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TylerFerretLord
2010-05-10, 11:27 PM
http://www.corrosionsource.com/handbook/periodic/periodic_table.gif

Your nose begins to burn as the cloud of green gas creeps ever closer.

Alkali metals
Lithium (http://www.giantitp.com/forums/showpost.php?p=8514709&postcount=60)
Sodium (http://www.giantitp.com/forums/showpost.php?p=8514709&postcount=60)
Potassium (http://www.giantitp.com/forums/showpost.php?p=8514709&postcount=60)
Rubidium (http://www.giantitp.com/forums/showpost.php?p=8514709&postcount=60)
Caesium (http://www.giantitp.com/forums/showpost.php?p=8514709&postcount=60)
Francium (http://www.giantitp.com/forums/showpost.php?p=8514709&postcount=60)
Transition metals
Titanium (http://www.giantitp.com/forums/showpost.php?p=8486173&postcount=22)
Chromium (http://www.giantitp.com/forums/showpost.php?p=8514275&postcount=59)
Iron (http://www.giantitp.com/forums/showpost.php?p=8486173&postcount=22)
Copper (http://www.giantitp.com/forums/showpost.php?p=8477397&postcount=14)
Silver (http://www.giantitp.com/forums/showpost.php?p=8477397&postcount=14)
Hafnium (http://www.giantitp.com/forums/showpost.php?p=8496186&postcount=50)
Tungsten (http://www.giantitp.com/forums/showpost.php?p=8486173&postcount=22)
Osmium (http://www.giantitp.com/forums/showpost.php?p=8494263&postcount=46)
Platinum (http://www.giantitp.com/forums/showpost.php?p=8494263&postcount=46)
Gold (http://www.giantitp.com/forums/showpost.php?p=8477397&postcount=14)
Mercury (http://www.giantitp.com/forums/showpost.php?p=8477397&postcount=14)

Other Metals
Lead (http://www.giantitp.com/forums/showpost.php?p=8512872&postcount=54)
Bismuth (http://www.giantitp.com/forums/showpost.php?p=8512872&postcount=54)
Metalloids
Arsenic (http://www.giantitp.com/forums/showpost.php?p=8482403&postcount=21)
Antimony (http://www.giantitp.com/forums/showpost.php?p=8482403&postcount=21)

Other Nonmetals
Hydrogen (http://www.giantitp.com/forums/showpost.php?p=8482403&postcount=21)
Carbon (http://www.giantitp.com/forums/showpost.php?p=8470877&postcount=6)
Nitrogen (http://www.giantitp.com/forums/showpost.php?p=8507686&postcount=53)
Oxygen (http://www.giantitp.com/forums/showpost.php?p=8470877&postcount=6)
Phosphorus (http://www.giantitp.com/forums/showpost.php?p=8507686&postcount=53)
Sulfur (http://www.giantitp.com/forums/showpost.php?p=8507686&postcount=53)
Selenium (http://www.giantitp.com/forums/showpost.php?p=8507686&postcount=53)

Halogens
Fluorine (http://www.giantitp.com/forums/showpost.php?p=8471378&postcount=7)
Chlorine (http://www.giantitp.com/forums/showpost.php?p=8471378&postcount=7)
Bromine (http://www.giantitp.com/forums/showpost.php?p=8471378&postcount=7)
Iodine (http://www.giantitp.com/forums/showpost.php?p=8471378&postcount=7)
Astatine (http://www.giantitp.com/forums/showpost.php?p=8471378&postcount=7)
Noble Gases
Helium (http://www.giantitp.com/forums/showpost.php?p=8470645&postcount=3)
Neon (http://www.giantitp.com/forums/showpost.php?p=8470645&postcount=3)
Argon (http://www.giantitp.com/forums/showpost.php?p=8470645&postcount=3)
Krypton (http://www.giantitp.com/forums/showpost.php?p=8470645&postcount=3)
Xenon (http://www.giantitp.com/forums/showpost.php?p=8470645&postcount=3)
Radon (http://www.giantitp.com/forums/showpost.php?p=8470645&postcount=3)
Fictional elements
Elerium (http://www.giantitp.com/forums/showpost.php?p=8489463&postcount=32)
Unobtanium (http://www.giantitp.com/forums/showpost.php?p=8493458&postcount=45)

I'm pretty new to homebrew, so I apologize for any mistakes! Comments and criticism are requested. :smallsmile:

I'm planning on doing as many elements as I can, so stay tuned.

Debihuman
2010-05-11, 12:14 AM
What happens to an air-breathing creature when it is caught in the whirlwind of a noble gas? It wouldn't have any air to breath and would begin to suffocate wouldn't it?

Your elemental should only have 2 feat as it only has 4 HD so the remaining two feats should be noted as bonus feats.

Advancement is missing the 8 HD. Elementals normally increase in size when they double increase in HD so 5-8 (Large) 9-16 (Huge) would be a better progression.

There is no "Chemical" subtype. It's not really necessary unless you want to create a new subtype.

Shock damage should be electrical damage.

If the creature's inherent invisibility is inherent, it should be an extraordinary ability not a supernatural one. Change (Su) to (Ex).

Special Ability saves have a DC of 10 + 1/2 creature's HD + ability modifier.

Debby

TylerFerretLord
2010-05-11, 12:24 AM
Non-Radon Noble Gases:

{table]Noble Gas Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+8 (26 HP)
Speed:| Fly 100 ft. (perfect) (20 squares)
Initiative:| +9
Armor Class:| 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple:| +3/+4
Attack:| Slam +8 melee (1d6+1)
Full-Attack:| Slam +8 melee (1d6+1)
Space:| 5ft/5ft
Special Attacks:| Air mastery, Discharge, Smother, Forced Inhalation
Special Qualities:| Darkvision 60 ft., elemental traits, immunity to acid, Natural Invisibility
Saves:| Fort +3, Ref +9, Will +1
Abilities:| Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills:| Listen +3, Spot +4
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a noble gas elemental.

Discharge (Ex): If a noble gas elemental takes electrical damage, it glows brightly for 1 round. Any creature looking at it must make a fortitude save (DC 10 + damage taken) or be blinded for 1 round. The elemental glows dimly for 3 rounds afterward, giving it a -2 penalty to AC and negating its invisibility.

Smother (Ex): A noble gas elemental may move into the space of another creature that is within one size category of itself, smothering it. The creature begins to suffocate and the elemental may attempt to force inhalation on its next turn. Moving into the space of another creature provokes an attack of opportunity.

Any attempt to damage an elemental while it is smothering a creature has a 50% chance to deal half of the damage to the creature. If the elemental discharges while smothering a creature, the creature takes fire damage equal to the electricity damage that caused the discharge.

Forced Inhalation (Ex): As a full round action, a noble gas elemental may attempt to force a creature that is within one size category of itself to breathe it in. The creature must make a fortitude save (DC 16, save is Con based) or the elemental enters its lungs.

The creature immediately begins to suffocate as though it has held its breath for the maximum amount of turns. It must make a fortitude save (DC 14, save is Con based) to expel it as well as the save to keep holding its breath.

A heal spell cast on the creature immediately expels the elemental, does 2d6 damage to it and stuns it for two rounds.

Natural Invisibility (Ex): This ability is constant, allowing a noble gas elemental to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Radon

{table]Radon Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+8 (26 HP)
Speed:| Fly 100 ft. (perfect) (20 squares)
Initiative:| +9
Armor Class:| 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple:| +3/+4
Attack:| Slam +8 melee (1d6+2 +2d6 radiation)
Full-Attack:| Slam +8 melee (1d6+2 +2d6 radiation)
Space:| 5ft/5ft
Special Attacks:| Air mastery, Discharge, Radiation
Special Qualities:| Darkvision 60 ft., elemental traits, immunity to acid, Natural Invisibility
Saves:| Fort +5, Ref +9, Will +1
Abilities:| Str 14, Dex 21, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +3, Spot +4
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:| 6
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a noble gas elemental.

Discharge (Ex): If a noble gas elemental takes electrical damage, it glows brightly for 1 round. Any creature looking at it must make a fortitude save (DC 10 + damage taken) or be blinded for 1 round. The elemental glows dimly for 3 rounds afterward, giving it a -2 penalty to AC and negating its invisibility.

Natural Invisibility (Ex): This ability is constant, allowing a noble gas elemental to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Radiation (Ex): All living creatures within 20ft of the elemental as well as those struck by it take 2d6 points of damage each round due to radiation. If more than 5 rounds are spent within this area, the creature must make a fortitude save (DC 16, Con based) or suffer radiation sickness.

Radiation sickness: Incubation period 1 day, 1d3-1 points of damage to 2 random stats

Smother (Ex): A radon elemental may move into the space of another creature that is within one size category of itself, smothering it. The creature begins to suffocate and the elemental may attempt to force inhalation on its next turn. Moving into the space of another creature provokes an attack of opportunity.

Any attempt to damage an elemental while it is smothering a creature has a 50% chance to deal half of the damage to the creature. If the elemental discharges while smothering a creature, the creature takes fire damage equal to the electricity damage that caused the discharge.

Forced Inhalation (Ex): As a full round action, a radon elemental may attempt to force a creature that is within one size category of itself to breathe it in. The creature must make a fortitude save (DC 16, save is Con based) or the elemental enters its lungs.

The creature immediately begins to suffocate as though it has held its breath for the maximum amount of turns. It must make a fortitude save (DC 16, save is Con based) to expel it as well as the save to keep holding its breath.

A heal spell cast on the creature immediately expels the elemental, does 2d6 damage to it and stuns it for two rounds.

The colors of the discharge:
{table]Element|Color
Helium|Purple
Neon|Orange-red
Argon|Lilac-violet
Krypton|White
Xenon|Blue
Radon|Red[/table]

Debihuman
2010-05-11, 12:26 AM
Sorry was updating my post when you posted.

TylerFerretLord
2010-05-11, 12:32 AM
I made the changes you've suggested. :smallsmile:

Also currently working on elemental allotropes of carbon.

TylerFerretLord
2010-05-11, 01:24 AM
Carbon (diamond)

{table]Carbon Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+16 (34)
Speed:| 20ft (4 squares)
Initiative:| -1
Armor Class:| 19 (-1 Dex, +10 natural), 9 touch, 19 flat-footed
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Shards
Special Qualities: |Darkvision 60 ft., elemental traits, Damage Reduction 5/Bludgeoning, Vulnerability to Sound
Saves:| Fort +8, Ref +0, Will +1
Abilities: |Str 22, Dex 8, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack
Challenge Rating:| 5
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Shards (Ex): By dealing 1d6 damage to itself, a diamond elemental and let loose a volley of shards that deal 1d4 damage to all enemies within 30ft that fail a reflex save (DC 16, save is Con based). It may do this once every 1d6 rounds.

Vulnerability to Sound (Ex): Diamond elementals take double damage from sonic attacks.

Carbon (graphite)

{table]Carbon Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice: |4d8+16 (34)
Speed:| 30ft (6 squares);
Initiative: | 0
Armor Class:| 16 (+6 natural), 10 touch , 16 flat-footed
Base Attack/Grapple: | +3/+8
Attack:| Slam +8 melee (1d8+5)
Full-Attack:| Slam +8 melee (1d8+5)
Space: |5ft/5ft
Special Attacks:| N/A
Special Qualities:| Darkvision 60 ft., elemental traits
Saves:| Fort +8, Ref +1, Will +1
Abilities:| Str 20, Dex 10, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats: |Cleave, Power Attack
Challenge Rating:| 4
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]
Carbon (C60(Buckyballs))

{table]Carbon Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice: |4d8+12 (30)
Speed:| 30ft (6 squares);
Initiative: |+5
Armor Class:| 18 (+5 Dex, +3 natural), 13 touch , 15 flat-footed
Base Attack/Grapple: | +3/+6
Attack:| Slam +3 melee (1d6+3)
Full-Attack:| Slam +3 melee (1d6+3)
Space: |5ft/5ft
Special Attacks:| Whirlwind, Smog
Special Qualities:| Darkvision 60 ft., elemental traits
Saves:| Fort +3, Ref +9, Will +1
Abilities:| Str 16, Dex 20, Con 16, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats: |Cleave, Power Attack
Challenge Rating:| 4
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Smog (Ex): A buckyball elemental can create a cloud of smog centered on itself. The cloud extends from the elemental 25ft in all directions and obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air with a fly speed of 15 (Poor).

