Meirnon
2010-07-27, 07:31 PM
http://i775.photobucket.com/albums/yy31/demonkill4600/PrimabladeClassPicture-1.jpg
The Ether can change one who channels it for better... or for worse.
Primablade (PRB) (TRB, AEB, AQB, PYB, VIB, NEB)
HD: d8
Skill Points: 4 + Intelligence modifier (x4 at 1st level)
Skills: Climb, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Ride, Sense Motive, Swim, Use Rope
Armor/Weapon Proficiencies: All light armor, all medium armor, all simple weapons, all martial weapons, all shields excluding Tower Shields
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Channel Ether 1/day, Imbue Weapon, Elemental Affinity
2nd|
+1|
+3|
+0|
+3|Channel Ether 2/day, Elemental Touch
3rd|
+2|
+3|
+1|
+3|
---
4th|
+3|
+4|
+1|
+4|Channel Ether 3/day, Elemental Aura
5th|
+3|
+4|
+1|
+4|Imbue Body
6th|
+4|
+5|
+2|
+5|Channel Ether 4/day
7th|
+5|
+5|
+2|
+5|Improved Imbue Weapon, Improved Elemental Aura
8th|
+6/1|
+6|
+2|
+6|Channel Ether 5/day
9th|
+6/1|
+6|
+3|
+6|Improved Elemental Touch
10th|
+7/2|
+7|
+3|
+7|Channel Ether 6/day
11th|
+8/3|
+7|
+3|
+7|Improved Imbue Body, Destroy Opposing Elemental
12th|
+9/4|
+8|
+4|
+8|Channel Ether 7/day, Greater Elemental Aura
13th|
+9/4|
+8|
+4|
+8|
---
14th|
+10/5|
+9|
+4|
+9|Channel Ether 8/day, Greater Imbue Weapon
15th|
+11/6/1|
+9|
+5|
+9|
---
16th|
+12/7/2|
+10|
+5|
+10|Channel Ether 9/day, Greater Elemental Touch
17th|
+12/7/2|
+10|
+5|
+10|
---
18th|
+13/8/3|
+11|
+6|
+11|Channel Ether 10/day, Greater Imbue Body
19th|
+14/9/4|
+11|
+6|
+11|
---
20th|
+15/10/5|
+12|
+6|
+12|Channel Ether 11/day, Elemental Overload, Elemental Apotheosis[/table]
Channel Ether (Su): The most important skill a Primablade is capable of is the manifestation of Ether into the material realm. Using his understanding of the elements, a Primablade is able to draw it out and manifest it as one of the primal elements of the world: Earth, Air, Water, Fire, Life and Death. As a Primablade grows in skill and understanding, he is able to utilize this ability in more ways and more often. If at any point, however, he is cut off from the Ether, such as in an Antimagic zone, he is unable to siphon it into the material for his own uses. A Primablade can so channel the Ether a limited number of times per day, as the physical toll on him is great. After each use of Channeling subsides, he must make a Fortitude Save (DC: 10 + Channelings used in the day) or become fatigued for 1d4 rounds, and is unable to channel again until he is no longer fatigued. As long as he has one Channelling effect active, any save he must make is postponed until the effect is done, however he must still make one fortitude save per use of Channeling. If he fails two consecutive Fortitude Saves after an effect wears off, he is instead exhausted for 1d4 rounds, then fatigued for 1d4 after. If he fails 3 consecutive Fortitude Saves after an effect wears off, he instead falls unconscious for 1d4 minutes, waking up exhausted for 1d4 rounds, then fatigued for 1d4 more & for every failed Fortitude Save from then on adds 2 minutes to the time unconscious (so, if 3 imbuation effects end and the Primablade fails all 3 saves to avoid channeling fatigue, he falls unconscious, and is exhausted, then fatigued when he wakes up). He is able to channel a number of times per day dependant on his level plus an extra amount of times equal to his constitution modifier. If he uses his last Channeling for the day, he must make a Fortitude Save (DC 20 + Channelings used in the day) or become exhausted until he rests, due to how strenuous it is.
