (e.g. a mass of flame, a blob of water, etc). As such, you are immune to damage and physical effects, though you may not attack or cast spells. You may move at 50% normal speed (no charging or running), oozing through small cracks and openings. You may maintain this form as long as you wish, up to 24 hours, before resuming your natural form. Each time you use this power, you gain 1 Abandon.
  • Heart of Fire: You gain +50% Resist (fire) and +10% damage with fire effects. Available to: fire.

Rank 3

  • Minor Flight: You may levitate at will, allowing you to fly at your normal movement speed, to a maximum altitude of 1 square per level. Available to: air.

Rank 4

  • Flight: Requires Minor Flight. You gain an overland fly speed of 50 mph, and your maximum altitude increases to cloud level.

Rank 5

  • The Make-a-Wish Feat: You may grant up to 3 Wishes to any mortal. You may only grant 3 wishes to any given mortal for its entire lifetime.
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