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d6) and may be lifted into the air. An affected creature must succeed on a Reflex save (13) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
Air-breathing creatures trapped in the vortex are subject to suffocation rules.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

While in this form, the elemental creates a cloud of smog as described above. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.


Oxygen

Oxygen Elemental
{table]Medium Elemental (Chemical, Extraplanar)| Hit Dice: 4d8+ 8 (26 HP)
Speed:|Fly 100 ft. (perfect) (20 squares)
Initiative:| 11
Armor Class:| 20 (+7 Dex, +3 natural), 17 touch, 13 flat-footed
Base Attack/Grapple:| +3/+3
Attack:| Slam +10 melee (1d6)
Full-Attack:| Slam +10 melee (1d6)
Space:| 5ft/5ft
Special Attacks:| Air Mastery, Whirlwind, Rust
Special Qualities:| Darkvision 60 ft., elemental traits, Combustion
Saves:| Fort +3, Ref +11, Will +1
Abilities:| Str 10, Dex 24, Con 14, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:| 4
Treasure:| None
Alignment:| Usually Neutral
Advancement:|5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an oxygen elemental.

Rust (Ex): An oxygen elemental that makes a successful touch attack causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 16 Reflex save or be dissolved. The save DC is Constitution-based.

Combustion (Ex): Should an oxygen elemental take fire damage, it must make a fortitude save (DC = 10+[damage/2], ) or violently explode into a fireball as the spell. The caster level is the HD of the elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d6) and may be lifted into the air. An affected creature must succeed on a Reflex save (13) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

Metal objects caught in the whirlwind are subject to the rust ability.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

TylerFerretLord
2010-05-11, 05:20 AM
Fluorine:

{table]Fluorine Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+12 (30)
Speed:| Fly 100 ft. (perfect) (20 squares)
Initiative:| +8
Armor Class:| 21 (8+ Dex, +3 natural), 13 touch, 18 flat-footed
Base Attack/Grapple:| +3/+4
Attack:| Slam +11 melee (1d8+1 +1d6 acid)
Full-Attack:| Slam +11 melee (1d8+1 +1d6 acid)
Space:| 5ft/5ft
Special Attacks:| Air Mastery, Whirlwind, Choking Shroud, Corrosion
Special Qualities:| Darkvision 60 ft., elemental traits,
Saves:| Fort +5, Ref +12, Will +1
Abilities:| Str 12, Dex 26, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:|7
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/Table]

Combat:

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a Fluorine elemental.

Choking Shroud (Ex): Fluorine elementals give off a cloud of toxic gas that fills a 10ft radius around it. Any creature that breathes that is in the cloud takes 1d4 points of damage each round and must make a fortitude save (DC 15, save is Con based) or become fatigued. Creatures that pass must make a new save in three rounds should they remain in the cloud.

Corrosion (Ex): Any creature struck by the elemental or caught in the choking shroud takes 1d6 acid damage each round. Creatures in a grapple take this damage each round.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d6) and may be lifted into the air. An affected creature must succeed on a Reflex save (13) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

Air-breathing creatures trapped in the vortex are subject to suffocation rules, as well as the effects of the choking shroud and corrosion.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Chlorine:

Chlorine Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+12 (30)
Speed:| Fly 100 ft. (perfect) (20 squares)
Initiative:| +7
Armor Class:| 20 (7+ Dex, +3 natural), 13 touch, 17 flat-footed
Base Attack/Grapple:| +3/+3
Attack:| Slam +10 melee (1d6)
Full-Attack:| Slam +10 melee (1d6)
Space:| 5ft/5ft
Special Attacks:| Air Mastery, Whirlwind, Choking Shroud,
Special Qualities:| Darkvision 60 ft., elemental traits,
Saves:| Fort +4, Ref +11, Will +1
Abilities: |Str 10, Dex 24, Con 16, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:|6
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)

Combat:

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a chlorine elemental.

Choking Shroud (Ex): Chlorine elementals give off a cloud of toxic gas that fills a 10ft radius around it. Any creature that breathes that is in the cloud takes 1d4 points of damage each round and must make a fortitude save (DC 15, save is Con based) or become fatigued. Creatures that pass must make a new save in three rounds should they remain in the cloud.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d6) and may be lifted into the air. An affected creature must succeed on a Reflex save (13) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

Air-breathing creatures trapped in the vortex are subject to suffocation rules, as well as the effects of the choking shroud.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Bromine:

{table]Bromine Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+12 (30)
Speed:| 30ft (6 squares); Fly 100 ft. (perfect) (20 squares)
Initiative:| +8
Armor Class:| 21 (8+ Dex, +3 natural), 13 touch, 18 flat-footed
Base Attack/Grapple:| +3/+4
Attack:| Slam +11 melee (1d6+1 +1d6 acid)
Full-Attack:| Slam +11 melee (1d6+1 +1d6 acid)
Space:| 5ft/5ft
Special Attacks:| Air Mastery, Whirlwind, Choking Shroud, Corrosion, Splash
Special Qualities:| Darkvision 60 ft., elemental traits, Phase Change
Saves:| Fort +5, Ref +12, Will +1
Abilities:| Str 12, Dex 26, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:|7
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a bromine elemental.

Choking Shroud (Ex): Bromine elementals give off a cloud of toxic gas that fills a 10ft radius around it. Any creature that breathes that is in the cloud takes 1d4 points of damage each round and must make a fortitude save (DC 16, save is Con based) or become fatigued. Creatures that pass must make a new save in three rounds should they remain in the cloud.

Corrosion (Ex): Any creature struck by the elemental or caught in the choking shroud takes 1d6 acid damage each round. Creatures in a grapple take this damage each round.

Splash (Ex): A bromine elemental in the liquid phase may can splash a target within 10ft with liquid bromine. This causes 2d6 points of damage for 3 rounds to those that fail a reflex save (DC 16, Con based); Those that pass take half damage. A bromine elemental may splash once every 1d6 rounds.

Phase Change (Ex): A bromine elemental can switch between liquid and gaseous states as a move action. While in the liquid state, it loses the Air Mastery and Whirlwind abilities as well as its flight speed but gains Splash.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d6) and may be lifted into the air. An affected creature must succeed on a Reflex save (13) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

Air-breathing creatures trapped in the vortex are subject to suffocation rules, as well as the effects of the choking shroud and corrosion.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Iodine:

Iodine Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+12 (30)
Speed:| 30ft (6 squares); Fly 100 ft. (perfect) (20 squares)
Initiative:| +8
Armor Class:| 21 (8+ Dex, +3 natural), 13 touch, 18 flat-footed
Base Attack/Grapple:| +3/+4
Attack:| Slam +11 melee (1d8+1)
Full-Attack:| Slam +11 melee (1d8+1)
Space:| 5ft/5ft
Special Attacks:| Air Mastery, Whirlwind, Choking Shroud
Special Qualities:| Darkvision 60 ft., elemental traits, Phase Change
Saves:| Fort +5, Ref +12, Will +1
Abilities:| Str 12, Dex 26, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:| 6
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)

Combat:

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an iodine elemental.

Choking Shroud (Ex): Iodine elementals give off a cloud of toxic gas that fills a 10ft radius around it. Any creature that breathes that is in the cloud takes 1d4 points of damage each round and must make a fortitude save (DC 15, save is Con based) or become fatigued. Creatures that pass must make a new save in three rounds should they remain in the cloud.

Phase Change (Ex): An iodine elemental can switch between solid and gaseous states as a move action. While in the solid state, it loses the Air Mastery, Choking Shroud and Whirlwind abilities as well as its flight speed but increases its slam attack to 1d8.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d6) and may be lifted into the air. An affected creature must succeed on a Reflex save (13) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

Air-breathing creatures trapped in the vortex are subject to suffocation rules, as well as the effects of the choking shroud and organic corrosion.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Astatine
{table]Astatine Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice:|4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +8
Armor Class:| 19 (+3 Dex, +6 natural), 13 touch, 16 flat-footed
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d6+6 +2d6 radiation)
Full-Attack: |Slam +9 melee (1d6+6 +2d6 radiation)
Space: |5ft/5ft
Special Attacks: |Corrosion, Radiation
Special Qualities:| Darkvision 60 ft., elemental traits
Saves:| Fort +10, Ref +4, Will +1
Abilities:| Str 22, Dex 16, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack
Challenge Rating:| 7
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Radiation (Ex): All living creatures within 20ft of the elemental as well as those struck by it take 2d6 points of damage each round due to radiation. If more than 5 rounds are spent within this area, the creature must make a fortitude save (DC 17, Con based) or suffer radiation sickness.

Radiation sickness: Incubation period 1 day, 1d3 points of damage to 2 random stats.

hamishspence
2010-05-11, 05:25 AM
Of the noble gas elementals, shouldn't the Radon Elemental do radiation damage as well?

The concept is interesting though- reminds me of the Toxyderms from D20 modern- elementals of various toxic materials. The most powerful one is made of nuclear waste.

TylerFerretLord
2010-05-11, 05:34 AM
Radon, while radioactive, is only dangerous over the long term as far as I know. Chronic exposure increases risk of lung cancer and possibly leukemia.

I do plan on having Francium, Uranium-235, and Plutonium have a radioactive damage ability. :smallsmile:

hamishspence
2010-05-11, 05:42 AM
Thing is, radon's very radioactive, with a very short half-life. The only reason it takes a long time, is that the concentration is usually extremely low.

A cloud of pure radon gas though, at the same density as air, inhaled, would be nasty to say the least.

By contrast, uranium usually has a very long half-life- thus is less radioactive.

Uranium 235 is dangerous more because of criticality, than radioactivity.

Maybe something like a very slow acting disease, when exposed to a radioactive elemental, would work?

TylerFerretLord
2010-05-11, 05:55 AM
Hmm, I had neglected to think of the relative concentrations. Makes sense.

How does this sound?

Radioactive Aura (Ex): All living creatures within 20ft of the elemental take 2d6 points of damage each round due to radiation. If more than 5 rounds are spent within this area, the creature mus make a fortitude save (Con based) or suffer radiation sickness.

Radiation sickness: Incubation period 1 day, 1d3-1 points of damage to 2 random stats every day. Creature must make original fortitude save at the end of a week, or receive a Heal spell. If the save is failed, then the creature may attempt again once each day following at -1 DC per day.

There could be extra radiation damage for being in the whirlwind.

hamishspence
2010-05-11, 06:19 AM
Might make sense for the really highly radioactive ones.

Hmm- maybe there should be a baseline volume, so we can work out what the total mass of a chemical elemental ought to be.

Possibly use Water elemental as the base- a Small water elemental is 34 lb, water has a density of roughly 1 kilo per cubic litre- with a bit of conversion you can get the density in pounds per cubic foot, and thus work out how many cubic feet of water elemental you have.

Then, if this volume is assumed to be the standard volume of all solid and liquid elementals, you can work out how heavy such an elemental would be.

Gaseous is trickier- maybe use same volume, and Air Elemental, as a baseline. A Small air elemental is 1 lb- if it's the same volume, you can work out how dense it is compared to normal air (probably quite a bit denser).

Should all gas elementals be the same density, or pressure, or what?

Maybe work out roughly how many molecules of air are in a standard air elemental (using the density previously calculated) and use this as the number of molecules in a standard Gas Elemental.

Thus, heavier gases would result in heavier elementals- with a hydrogen elemental being much lighter than an air elemental, but a radon elemental being much heavier.

Of course, I could be wrong about air elementals being the same volume as water elementals- if they are a much higher volume even when not in whirlwind form, some other method would be needed.

TylerFerretLord
2010-05-11, 08:35 PM
Spoiled to protect catgirls.
A medium water elemental is 280lbs, which converts to 127kg, which means that a medium elemental occupies a volume of 127L (4.49 cubic feet) or roughly 33 gallons. Assuming that's the volume of all medium chemical elementals, here's a table.

{table]Name|Density(kg/L)|Mass(kg)|Weight(lbs)
Water|1|127|280
Gold|19.3|2451.1|5403.8
Mercury|13.534|1718.82|3789.35
Diamond|3.15|400.05|881.96
Bromine(l)|3.1|393.7|867.96
Iodine(s)|4.93|626.11|1380.34[/table]

I think my math is right? I haven't done anything like this in a while so I probably messed up the units. :smallredface:

Not sure how to deal with gasses.

TylerFerretLord
2010-05-12, 01:08 AM
Copper
{table]Copper Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +3
Armor Class:| 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple:| +3/+9
Attack:| Slam/Slash +9 melee (1d8+5)
Full-Attack:| Slam/Slash +9 melee (1d8+5)
Space:| 5ft/10ft
Special Attacks:| Redirection
Special Qualities:| Darkvision 60 ft., elemental traits, Mold Body
Saves:| Fort +9, Ref +4, Will +1
Abilities:| Str 20, Dex 14, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Redirection (Ex): A copper elemental takes half damage from electrical attacks so long as it makes a successful melee attack the turn after it received it. The target of the attack takes the other half of the electrical damage; If the attack misses, the elemental receives the other half.

Mold Body (Ex): A gold elemental's body is extremely malleable, allowing it to treat its natural weapons as bludgeoning or slashing.

In addition, a copper elemental is may treat its natural weapons as having reach.

Silver
{table]Silver Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 20ft (4 squares)
Initiative:| +0
Armor Class:| 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple:| +3/+10
Attack:| Slam/Slash +10 melee (1d8+6)
Full-Attack:| Slam/Slash +10 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Lasers, Redirection
Special Qualities:| Darkvision 60 ft., elemental traits, Acid resistance 10, Mold Body
Saves:| Fort +9, Ref +1, Will +1
Abilities:| Str 22, Dex 10, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 6
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Lasers (Ex): By molding its body in a complex series of mirrors, a silver elemental can focus the ambient light in the area into a strong beam. The elemental must make a ranged touch attack against the enemy to hit them with the beam; The damage it deals is dependent on the strength of the light. This ability provokes an attack of opportunity and cannot be used in darkness.

{table]Strength of Light|Damage
Shadowy|1d4
Daylight|1d6
Bright|1d8[/table]

Redirection (Ex): A silver elemental takes no damage from electrical attacks so long as it makes a successful melee attack the turn after it received it. The target of the attack takes the electrical damage; If the attack misses, the elemental receives the damage.

Mold Body (Ex): A silver elemental's body is extremely malleable, allowing it to treat its natural weapons as bludgeoning or slashing.
Gold:

{table]Gold Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 20ft (4 squares)
Initiative:| -2
Armor Class:| 17 (-2 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple:| +3/+11
Attack:| Slam/Slash +11 melee (1d8+8)
Full-Attack:| Slam/Slash +11 melee (1d8+8)
Space:| 5ft/5ft
Special Attacks:| Push, Redirection
Special Qualities:| Darkvision 60 ft., elemental traits, Acid Immunity, Mold Body
Saves:| Fort +9, Ref -1, Will +1
Abilities:| Str 26, Dex 6, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 6
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Push (Ex): A gold elemental can start a bull rush maneuver without provoking an attack of opportunity.

Redirection (Ex): A gold elemental takes half damage from electrical attacks so long as it makes a successful melee attack the turn after it received it. The target of the attack takes the other half of the electrical damage; If the attack misses, the elemental receives the other half.

Mold Body (Ex): A gold elemental's body is extremely malleable, allowing it to treat its natural weapons as bludgeoning or slashing.

Mercury:
{table]Mercury Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+12 (30)
Speed:| 60ft (12 squares)
Initiative:| +3
Armor Class:| 23 (+3 Dex, +9 natural, +1 Dodge), touch 14, flat-footed 19
Base Attack/Grapple:| +3/+6
Attack:| Slam +7 melee (1d8+4)
Full-Attack:| Slam +7 melee (1d8+4), Slam +7 melee (1d8+4)
Space:| 5ft/5ft
Special Attacks:| Flow up the Blade, Poison
Special Qualities:| Darkvision 60 ft., elemental traits, haste, Fluid Body
Saves:| Fort +7, Ref +4, Will +1
Abilities:| Str 16, Dex 16, Con 17, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack, Combat ReflexesB
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Flow up the Blade (Ex): When a mercury elemental is struck by a melee attack, it can make a Dexterity check (DC 10 + attacker's BAB) to flow up the weapon that struck it and make an attack of opportunity. This ability may only be used against enemies that are in reach.

Poison (Ex): Injury, Fortitude DC 15, initial damage 1d6 HP, secondary damage 1d6 Dex. Save is Con Based.

Haste (Ex): A mercury elemental is constantly hasted as per the spell. This is reflected in the stats above.

Fluid Body (Ex): A mercury elemental has a +5 bonus to escape artist.

Debihuman
2010-05-12, 01:18 AM
Corrosion should probably be acid damage It doesn't matter if the chemical is a base chemical, the damage type is still "acid". Any caustic damage is probably also "acid" damage.

There are rules for Radiation Sickness in Urbana Arcana, though that book is designed for D20 Modern. Radiation does Con damage.

Debby

TylerFerretLord
2010-05-12, 01:21 AM
Makes sense on the acid front, but I don't have Urban Arcana.

TylerFerretLord
2010-05-12, 02:03 AM
Radon

Radon Elemental
Medium Elemental (Chemical, Extraplanar)
Hit Dice: 4d8+8 (26 HP)
Speed: Fly 100 ft. (perfect) (20 squares)
Initiative: +9
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d6+2 +2d6 radiation)
Full-Attack: Slam +8 melee (1d6+2 +2d6 radiation)
Space: 5ft/5ft
Special Attacks: Air mastery, Whirlwind, Discharge, Radiation
Special Qualities: Darkvision 60 ft., elemental traits, immunity to acid, Natural Invisibility
Saves: Fort +5, Ref +9, Will +1
Abilities: Str 14, Dex 21, Con 18, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral
Advancement: 5–8 HD (Medium), 9–16 HD (Large)

Combat:
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a noble gas elemental.

Discharge (Ex): If a noble gas elemental takes electrical damage, it glows brightly for 1 round. Any creature looking at it must make a fortitude save (DC 14, Con based) or be blinded for 1 round. The elemental glows dimly for 3 rounds afterward, giving it a -2 penalty to AC and negating its invisibility.

Natural Invisibility (Ex): This ability is constant, allowing a noble gas elemental to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Radiation (Ex): All living creatures within 20ft of the elemental as well as those struck by it take 2d6 points of damage each round due to radiation. If more than 5 rounds are spent within this area, the creature must make a fortitude save (DC 16, Con based) or suffer radiation sickness.

Radiation sickness: Incubation period 1 day, 1d3-1 points of damage to 2 random stats

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d6) and may be lifted into the air. An affected creature must succeed on a Reflex save (13) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

Air-breathing creatures trapped in the vortex are subject to suffocation rules as well as radiation.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.


This thing can just stay out of reach and radiate you to death. That is sort of frightening, from a player's perspective.

Sereg
2010-05-12, 10:46 AM
Some of them have been done before. You may want to look at those. Otherwise, I support this effort.

Fortuna
2010-05-12, 02:23 PM
I request Antimony, for no real reason other than liking superacid.

ForzaFiori
2010-05-12, 03:41 PM
I'd like to see Hydrogen, just so I can put in in a game and have it hit by a fireball.

TylerFerretLord
2010-05-12, 09:03 PM
Some of them have been done before. You may want to look at those. Otherwise, I support this effort.
That thread is actually what gave me the idea to do this, as I noticed a strange lack of chemical elementals on here considering which forum this is.

Here's antimony (as well as arsenic considering they're so similar). It's a bit of a boring element so I had to reach a bit.
{table]Antimony/Arsenic Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+16 (34)
Speed:| 20ft (4 squares)
Initiative:| -1
Armor Class:| 19 (-1 Dex, +10 natural), 9 touch, 19 flat-footed
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Breath weapon, Poison
Special Qualities: |Darkvision 60 ft., elemental traits,
Saves:| Fort +8, Ref +0, Will +1
Abilities: |Str 22, Dex 8, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack
Challenge Rating:| 4
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Breath Weapon (Su): Once every 1d4 rounds an antimony/arsenic elemental may breath a 30ft cone of poison. Creatures within the cone must make a fortitide save (DC 16, Con based) or become dazed for 1d6 rounds.

Poison (Ex): Injury, Fortitude DC 16, 1d8 Con damage. Save is Con Based.


And hydrogen.
{table]Hydrogen Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+8 (26 HP)
Speed:| Fly 100 ft. (perfect) (20 squares)
Initiative:| +9
Armor Class:| 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple:| +3/+4
Attack:| Slam +8 melee (1d6+1)
Full-Attack:| Slam +8 melee (1d6+1)
Space:| 5ft/5ft
Special Attacks:| Air mastery, Whirlwind, Combustion
Special Qualities:| Darkvision 60 ft., elemental traits, Natural Invisibility
Saves:| Fort +3, Ref +9, Will +1
Abilities:| Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills:| Listen +3, Spot +4
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a hydrogen elemental.

Combustion (Ex): Should a hydrogen elemental take fire damage, it must make a fortitude save (DC = 10+[damage/2], ) or violently combust into a fireball as the spell. The caster level is the HD of the elemental.

Natural Invisibility (Ex): This ability is constant, allowing a hydrogen elemental to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d6) and may be lifted into the air. An affected creature must succeed on a Reflex save (13) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

Air-breathing creatures trapped in the vortex are subject to suffocation rules.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

TylerFerretLord
2010-05-13, 01:35 PM
Some more metals.

Iron
{table]Iron Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 20ft (4 squares)
Initiative:| -2
Armor Class:| 16 (-3 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Push, Magnetic Bullrush
Special Qualities:| Darkvision 60 ft., elemental traits, Magnetism, Damage Reduction 5/-
Saves:| Fort +9, Ref -1, Will +1
Abilities:| Str 22, Dex 6, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 4
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Push (Ex): An iron elemental can start a bull rush maneuver without provoking an attack of opportunity.

Magnetism (Ex): An iron elemental is magnetic, giving it -4 AC to attacks with metal weapons.

The wielder of any such weapon that hits it must make an opposed strength check against the elemental or be disarmed. This does not provoke an attack of opportunity like a normal disarm attempt.

Magnetic Bullrush (Su): An iron elemental may bullrush an opponent wearing metal armor (Or made of metal, DM's call as to which creatures are vulnerable) from a distance of 10 feet. This ability provokes an attack of opportunity.
Titanium
{table]Titanium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +2
Armor Class:| 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Push,
Special Qualities:| Darkvision 60 ft., elemental traits, Damage Reduction 5/-, Acid Resistance 10
Saves:| Fort +9, Ref +3, Will +1
Abilities:| Str 22, Dex 14, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Push (Ex): A titanium elemental can start a bull rush maneuver without provoking an attack of opportunity.
Tungsten
{table]Tungsten Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+24 (42)
Speed:| 20ft (4 squares)
Initiative:| -2
Armor Class:| 19 (-3 Dex, +12 natural), touch 7, flat-footed 19
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Push, Heating
Special Qualities:| Darkvision 60 ft., elemental traits, Damage Reduction 5/-, Fire Resistance 30
Saves:| Fort +10, Ref -1, Will +1
Abilities:| Str 22, Dex 6, Con 22, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Push (Ex): A tungsten elemental can start a bull rush maneuver without provoking an attack of opportunity.

Heating (Ex): When a tungsten elemental resists fire damage, it deals additional fire damage with each hit for 10 rounds, equal to half of the resisted damage.

ForzaFiori
2010-05-13, 05:05 PM
Some more metals.

Iron
{table]Iron Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 20ft (4 squares)
Initiative:| -3
Armor Class:| 16 (-3 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Push, Magnetic Bullrush
Special Qualities:| Darkvision 60 ft., elemental traits, Magnetism, Damage Reduction 5/-
Saves:| Fort +9, Ref -2, Will +1
Abilities:| Str 22, Dex 6, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 4
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Push (Ex): An iron elemental can start a bull rush maneuver without provoking an attack of opportunity.

Magnetism (Ex): An iron elemental is magnetic, giving it -4 AC to attacks with metal weapons.

The wielder of any such weapon that hits it must make an opposed strength check against the elemental or be disarmed. This does not provoke an attack of opportunity like a normal disarm attempt.

Magnetic Bullrush (Su): An iron elemental may bullrush an opponent wearing metal armor (Or made of metal, DM's call as to which creatures are vulnerable) from a distance of 10 feet. This ability provokes an attack of opportunity.


Iron isn't naturally magnetized to itself, or any other metal. It requires a special circumstance (I know rubbing iron with an existing magnet will cause it to briefly become magnetic, and wrapping iron in wire with a charge running through it creates an electromagnet. However, on its own, it does not have a magnetic charge. Only lodestones do that. In addition, It would only effect items made of Cobalt, Iron, Nickel, Gadolinium, Dysprosium, and several compounds (Wiki page with magnetic materials (http://en.wikipedia.org/wiki/Ferromagnetic). However, the most common weapon materials in DnD (Steel and wood) are not magnetic, nor are silver, mithril, adamantium, or any other special material that I can think of. There are also Diamagnetic (http://en.wikipedia.org/wiki/Diamagnetic) materials, which are repelled by magnets

However, if you were able to make an Iron Elemental magnetic, and then it got near another Iron Elemental, or something similar, it would probably stop both of them.

TylerFerretLord
2010-05-13, 05:35 PM
α-iron (an iron allotrope) is naturally ferromagnetic, so I'm not sure where you're getting that? Steel is attracted to magnets as well.

I know that the magnetic ability would only significantly affect a few types of metals, but I have it affecting them for gameplay purposes.

DracoDei
2010-05-13, 06:33 PM
I believe that mercury will coat certain types of coins... maybe it is silver? Anyway, if we can look that up, we can decide about giving them free AoOs or something as they flow up the sword to hit the wrist?

I think it would make it more interesting if the DC of the Discharge ability of the Noble Gases were capped at the amount of damage inflicted. This means you CAN'T get as good results by summoning one, sending it to a corner in a passage, and shocking-grasping it for minimal damage, but that you CAN light one up so you can see it to fight it in a more strategic way when you encounter one. See also my notes in the spoiler-ed section for further comments on Noble Gases...

As far as I know, Lodestone is just any iron (not rust) ore that cooled in a calm enough environment that it was magnetized by the planet's magnetic field. A good black-smith can recreate the effect too I should think... of course, these days they would probably use a powerful electro-magnet instead of the Earth's weak field, unless they were REALLY hard-core about doing things the old-fashioned way... all of which is to say that I think that the magnetism ability of Iron is fine for adding flavor. Mithral and Adamantine, not being real world elements, their magnetic properties are up for grabs (although titanium alloy or rubidium alloy might do for mithral, and we might be able to find something for Adamantine). I know that titanium alloys are not magnetic (thank you "Hunt for Red October"!), but that might or might not apply to ALL of the alloys. From the "flexon" and competing brands of eye-glass frames I also know that some titanium alloys are very flexiable.

Arsenic is actually LISTED in the standard d20 poison table... have it inflict that effect on a hit (with a different DC) rather than dazing.

Lead should perhaps have some sort of mental ability score drain... probably to INT? INT and WIS? I dunno... someone needs to research the effects of lead poisoning. OTOH lead is also known for being heavy, and maybe we can play on that somehow instead of going down that route.

Where did you get the "redirection" ability for Gold? Gold is useful for electrical stuff because it doesn't corrode, so it makes good contact plating. Silver is the stuff I have heard about having a high conductivity. I strongly approve of the acid immunity.

Disclaimer: I have no medical or otherwise applicable credentials at all, and if you have any serious concerns about any of the health dangers I mention, talk to your doctor... seriously, Wikipedia is going to be more accurate on this stuff than I am, and that isn't saying much. You might institute the precautions I mentioned about breathing helium, because it couldn't hurt that I can see. If you try to do something to someone else to treat or prevent... well, don't blame me!

I would CONSIDER dropping the whirl-winds from the noble gas elemental to keep them more unique (and to make room for the abilities and modifications I suggest below).


What happens to an air-breathing creature when it is caught in the whirlwind of a noble gas? It wouldn't have any air to breath and would begin to suffocate wouldn't it?
Boy would it EVER! In fact, to the point where it isn't really fair to the players to include the ability in an accurate fashion unless you ONLY allow it while it is in whirlwind form or something... Helium actually has a hidden danger in that regard. I haven't heard of any stories of this actually happening, so I guess it must be pretty rare, but you know that trick where you inhale some helium from a balloon to talk in a comically high pitch? Yeah.... make sure to start talking as SOON as you are done inhaling, and when you are done, take a few deep breaths before you take your next bit of helium out of the balloon. The thing is that one's "need to breath" reflex ISN'T driven by a lack of O2... it is driven by a excess of CO2. I don't know if you start breathing automatically once you pass out (or get too close to passing out so you stop thinking about your breathing), or if it is actually possible to die if not given mouth-to-mouth (1 or 2 breaths would do it I would think...), but yeah... with the context/public service announcement out of the way, basically the GM should be making the checks in secret, the time before checks start should be halved (or something like that...) and the first clue the players should have that anything is wrong is when the character passes out and goes to 0 hp.



There is no "Chemical" subtype. It's not really necessary unless you want to create a new subtype.
Well, it might be a good reference point to tie everything together neatly when someone makes a Passing Grades in Chemistry feat.


Ambient radiation and radio-active substances are two different things. Alpha particles are the most dangerous type of radiation in the long term, but those can't even penetrate the skin hardly at all. The problem in most real world cases comes in when the radio-active material gets internalized into the bodies biochemistry. Now you don't have the skin in the way of an alpha-particle causing a mutation causing cancer or what-not, or just turning a few random water molecules into hydrogen peroxide (which might also be carcinogenic under those circumstances, but I don't know... all I know is that disinfectants aren't good inside the body), and your period of exposure is multiplied by several orders of magnitude, from the time you are in the presence of the radioactive material, to however long it takes to flush the radiological material out. For this reason, most radiation suits aren't designed to stop radiation per se... I mean they might double check the fact that they will stop 99.9% of alpha particles, but they don't bother putting lead in them or what-not, they are the same as chemical-hazard suits, except perhaps slightly cheaper in that they might not have to withstand as corrosive of chemicals, just tearing and maybe a bit of heat (so as not to melt through from brushing up against something with a bit of thermal energy.

The two specific examples I know of follow:
Iodine is used by the body in the pancreas(or is it the prostate??), thus the distribution of iodine pills where radiological exposure is a serious concern (such as people who live within a certain radius of nuclear power plants in the US). By mega-dosing on it you make sure that the random traces you inhale aren't likely to be the ones that end up actually getting used by the body. Note that iodine is ALSO a disinfectant, so daily use of it isn't something that is practiced to my knowledge.

I believe that Plutonium is the milligram for milligram the deadliest poison known to man. It substitutes in nicely for calcium chemically, so it tends to end up in bones... sounds like a recipe for leukemia to me, but I don't know the specific spread of pathologies.


More comments later.

TylerFerretLord
2010-05-13, 06:58 PM
Mercury will rapidly form an amalgam with aluminium, which exposes the aluminium to air. When it oxidizes, the oxide falls away leaving the mercury, allowing it to repeat the process. I didn't think this was very relevant to the game so I left it out.

The 'flow up the sword' thing is a cool idea. I may use that.

I agree on the discharge, makes sense. Also the arsenic. I did not know it was listed. I still want it to keep the breath weapon, though. :p

I gave gold the redirection ability because it is a somewhat well known property and otherwise it would just be a hard-hitting tank. I plan on giving it to all of the coinage metals.

I know that alpha particles are not absorbed by the skin, but from a gameplay perspective that would be a bit boring. :p

Regarding the lead, I think a drain effect would be proper. Lead poisoning causes a number of different things, but neurological damage is normally what people worry about, so INT/WIS drains seems proper.

Regarding the whirlwind, perhaps it could be replaced with an ability where the elemental forces itself into your lungs?

Dvandemon
2010-05-13, 07:46 PM
Wow, Chemistry major in the playground :redcloak: would be proud

__________

Maybe like an ooze the Noble Gases can engulf an oppoent(s depending on its size) forcing them to quickly hold their breath or inhale it. Doesn't Mercury poisoning cause insanity?

TylerFerretLord
2010-05-13, 08:00 PM
Could be a combination of both, an ability that lets it occupy the same space as an opponent to suffocate them as well that being able to force itself in.

ForzaFiori
2010-05-13, 08:50 PM
α-iron (an iron allotrope) is naturally ferromagnetic, so I'm not sure where you're getting that? Steel is attracted to magnets as well.

I know that the magnetic ability would only significantly affect a few types of metals, but I have it affecting them for gameplay purposes.

α-iron may be magnetic, but not all Iron. If I take a piece of iron, and hold it near my fridge, it wont stick. It wont pull other iron to it. It has to be either one specific type of iron, or have been already effected by a magnetic field.

It would be like saying that certain isotopes of hydrogen are radioactive, then a hydrogen elemental gets to do radiation damage.

And if your going to all the trouble to make REAL elementals, and they wind up magnetic, you should say that it only effects magnetic materials. Silver is KNOWN to not be magnetic. Why would you have it attracted to magnets?

TylerFerretLord
2010-05-13, 09:18 PM
α-iron may be magnetic, but not all Iron. If I take a piece of iron, and hold it near my fridge, it wont stick. It wont pull other iron to it. It has to be either one specific type of iron, or have been already effected by a magnetic field.
α-iron does not have to be a solid solution, it can be pure elemental iron and still retain the magnetic properties.


It would be like saying that certain isotopes of hydrogen are radioactive, then a hydrogen elemental gets to do radiation damage.
This is a bit of a strawman as we're discussing an allotrope, not an isotope. A better analogy would be giving a red phosphorus elemental abilities that only a white phosphorous one should have. However, the point is moot as the iron elemental is α-iron.


And if your going to all the trouble to make REAL elementals, and they wind up magnetic, you should say that it only effects magnetic materials. Silver is KNOWN to not be magnetic. Why would you have it attracted to magnets?
It's a game. It doesn't have to be 100% accurate.

Silvered weapons, by the way, are just silver bonded to the surface of a steel weapon. It would still be affected.

deuxhero
2010-05-13, 09:42 PM
Do an Elerium (AKA Ununpentium) Elemental. Have it lose size and spawn a ununtrium elemental (which in turn does the same with a roentgenium, which turns into meitnerium and so on) every turn until it is at something very small, at which point it vanishes. Until then it has crazy gravity powers.

TylerFerretLord
2010-05-13, 10:23 PM
The problem with that is that the elerium elemental would decay into Uup nigh-instantly, which would also decay nigh-instantly into Uut. Uut has a half-life of 19.6 seconds, so it could be fought.

Although, I'm willing to ignore this and make an Elerium elemental with a longer half-life for you. :smallwink:

Elerium
{table]Elerium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+32 (50)
Speed:| 20ft (4 squares)
Initiative:| -3
Armor Class:| 19 (-3 Dex, +12 natural), touch 7, flat-footed 19
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Gravity blast, Gravitation, Gravity control, Radiation
Special Qualities:| Darkvision 60 ft., elemental traits, Selective Gravity, Half-Life, Damage Reduction 10/-
Saves:| Fort +12, Ref -2, Will +1
Abilities:| Str 22, Dex 6, Con 26, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 7
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Gravity Blast (Su): As a move action, an elerium elemental can release a wave of gravity. It makes a bullrush attempt on all opponents within 30ft of itself, pushing them away and dealing 1d6 force damage. This ability does not provoke an attack of opportunity.

Gravitation (Su): As a move action, an elerium elemental can pull creatures towards itself. It makes a bullrush attempt on all opponents within 30ft of itself, pushing them towards it and dealing 1d6 force damage. This ability does not provoke an attack of opportunity.

Gravity Control (Su): An elerium elemental may control gravity as a free action. It can reverse, double, or negate the gravity of a creature that fails a will save for 1 round (DC 18, save is Con based). If a creature makes this save it may not be affected by this ability until the next round.

A creature with reversed gravity falls upwards, and may take falling damage as per normal rules.

A creature with doubled gravity may become encumbered as all of their equipment becomes twice as heavy. Balance, Climb, Jump, Ride, Swim, and Tumble checks incur a –2 circumstance penalty, as do all attack rolls. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected.

A creature with negated gravity merely floats in place and is unable to move unless if has a fly speed or other method to propel itself. All jump heights are tripled, and the creature may take falling damage the next round.

Radiation (Ex): All living creatures within 20ft of the elemental as well as those struck by it take 2d6 points of damage each round due to radiation. If more than 5 rounds are spent within this area, the creature must make a fortitude save (DC 16, Con based) or suffer radiation sickness.

Radiation sickness: Incubation period 1 day, 1d3-1 points of damage to 2 random stats

Selective Gravity (Su): An elerium elemental selects its own 'down' direction, allowing it to walk on walls or the ceiling.

Half-Life (Ex): An elerium elemental looses half of its remaining HP at the end of each of its turns, rounded down.


This seems like a lot of fun to fight.

deuxhero
2010-05-13, 10:42 PM
Nice job. It would make a great utility summon.

The Mentalist
2010-05-13, 11:03 PM
So when these are all statted up can I start throwing them together for chemical reactions?

deuxhero
2010-05-13, 11:04 PM
I'd like to have a Malconvoker/Alienist (More like the first is terms of power.) like class that focused on summoning elementals

TylerFerretLord
2010-05-13, 11:21 PM
So when these are all statted up can I start throwing them together for chemical reactions?

There's a reason I gave them all the chemical subtype. :smallamused: I plan on making a few interesting compound elementals, like a neodymium magnet elemental (NdFeB) and a dimethyl mercury elemental (HgH6).


I'd like to have a Malconvoker/Alienist (More like the first is terms of power.) like class that focused on summoning elementals.
I suppose I could make one when I finish, but feel free to do it yourself if you want it sooner. It would probably be better anyway. :smalltongue:

TylerFerretLord
2010-05-13, 11:52 PM
Copper
{table]Copper Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +3
Armor Class:| 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple:| +3/+9
Attack:| Slam/Slash +9 melee (1d8+5)
Full-Attack:| Slam/Slash +9 melee (1d8+5)
Space:| 5ft/10ft
Special Attacks:| Redirection
Special Qualities:| Darkvision 60 ft., elemental traits, Mold Body
Saves:| Fort +9, Ref +4, Will +1
Abilities:| Str 20, Dex 14, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Redirection (Ex): A copper elemental takes half damage from electrical attacks so long as it makes a successful melee attack the turn after it received it. The target of the attack takes the other half of the electrical damage; If the attack misses, the elemental receives the other half.

Mold Body (Ex): A copper elemental's body is extremely malleable, allowing it to treat its natural weapons as bludgeoning or slashing.

In addition, a copper elemental is may treat its natural weapons as having reach.

Silver
{table]Silver Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 20ft (4 squares)
Initiative:| +0
Armor Class:| 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple:| +3/+10
Attack:| Slam/Slash +10 melee (1d8+6)
Full-Attack:| Slam/Slash +10 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Lasers, Redirection
Special Qualities:| Darkvision 60 ft., elemental traits, Acid resistance 10, Mold Body
Saves:| Fort +9, Ref +1, Will +1
Abilities:| Str 22, Dex 10, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 6
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Lasers (Ex): By molding its body in a complex series of mirrors, a silver elemental can focus the ambient light in the area into a strong beam. The elemental must make a ranged touch attack against the enemy to hit them with the beam; The damage it deals is dependent on the strength of the light. This ability provokes an attack of opportunity and cannot be used in darkness.

{table]Strength of Light|Damage
Shadowy|1d4
Daylight|1d6
Bright|1d8[/table]

Redirection (Ex): A silver elemental takes no damage from electrical attacks so long as it makes a successful melee attack the turn after it received it. The target of the attack takes the electrical damage; If the attack misses, the elemental receives the damage.

Mold Body (Ex): A silver elemental's body is extremely malleable, allowing it to treat its natural weapons as bludgeoning or slashing.

DracoDei
2010-05-14, 12:14 AM
I never said that radioactive elementals shouldn't be nasty, I was saying HOW they should be nasty... basically for all but the most short half-lives the real danger should be a lingering one, rather than what happens in the actual combat.

For_Valor
2010-05-14, 12:17 AM
α-iron (an iron allotrope) is naturally ferromagnetic, so I'm not sure where you're getting that? Steel is attracted to magnets as well.

I know that the magnetic ability would only significantly affect a few types of metals, but I have it affecting them for gameplay purposes.

If something's ferromagnetic, it's magnetic when exposed to a magnetic field (the magnets need to align). So upon creation (down in the Earth Elemental Plane, I would assume), even a rare α-iron allotrope elemental would have to go get magnetized in a rather strong magnetic field, and I don't see a lot of those hangin' around in D&D.

I was thinking of the magnetization aura working the way Otto's Irresistable Dance does for that one fey race from MMI. Not all of the elementals will be α-iron, and we can just assume that all α-iron elementals get magnetized (maybe they reproduce by themselves?).

Science!!

TylerFerretLord
2010-05-14, 12:55 AM
I never said that radioactive elementals shouldn't be nasty, I was saying HOW they should be nasty... basically for all but the most short half-lives the real danger should be a lingering one, rather than what happens in the actual combat.
Well, there is the radiation sickness. I suppose I could scale the damage down and scale the sickness up. What do you suggest?



I was thinking of the magnetization aura working the way Otto's Irresistable Dance does for that one fey race from MMI. Not all of the elementals will be α-iron, and we can just assume that all α-iron elementals get magnetized (maybe they reproduce by themselves?).
Do you know which race that was? I'd like to see how it works.

I could make the other allotropes if you'd like. :smallsmile:


Updated noble gases

{table]Noble Gas Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+8 (26 HP)
Speed:| Fly 100 ft. (perfect) (20 squares)
Initiative:| +9
Armor Class:| 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple:| +3/+4
Attack:| Slam +8 melee (1d6+1)
Full-Attack:| Slam +8 melee (1d6+1)
Space:| 5ft/5ft
Special Attacks:| Air mastery, Discharge, Smother, Forced Inhalation
Special Qualities:| Darkvision 60 ft., elemental traits, immunity to acid, Natural Invisibility
Saves:| Fort +3, Ref +9, Will +1
Abilities:| Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills:| Listen +3, Spot +4
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a noble gas elemental.

Discharge (Ex): If a noble gas elemental takes electrical damage, it glows brightly for 1 round. Any creature looking at it must make a fortitude save (DC 10 + damage taken) or be blinded for 1 round. The elemental glows dimly for 3 rounds afterward, giving it a -2 penalty to AC and negating its invisibility.

Smother (Ex): A noble gas elemental may move into the space of another creature that is within one size category of itself, smothering it. The creature begins to suffocate and the elemental may attempt to force inhalation on its next turn. Moving into the space of another creature provokes an attack of opportunity.

Any attempt to damage an elemental while it is smothering a creature has a 50% chance to deal half of the damage to the creature. If the elemental discharges while smothering a creature, the creature takes fire damage equal to the electricity damage that caused the discharge.

Forced Inhalation (Ex): As a full round action, a noble gas elemental may attempt to force a creature that is within one size category of itself to breathe it in. The creature must make a fortitude save (DC 16, save is Con based) or the elemental enters its lungs.

The creature immediately begins to suffocate as though it has held its breath for the maximum amount of turns. It must make a fortitude save (DC 14, save is Con based) to expel it as well as the save to keep holding its breath.

A heal spell cast on the creature immediately expels the elemental, does 2d6 damage to it and stuns it for two rounds.

Natural Invisibility (Ex): This ability is constant, allowing a noble gas elemental to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Radon

{table]Radon Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+8 (26 HP)
Speed:| Fly 100 ft. (perfect) (20 squares)
Initiative:| +9
Armor Class:| 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple:| +3/+4
Attack:| Slam +8 melee (1d6+2 +2d6 radiation)
Full-Attack:| Slam +8 melee (1d6+2 +2d6 radiation)
Space:| 5ft/5ft
Special Attacks:| Air mastery, Discharge, Radiation
Special Qualities:| Darkvision 60 ft., elemental traits, immunity to acid, Natural Invisibility
Saves:| Fort +5, Ref +9, Will +1
Abilities:| Str 14, Dex 21, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +3, Spot +4
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:| 7
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a noble gas elemental.

Discharge (Ex): If a noble gas elemental takes electrical damage, it glows brightly for 1 round. Any creature looking at it must make a fortitude save (DC 10 + damage taken) or be blinded for 1 round. The elemental glows dimly for 3 rounds afterward, giving it a -2 penalty to AC and negating its invisibility.

Natural Invisibility (Ex): This ability is constant, allowing a noble gas elemental to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Radiation (Ex): All living creatures within 20ft of the elemental as well as those struck by it take 2d6 points of damage each round due to radiation. If more than 5 rounds are spent within this area, the creature must make a fortitude save (DC 16, Con based) or suffer radiation sickness.

Radiation sickness: Incubation period 1 day, 1d3 points of damage to 2 random stats.

Smother (Ex): A radon elemental may move into the space of another creature that is within one size category of itself, smothering it. The creature begins to suffocate and the elemental may attempt to force inhalation on its next turn. Moving into the space of another creature provokes an attack of opportunity.

Any attempt to damage an elemental while it is smothering a creature has a 50% chance to deal half of the damage to the creature. If the elemental discharges while smothering a creature, the creature takes fire damage equal to the electricity damage that caused the discharge.

Forced Inhalation (Ex): As a full round action, a radon elemental may attempt to force a creature that is within one size category of itself to breathe it in. The creature must make a fortitude save (DC 16, save is Con based) or the elemental enters its lungs.

The creature immediately begins to suffocate as though it has held its breath for the maximum amount of turns. It must make a fortitude save (DC 16, save is Con based) to expel it as well as the save to keep holding its breath.

The creature also contracts radiation sickness with no save.

A heal spell cast on the creature immediately expels the elemental, does 2d6 damage to it and stuns it for two rounds.

IcarusWings
2010-05-14, 01:15 AM
LASERS! :]

I'm lovin' silver, and this whole project

Merlin

TylerFerretLord
2010-05-14, 02:26 AM
Updated mercury

{table]Mercury Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+12 (30)
Speed:| 60ft (12 squares)
Initiative:| +3
Armor Class:| 23 (+3 Dex, +9 natural, +1 Dodge), touch 14, flat-footed 19
Base Attack/Grapple:| +3/+6
Attack:| Slam +7 melee (1d8+4)
Full-Attack:| Slam +7 melee (1d8+4), Slam +7 melee (1d8+4)
Space:| 5ft/5ft
Special Attacks:| Flow up the Blade, Poison
Special Qualities:| Darkvision 60 ft., elemental traits, haste, Fluid Body
Saves:| Fort +7, Ref +4, Will +1
Abilities:| Str 16, Dex 16, Con 17, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack, Combat ReflexesB
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Flow up the Blade (Ex): When a mercury elemental is struck by a melee attack, it can make a Dexterity check (DC 10 + attacker's BAB) to flow up the weapon that struck it and make an attack of opportunity. This ability may only be used against enemies that are in reach.

Poison (Ex): Injury, Fortitude DC 15, initial damage 1d6 HP, secondary damage 1d6 Dex. Save is Con Based.

Haste (Ex): A mercury elemental is constantly hasted as per the spell. This is reflected in the stats above.

Fluid Body (Ex): A mercury elemental has a +5 bonus to escape artist.

hamishspence
2010-05-14, 02:57 AM
I never said that radioactive elementals shouldn't be nasty, I was saying HOW they should be nasty... basically for all but the most short half-lives the real danger should be a lingering one, rather than what happens in the actual combat.

I said pretty much the same thing- however Radon, compared to uranium or even plutonium, has an extremely short half-life.

Combine with the fact that it's gas and can be inhaled, and an elemental made of concentrated radon, massing the same as, or heavier than, an air elemental, would be a lot of dangerous material all at once.

deuxhero
2010-05-14, 08:28 AM
I suppose I could make one when I finish, but feel free to do it yourself if you want it sooner. It would probably be better anyway. :smalltongue:

Not good at PRCs, but this ability would be awesome.

Full Life Consequences (EX)
At *level* a *PRC NAME* can remove the "half life" quality of any elemental it summons.


Other abilities could include immunity to radiation (at first from his own elementals, latter in general) and a variant of infernal legion (makes summoning worth it, so is needed)

edit: Oh and this ability too.

Halfway To Destruction (EX)
At *level* a *prc name* may half the duration of any summoning he witnesses by willing it. This ability does not take an action.

TylerFerretLord
2010-05-14, 04:09 PM
The name for the variant of infernal legion should be van der Waals summoning. :smalltongue:

Updated astatine.
{table]Astatine Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice:|4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +8
Armor Class:| 19 (+3 Dex, +6 natural), 13 touch, 16 flat-footed
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d6+6 +2d6 radiation)
Full-Attack: |Slam +9 melee (1d6+6 +1d6 radiation)
Space: |5ft/5ft
Special Attacks: |Corrosion, Radiation
Special Qualities:| Darkvision 60 ft., elemental traits
Saves:| Fort +10, Ref +4, Will +1
Abilities:| Str 22, Dex 16, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack
Challenge Rating:| 7
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Radiation (Ex): All living creatures within 20ft of the elemental as well as those struck by it take 2d6 points of damage each round due to radiation. If more than 5 rounds are spent within this area, the creature must make a fortitude save (DC 17, Con based) or suffer radiation sickness.

Radiation sickness: Incubation period 1 day, 1d3 points of damage to 2 random stats.

And, as I knew this would be requested eventually, another fictional element.

Unobtanium
{table]Unobtanium Elemental | Medium Elemental (Chemical, Extraplanar, Incorporeal)
Hit Dice:|4d8 (18)
Speed:| 60ft (12 squares)
Initiative:| +8
Armor Class:| 20 (+8 Dex, +2 natural), 18 touch, 12 flat-footed
Base Attack/Grapple:| +3/+3
Attack:| Slam +11 melee (1d6+1)
Full-Attack: |Slam +11 melee (1d6+1)
Space: |5ft/5ft
Special Attacks: | Scatter
Special Qualities:| Darkvision 60 ft., Incorporeal traits, elemental traits, Blink, Dimension Door
Saves:| Fort +1, Ref +12, Will +1
Abilities:| Str 12, Dex 26, Con 10, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:| 4
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Blink (Su): An unobtanium elemental can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.

Dimension Door (Su): An unobtanium elemental can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the unobtanium elemental, which can act immediately after teleporting.

TylerFerretLord
2010-05-14, 06:39 PM
Osmium
{table]Osmium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+28 (46)
Speed:| 20ft (4 squares)
Initiative:| -2
Armor Class:| 19 (-3 Dex, +12 natural), touch 7, flat-footed 19
Base Attack/Grapple:| +3/+11
Attack:| Slam +11 melee (1d8+8)
Full-Attack:| Slam +11 melee (1d8+8)
Space:| 5ft/5ft
Special Attacks:| Push, Breath weapon
Special Qualities:| Darkvision 60 ft., elemental traits, Damage Reduction 10/-, Fire Resistance 10
Saves:| Fort +11, Ref -1, Will +1
Abilities:| Str 26, Dex 6, Con 24, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 6
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Push (Ex): An osmium elemental can start a bull rush maneuver without provoking an attack of opportunity.

Breath Weapon (Su): 30ft cone of toxic gas, 1d3 Con damage. Those afflicted must make a fortitude save (DC 21, save is Con based) or contract osmium tetroxide poisoning.

Osmium tetroxide poisoning: Incubation period 1 day, 1d3 con damage. If the victim take 3 points of damage in one day he becomes permanently blinded. This disease may not last longer than two days.
Platinum
{table]Platinum Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+24 (42)
Speed:| 20ft (4 squares)
Initiative:| -2
Armor Class:| 19 (-3 Dex, +12 natural), touch 7, flat-footed 19
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Redirection
Special Qualities:| Darkvision 60 ft., elemental traits, Damage reduction 5/-, Acid Immunity
Saves:| Fort +10, Ref -1, Will +1
Abilities:| Str 22, Dex 6, Con 22, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Redirection (Ex): A platinum elemental takes half damage from electrical attacks so long as it makes a successful melee attack the turn after it received it. The target of the attack takes the other half of the electrical damage; If the attack misses, the elemental receives the other half.

radmelon
2010-05-14, 09:31 PM
The text for the push ability of the osmium elemental says it's tungsten.

TylerFerretLord
2010-05-14, 09:37 PM
Woops. Must have forgotten to change it when I copied it.

Lord Vukodlak
2010-05-14, 09:47 PM
I recall this little bit from a wizard in a little adventure.
"I was working on a theory that cold was not actually a form of energy but simply the absence of energy, I was wrong"

This topic reminds me of that.

TylerFerretLord
2010-05-15, 12:27 AM
Hafnium
{table]Silver Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 20ft (4 squares)
Initiative:| +0
Armor Class:| 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple:| +3/+10
Attack:| Slam/Slash +10 melee (1d8+6)
Full-Attack:| Slam/Slash +10 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| N/A
Special Qualities:| Darkvision 60 ft., elemental traits, Acid resistance Immunity, Immune to radiation, Radiation Shield
Saves:| Fort +9, Ref +1, Will +1
Abilities:| Str 22, Dex 10, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Radiation Shield (Ex): As a full-round action, a hafnium elemental may mold its body to shield any creature of equal or lesser size from all radiation damage it would take.

dspeyer
2010-05-15, 02:59 PM
Might I suggest that gaseous and liquid elementals are immune to slashing and piercing damage?

Also, it would be nifty if an oxygen elemental and two hydrogen elementals could combine to form a water elemental (maybe when taking fire damage all at once). Even niftier if a water elemental taking electricity damage had a chance of splitting.

TylerFerretLord
2010-05-15, 07:32 PM
I would have given them that, but normal air and water elementals lack it.

I have plans to create some reaction rules so you can make compound elementals.

TylerFerretLord
2010-05-16, 10:21 PM
The rest of the nonmetals.

Nitrogen

{table]Nitrogen Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+8 (26 HP)
Speed:| Fly 100 ft. (perfect) (20 squares)
Initiative:| +9
Armor Class:| 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple:| +3/+4
Attack:| Slam +8 melee (1d6+1)
Full-Attack:| Slam +8 melee (1d6+1)
Space:| 5ft/5ft
Special Attacks:| Air mastery, Smother, Forced Inhalation
Special Qualities:| Darkvision 60 ft., elemental traits, immunity to acid, Natural Invisibility
Saves:| Fort +3, Ref +9, Will +1
Abilities:| Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills:| Listen +3, Spot +4
Feats:| Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a nitrogen elemental.

Smother (Ex): A nitrogen elemental may move into the space of another creature that is within one size category of itself, smothering it. The creature begins to suffocate and the elemental may attempt to force inhalation on its next turn. Moving into the space of another creature provokes an attack of opportunity.

Any attempt to damage an elemental while it is smothering a creature has a 50% chance to deal half of the damage to the creature.

Forced Inhalation (Ex): As a full round action, a nitrogen elemental may attempt to force a creature that is within one size category of itself to breathe it in. The creature must make a fortitude save (DC 16, save is Con based) or the elemental enters its lungs.

The creature immediately begins to suffocate as though it has held its breath for the maximum amount of turns. It must make a fortitude save (DC 14, save is Con based) to expel it as well as the save to keep holding its breath.

A heal spell cast on the creature immediately expels the elemental, does 2d6 damage to it and stuns it for two rounds.

Natural Invisibility (Ex): This ability is constant, allowing a nitrogen elemental to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.Nitrogen (liquid)

{table]Nitrogen Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+8 (26 HP)
Speed:| 30ft (6 squares)
Initiative:| +4
Armor Class:| 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple:| +3/+7
Attack:| Slam +7 melee (1d6+4 +1d4 cold)
Full-Attack:| Slam +4 melee (1d6+4 +1d4 cold)
Space:| 5ft/5ft
Special Attacks:| Cryogenic
Special Qualities:| Darkvision 60 ft., elemental traits, Immunity to cold, Cold Healing
Saves:| Fort +7, Ref +5, Will +1
Abilities:| Str 18, Dex 18, Con 14, Int 4, Wis 11, Cha 11
Skills:| Listen +3, Spot +4
Feats:| Cleave, Power Attack
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Cryogenic (Ex): A liquid nitrogen elemental deals an extra 1d4 cold damage with each hit.

Cold Healing (Su): An attack that deals cold damage heals the elemental by the same amount it would otherwise damage.

Phosphorus (white)
{table]Phosphorus Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+16 (34)
Speed:| 30ft (6 squares)
Initiative:| +1
Armor Class:| 14 (+1 Dex, +3 natural), 11 touch, 14 flat-footed
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Combustion, Fumes
Special Qualities: |Darkvision 60 ft., elemental traits, Phosphorescence, Inevitability
Saves:| Fort +8, Ref +2, Will +1
Abilities: |Str 22, Dex 12, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack
Challenge Rating:| 5
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Combustion (Ex): Should a phosphorus elemental take fire damage, it must make a fortitude save (DC 10 + damage) or instantly catch on fire. While on fire, it deals 1d6 damage to all adjacent creatures each rounds, as well as when it strikes them.

A combusting elemental loses a quarter of its remaining HP each round.

Fumes (Ex): A combusting phosphorus elemental gives of clouds of gas. All adjacent creatures must make a fortitude save (DC 16, save is Con based) or become nauseated for 1 round.

Phosphorescence (Ex): A non-combusting phosphorus elemental emits a soft greenish glow that gives it -2 to hide checks, and -2 AC in the dark.

Inevitability (Ex): Once every 5 rounds, a non-combusting phosphorus elemental must make a fortitude save (DC 10 + number of past saves) or begin to combust.

Sulfur (S8)
{table]Sulfur Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+16 (34)
Speed:| 30ft (6 squares)
Initiative:| +1
Armor Class:| 15 (+1 Dex, +4 natural), 11 touch, 15 flat-footed
Base Attack/Grapple:| +3/+9
Attack:| Slam +9 melee (1d8+6)
Full-Attack:| Slam +9 melee (1d8+6)
Space:| 5ft/5ft
Special Attacks:| Breath Weapon
Special Qualities: |Darkvision 60 ft., elemental traits,
Saves:| Fort +8, Ref +1, Will +1
Abilities: |Str 22, Dex 12, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack
Challenge Rating:| 4
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Breath Weapon (Su): 30ft cone of nauseating gas, afflicted must make fortitude save (DC 16, Con based) or become nauseated for 1d4+2 rounds. A sulfur elemental may use this ability again after 1d4 rounds.
Selenium
{table]Selenium Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+16 (34)
Speed:| 30ft (6 squares)
Initiative:| 0
Armor Class:| 16 (+6 natural), 10 touch, 16 flat-footed
Base Attack/Grapple:| +3/+11
Attack:| Slam +11 melee (1d8+8)
Full-Attack:| Slam +11 melee (1d8+8)
Space:| 5ft/5ft
Special Attacks:| Photoelectric
Special Qualities: |Darkvision 60 ft., elemental traits,
Saves:| Fort +8, Ref +1, Will +1
Abilities: |Str 26, Dex 10, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Cleave, Power Attack
Challenge Rating:| 4
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Photoelectric (Su): A selenium elemental deals an extra 1d6 electricity damage while in bright light.


The special attack for selenium might be reaching a bit, but it would have nothing otherwise.

TylerFerretLord
2010-05-17, 08:10 PM
Carbon (graphite)

{table]Carbon Elemental | Medium Elemental (Chemical, Extraplanar)
Hit Dice: |4d8+16 (34)
Speed:| 30ft (6 squares);
Initiative: | 0
Armor Class:| 16 (+6 natural), 10 touch , 16 flat-footed
Base Attack/Grapple: | +3/+8
Attack:| Slam +8 melee (1d8+5)
Full-Attack:| Slam +8 melee (1d8+5)
Space: |5ft/5ft
Special Attacks:| N/A
Special Qualities:| Darkvision 60 ft., elemental traits
Saves:| Fort +8, Ref +1, Will +1
Abilities:| Str 20, Dex 10, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats: |Cleave, Power Attack
Challenge Rating:| 4
Treasure:| None
Alignment: |Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Lead
{table]Lead Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 20ft (4 squares)
Initiative:| -2
Armor Class:| 18 (-2 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple:| +3/+12
Attack:| Slam +12 melee (1d8+9)
Full-Attack:| Slam +12 melee (1d8+9)
Space:| 5ft/5ft
Special Attacks:| Push, Improved Grab, Crush, Toxic
Special Qualities:| Darkvision 60 ft., elemental traits
Saves:| Fort +9, Ref -1, Will +1
Abilities:| Str 28, Dex 6, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 7
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Push (Ex): A lead elemental can start a bull rush maneuver without provoking an attack of opportunity.

Improved Grab (Ex): To use this ability, a lead elemental must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can crush.

Crush (Ex): A lead elemental deals 1d6+9 points of damage with a successful grapple check.

Toxic (Su): A lead elemental deals 1d3 Int damage with a successful grapple check.

Bismuth
{table]Bismuth Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+18 (34)
Speed:| 20ft (4 squares)
Initiative:| -2
Armor Class:| 18 (-2 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple:| +3/+10
Attack:| Slam/Slash +10 melee (1d8+7)
Full-Attack:| Slam/Slash +10 melee (1d8+7)
Space:| 5ft/5ft
Special Attacks:| Iridescent
Special Qualities:| Darkvision 60 ft., elemental traits
Saves:| Fort +8, Ref -1, Will +1
Abilities:| Str 24, Dex 6, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Iridescent (Su): A bismuth elemental's oxidized surface shines with every color of the rainbow, allowing it to use Color Spray as an attack action. Caster level is equal to HD.

brujon
2010-05-17, 11:40 PM
Tungsten should have Fire Immunity or at least a very high Fire Resistance, since it has a really, really high fusion point (over 2000 Cº if i remember correctly), maybe even give it bonus fire damage if it takes X fire damage, that lasts for Y rounds... That would be cool and differentiate it from other elements.

I look forward to a Cromium elemental... With Reflect Spell as a special ability :D

For Valor
2010-05-17, 11:46 PM
Is there a cosmology to these things...?

TylerFerretLord
2010-05-17, 11:59 PM
@brujon: I'm surprised I forgot to put that in; I had planned to do it. I'll fix it in a moment.

@For Valor: Not really. I suppose most of them would be found on the Earth plane with the gases on the Air. Or, you could just go nuts and give each element its own plane. Would explain where conjured matter comesfrom, at least. :smalltongue:

brujon
2010-05-18, 12:09 AM
You could make a Nitrous Oxide elemental later on... Death by Laughter anyone? >:D

TylerFerretLord
2010-05-18, 12:34 AM
Chromium
{table]Chromium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+16 (34)
Speed:| 30ft (6 squares)
Initiative:| +1
Armor Class:| 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple:| +3/+8
Attack:| Slam +8 melee (1d8+8)
Full-Attack:| Slam +8 melee (1d8+8)
Space:| 5ft/5ft
Special Attacks:| Brilliance
Special Qualities:| Darkvision 60 ft., elemental traits, Fire Resistance 5, Spell Resistance 10, Reflection
Saves:| Fort +9, Ref +2, Will +1
Abilities:| Str 20, Dex 12, Con 18, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Brilliance (Ex): As a standard action, a chromium elemental may reflect ambient light at its opponents. All creatures within 10ft must make a fortitude save (DC 16, Con based) or be dazzled for 1d4 rounds.

Reflection (Su): Any spell that a chromium elemental resists is reflected upon the caster. In addition, all ray spells (including those that would not normally be subject to SR) are reflected as well.

TylerFerretLord
2010-05-18, 03:21 AM
Lithium
{table]Lithium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +2
Armor Class:| 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple:| +3/+8
Attack:| Slam/Slash +8 melee (1d8+5 +1d6 acid)
Full-Attack:| Slam/Slash +8 melee (1d8+5 +1d6 acid)
Space:| 5ft/5ft
Special Attacks:| Water Reactivity, Combustion, Flare, Corrosion
Special Qualities:| Darkvision 60 ft., elemental traits, Water Vulnerability
Saves:| Fort +9, Ref +3, Will +1
Abilities:| Str 20, Dex 14, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 7
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Water Reactivity (Ex): All creatures with the 'Water' subtype take an extra 1d6 points of fire damage per hit. The elemental must then make a fortitude save (DC 10 + fire damage) to prevent combustion, if it has not already begun.

Combustion (Ex): Should a lithium elemental take fire damage, it must make a fortitude save (DC 10 + damage) or instantly catch on fire. While on fire, it deals 1d6 fire damage to all adjacent creatures each round, as well as when it strikes them.

A combusting elemental loses a quarter of its remaining HP each round.

Flare (Ex): A combusting lithium elemental burns so bright that all creatures within 30ft that look directly at it must make a fortitude save (DC 17, Con Based) or be blinded for 1d4 rounds.

Corrosion (Ex): Those struck by the elemental take 1d6 points of acid damage due to corrosion.

Water Vulnerability (Ex): A lithium elemental takes 1d6 fire damage each round it is directly exposed to liquid water. Complete submersion deals 10d6 fire damage.

Sodium
{table]Sodium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +2
Armor Class:| 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple:| +3/+9
Attack:| Slam/Slash +9 melee (1d8+6 +1d6 acid)
Full-Attack:| Slam/Slash +9 melee (1d8+6 +1d6 acid)
Space:| 5ft/5ft
Special Attacks:| Water Reactivity, Combustion, Flare, Corrosion
Special Qualities:| Darkvision 60 ft., elemental traits, Water Vulnerability
Saves:| Fort +9, Ref +3, Will +1
Abilities:| Str 22, Dex 14, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 7
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Water Reactivity (Ex): All creatures with the 'Water' subtype take an extra 1d6 points of fire damage per hit. The elemental must then make a fortitude save (DC 10 + fire damage) to prevent combustion, if it has not already begun.

Combustion (Ex): Should a sodium elemental take fire damage, it must make a fortitude save (DC 11 + damage) or instantly catch on fire. While on fire, it deals 1d6 fire damage to all adjacent creatures each round, as well as when it strikes them.

A combusting elemental loses a quarter of its remaining HP each round.

Flare (Ex): A combusting sodium elemental burns so bright that all creatures within 30ft that look directly at it must make a fortitude save (DC 17, Con Based) or be blinded for 1d4 rounds.

Corrosion (Ex): Those struck by the elemental take 1d6 points of acid damage due to corrosion.

Water Vulnerability (Ex): A sodium elemental takes 1d6 fire damage each round it is directly exposed to liquid water. Complete submersion deals 10d6 fire damage.

Potassium
{table]Potassium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +3
Armor Class:| 18 (+3 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple:| +3/+10
Attack:| Slam/Slash +10 melee (1d8+7 +1d6 acid)
Full-Attack:| Slam/Slash +10 melee (1d8+7 +1d6 acid)
Space:| 5ft/5ft
Special Attacks:| Water Reactivity, Combustion, Flare, Corrosion
Special Qualities:| Darkvision 60 ft., elemental traits, Water Vulnerability
Saves:| Fort +9, Ref +4, Will +1
Abilities:| Str 24, Dex 16, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 8
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Water Reactivity (Ex): All creatures with the 'Water' subtype take an extra 1d6 points of fire damage per hit. The elemental must then make a fortitude save (DC 10 + fire damage) to prevent combustion, if it has not already begun.

Combustion (Ex): Should a potassium elemental take fire damage, it must make a fortitude save (DC 12 + damage) or instantly catch on fire. While on fire, it deals 1d6 fire damage to all adjacent creatures each round, as well as when it strikes them.

A combusting elemental loses a quarter of its remaining HP each round.

Flare (Ex): A combusting potassium elemental burns so bright that all creatures within 30ft that look directly at it must make a fortitude save (DC 17, Con Based) or be blinded for 1d4 rounds.

Corrosion (Ex): Those struck by the elemental take 1d6 points of acid damage due to corrosion.

Water Vulnerability (Ex): A potassium elemental takes 1d6 fire damage each round it is directly exposed to liquid water. Complete submersion deals 10d6 fire damage.

Rubidium
{table]Rubidium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +3
Armor Class:| 17 (+3 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple:| +3/+11
Attack:| Slam/Slash +11 melee (1d8+8 +1d6 acid)
Full-Attack:| Slam/Slash +11 melee (1d8+8 +1d6 acid)
Space:| 5ft/5ft
Special Attacks:| Water Reactivity, Combustion, Flare, Corrosion, Liquid Metal
Special Qualities:| Darkvision 60 ft., elemental traits, Water Vulnerability
Saves:| Fort +9, Ref +4, Will +1
Abilities:| Str 26, Dex 16, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 9
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Water Reactivity (Ex): All creatures with the 'Water' subtype take an extra 1d6 points of fire damage per hit. The elemental must then make a fortitude save (DC 10 + fire damage) to prevent combustion, if it has not already begun.

Combustion (Ex): Should a rubidium elemental take fire damage, it must make a fortitude save (DC 12 + damage) or instantly catch on fire. While on fire, it deals 1d6 fire damage to all adjacent creatures each round, as well as when it strikes them.

A combusting elemental loses a quarter of its remaining HP each round.

Flare (Ex): A combusting rubidium elemental burns so bright that all creatures within 30ft that look directly at it must make a fortitude save (DC 17, Con Based) or be blinded for 1d4 rounds.

Corrosion (Ex): Those struck by the elemental take 1d6 points of acid damage due to corrosion.

Liquid Metal (Ex): A combusting rubidium elemental's body is melting, causing pieces of it to stick to whatever it hits. Any creature struck by the elemental takes 1d4 acid and 1d4 fire damage for three rounds.

Water Vulnerability (Ex): A rubidium elemental takes 1d6 fire damage each round it is directly exposed to liquid water. Complete submersion deals 10d6 fire damage.

Caesium
{table]Caesium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +3
Armor Class:| 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple:| +3/+11
Attack:| Slam/Slash +11 melee (1d8+8 +1d6 acid)
Full-Attack:| Slam/Slash +11 melee (1d8+8 +1d6 acid)
Space:| 5ft/5ft
Special Attacks:| Water Reactivity, Combustion, Flare, Corrosion, Liquid Metal
Special Qualities:| Darkvision 60 ft., elemental traits, Water Vulnerability
Saves:| Fort +9, Ref +10, Will +1
Abilities:| Str 26, Dex 20, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 9
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Water Reactivity (Ex): All creatures with the 'Water' subtype take an extra 1d6 points of fire damage per hit. The elemental must then make a fortitude save (DC 10 + fire damage) to prevent combustion, if it has not already begun.

Combustion (Ex): A caesium elemental instantly catches on fire while exposed to air. While on fire, it deals 1d6 fire damage to all adjacent creatures each round, as well as when it strikes them.

A combusting elemental loses a quarter of its remaining HP each round.

Flare (Ex): A combusting caesium elemental burns so bright that all creatures within 30ft that look directly at it must make a fortitude save (DC 17, Con Based) or be blinded for 1d4 rounds.

Corrosion (Ex): Those struck by the elemental take 1d6 points of acid damage due to corrosion.

Liquid Metal (Ex): A caesium elemental's body is liquid, causing pieces of it to stick to whatever it hits. Any creature struck by the elemental takes 1d4 acid and 1d4 fire damage for three rounds.

Water Vulnerability (Ex): A caesium elemental takes 1d6 fire damage each round it is directly exposed to liquid water. Complete submersion deals 10d6 fire damage.

Francium
{table]Francium Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+20 (38)
Speed:| 30ft (6 squares)
Initiative:| +3
Armor Class:| 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple:| +3/+11
Attack:| Slam/Slash +11 melee (1d8+8 +1d6 acid +2d6 radiation)
Full-Attack:| Slam/Slash +11 melee (1d8+8 +1d6 acid +2d6 radiation)
Space:| 5ft/5ft
Special Attacks:| Water Reactivity, Combustion, Flare, Corrosion, Liquid Metal, Radiation
Special Qualities:| Darkvision 60 ft., elemental traits, Water Vulnerability, Half-Life
Saves:| Fort +9, Ref +10, Will +1
Abilities:| Str 26, Dex 20, Con 20, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 10
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Water Reactivity (Ex): All creatures with the 'Water' subtype take an extra 1d6 points of fire damage per hit. The elemental must then make a fortitude save (DC 10 + fire damage) to prevent combustion, if it has not already begun.

Combustion (Ex): A francium elemental instantly catches on fire while exposed to air. While on fire, it deals 1d6 fire damage to all adjacent creatures each round, as well as when it strikes them.

A combusting elemental loses a quarter of its remaining HP each round.

Flare (Ex): A combusting francium elemental burns so bright that all creatures within 30ft that look directly at it must make a fortitude save (DC 17, Con Based) or be blinded for 1d4 rounds.

Corrosion (Ex): Those struck by the elemental take 1d6 points of acid damage due to corrosion.

Liquid Metal (Ex): A francium elemental's body is liquid, causing pieces of it to stick to whatever it hits. Any creature struck by the elemental takes 1d4 acid, 1d4 fire damage, and is considered to be in the radioactive aura for three rounds.

Radiation (Ex): All living creatures within 20ft of the elemental as well as those struck by it take 2d6 points of damage each round due to radiation. If more than 5 rounds are spent within this area, the creature must make a fortitude save (DC 16, Con based) or suffer radiation sickness.

Radiation sickness: Incubation period 1 day, 1d3-1 points of damage to 2 random stats

Water Vulnerability (Ex): A francium elemental takes 1d6 fire damage each round it is directly exposed to liquid water. Complete submersion deals 10d6 fire damage.

Half-Life (Ex): A francium elemental loses half of its remaining hit points every 4.8, 14.2, or 22 minutes depending on which isotope it is made of.

For Valor
2010-05-19, 05:12 PM
@brujon: I'm surprised I forgot to put that in; I had planned to do it. I'll fix it in a moment.

@For Valor: Not really. I suppose most of them would be found on the Earth plane with the gases on the Air. Or, you could just go nuts and give each element its own plane. Would explain where conjured matter comesfrom, at least. :smalltongue:

I was imagining the Alkali Plane, then the Earth-Alkali, and maybe the Trasition Metal Plane, and the Noble Gas Plane, and... wow, that'd be a lot of planes.

Also, Hydrogen is probably the most awesome element in the world (the SOURCE OF ALL CREATION!!!!!!), and therefore should be a total boss.

TylerFerretLord
2010-05-21, 06:59 AM
Nitrogen (liquid)

{table]Nitrogen Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+8 (26 HP)
Speed:| 30ft (6 squares)
Initiative:| +4
Armor Class:| 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple:| +3/+7
Attack:| Slam +7 melee (1d6+4 +1d4 cold)
Full-Attack:| Slam +4 melee (1d6+4 +1d4 cold)
Space:| 5ft/5ft
Special Attacks:| Cryogenic
Special Qualities:| Darkvision 60 ft., elemental traits, Immunity to cold, Cold Healing
Saves:| Fort +7, Ref +5, Will +1
Abilities:| Str 18, Dex 18, Con 14, Int 4, Wis 11, Cha 11
Skills:| Listen +3, Spot +4
Feats:| Cleave, Power Attack
Challenge Rating:| 5
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Cryogenic (Ex): A liquid nitrogen elemental deals an extra 1d4 cold damage with each hit.

Cold Healing (Su): An attack that deals cold damage heals the elemental by the same amount it would otherwise damage.

radmelon
2010-05-23, 04:58 PM
Make it so that the liquid nitrogen elemental can put people in suspended animation.:smalltongue:

TylerFerretLord
2010-05-27, 01:08 PM
Time for some actinides.

The isotopes capable of nuclear chain reaction would all be very much above critical mass; Being able to summon a nuclear bomb would be just a bit unbalanced so they poof back to their home planes before they can really explode.

Plutonium-244
{table]Plutonium-244 Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+32 (50)
Speed:| 20ft (4 squares)
Initiative:| -2
Armor Class:| 18 (-2 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple:| +3/+13
Attack:| Slam/Slash +13 melee (1d8+10)
Full-Attack:| Slam/Slash +13 melee (1d8+10)
Space:| 5ft/5ft
Special Attacks:|
Special Qualities:| Darkvision 60 ft., elemental traits
Saves:| Fort +12, Ref -1, Will +1
Abilities:| Str 30, Dex 6, Con 26, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 6
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Plutonium-238
{table]Plutonium-238 Elemental|Medium Elemental (Chemical, Extraplanar)
Hit Dice:| 4d8+32 (38)
Speed:| 20ft (4 squares)
Initiative:| -2
Armor Class:| 18 (-2 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple:| +3/+13
Attack:| Slam +13 melee (1d8+10 +2d6 fire +1d6 radiation)
Full-Attack:| Slam +13 melee (1d8+10 +2d6 fire +1d6 radiation)
Space:| 5ft/5ft
Special Attacks:| Decay Heat, Radiation, Chain Reaction
Special Qualities:| Darkvision 60 ft., elemental traits, Critical Mass
Saves:| Fort +12, Ref -1, Will +1
Abilities:| Str 30, Dex 6, Con 26, Int 4, Wis 11, Cha 11
Skills:| Listen +4, Spot +3
Feats:| Power Attack, Cleave
Challenge Rating:| 10
Treasure:| None
Alignment:| Usually Neutral
Advancement:| 5–8 HD (Medium), 9–16 HD (Large)[/table]

Combat:

Decay Heat (Ex): A plutonium elemental releases a large amount of heat as it decays. It deals an extra 2d6 fire damage to those it strikes, as well as to those adjacent to it.

Radiation (Ex): All living creatures within 20ft of the elemental as well as those struck by it take 2d6 points of damage each round due to radiation. If more than 5 rounds are spent within this area, the creature must make a fortitude save (DC 16, Con based) or suffer radiation sickness.

Radiation sickness: Incubation period 1 day, 1d3-1 points of damage to 2 random stats

Critical Mass (Ex): A plutonium elemental must make a fortitude save (DC 10 +1 for each previous save) each round or immediately begin to undergo a nuclear chain reaction.

Chain Reaction (Ex): A plutonium elemental dies when it undergoes a chain reaction, and its body returns to the plane it was summoned from before it can fully react. This teleportation overrides anything that would prevent it from occurring, such as Dimensional Anchor.

Creatures nearby take damage based on how close they were at the time.
{table]Distance | Damage
0-10ft | 5d6 radiation, 3d6 fire
11-20ft | 4d6 radiation
21-50ft | 2d6 radiation[/table]

DracoDei
2010-05-27, 03:01 PM
Writing this in a hurry, so excuse any mistakes.

Technically there might be a problem if you (Calling) one instead of (Summoning) on, and then have it move into a Dimension Locked area.

http://www.d20srd.org/srd/spells/planarAllyLesser.htm
http://www.d20srd.org/srd/spells/planarBindingLesser.htm


One step in the correct direction would be that they DON'T go super-critical on their homeplane, so even if you use deception, you are putting it at risk of death in the deal offered*, and so the price is "more then you can afford" and/or your deity looks dis-favorably on such action. In the case of (Summoning) it stabilizes and/or is fine in the manner of a creature that dies after being summoned.

*Or alternatively it wouldn't live long enough to spend any reward given.

You definitely should at least specify that the "escape clause" over-rides the Calling effect at least during the negotiation phase (and if you specified it over-rode even after that time plus Dimensional Anchor and Dimensional Lock it would solve the problem).

Chainsaw Hobbit
2010-06-04, 07:45 PM
Wow, this is just amazing NERDY TO THE EXTREME 8)!!!
You will probably relate well to this (http://www.youtube.com/watch?v=N9qYF9DZPdw) and this (http://www.youtube.com/watch?v=w-JpWcOFrAc).

TylerFerretLord
2010-06-10, 09:37 PM
*
I'll go with the last one. Better to prevent any possibility of a player summoning a nuke, I'd think.