Elemental Affinity (Su): Each Primablade has the option to specialize in an element, becoming a Terrablade, Aeroblade, Aquablade, Pyroblade, Vitablade or Necroblade. While each is still able to study and draw out all but their opposing element, their specialized element is where their true power lies.. Such Primablades are spiritually connected to the realm of their element, and are able to more readily and powerfully manifest it into the material world. While initially there is very little difference between a specialized and nonspecialized Primablade, the stark differences are quickly identifiable as their experience grows. Once chosen, the Primablade cannot break his spiritual link, being permanently bound.
Element|Opposing Element
Fire|Water
Air|Earth
Life|Death
A Vitablade cannot be evil, and a Necroblade cannot be good. If their alignment shifts to a restricted alignment, they lose their bonuses for specializing, although they become able to channel the opposing element, effectively causing them to be unspecialized until they return to an acceptable alignment.
Imbue Weapon (Su): Any novice Primablade knows how to channel the Ether around them into a blade. The very act of imbuing an inanimate object with elemental properties is one of the most basic skills any Primablade can be capable of. Any time the so imbued weapon strikes an enemy, it unleashes its elemental energy, causing 1d4 additional damage. If the weapon is imbued with the Primablade’s affinity, it increases the damage to 1d6.
Element|Damage Type
Fire|Fire
Water|Acid
Air|Sonic
Earth|Physical (Slash, Bludgeon and Pierce)
Life|Positive Energy
Death|Negative Energy
A poke or prod or half-hearted hit is unable to unleash the elemental energy stored within, only a full-on strike, so handling such a weapon is safe, and any nonlethal damage it inflicts does not warrant a release of its energies, even if the weapon is designed to only inflict nonlethal damage. However, if it passes out of the channeling Primablade’s hands, it loses its connection to the elemental realm it is imbued with and loses its imbuement one round afterwards. Lastly, a weapon imbued with life heals living creatures while a weapon imbued with death heals undead creatures. Due to the nature of having to strike the target with the weapon, though, greatly reduces the efficacy of any potential healing one could gain from doing so. Imbuing a weapon is a move action, and lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1). This uses one use of the Primablade’s Channel Ether.
Elemental Touch (Su): Channeling Ether through his hand, a Primablade is able to manifest the energies into a creature with a touch. Each touch deals 1d6 damage per 2 levels in Primablade, while dealing 1d4 per level in Primablade if the used element is the Primablade’s affinity. This is a standard action that requires a touch attack and uses a daily use of Channel Ether, including the subsequent Fortitude Save. Once again, channeling Life heals living creatures while channeling Death heals undead creatures.
Elemental Aura (Su): Upon reaching 4th level, a Primablade is able to radiate his channeled energy around him, creating an aura of a chosen element, dealing 1d4 damage of the element’s type to nearby hostile creatures. The aura extends 20ft from the Primablade. If the aura is of the Primablade’s affinity, it gains the additional benefits listed below.
Element|Aura Effect
Fire| +1 insight bonus to nearby allies’ damage rolls
Water| +1 insight bonus to nearby allies’ attack rolls
Air| 10% concealment to nearby allies
Earth| +1 Natural Armor to nearby allies
Life| Fast Healing 1 to nearby allies
Death| +1 aura damage (Total 1d4+1)
This aura lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1) and uses one use of the Primablade’s Channel Ether ability. It is a move action to initiate an aura.
Imbue Body (Su): As a Primablade’s skill increases, he is able to imbue his living flesh with elemental properties, granting him properties of the chosen element. Any enemy that attacks the Primablade takes 1d6 points of the element’s damage type as they are forcefully struck by the energy. The Life imbuation heals living attackers while the Death imbuation heals undead attackers. Enemies with reach weapons and ranged weapons are not affected. The Primablade also gains additional effects if the element is of his affinity.
Element|Effect
Fire|10 Fire & Cold resistance & +2 Str
Water|10 Acid resistance & Freedom of Movement
Air|10 Sonic Resistance & 20% Concealment
Earth|DR 5/- & 25% Fortification
Life|Fast Healing 3 & Death Ward
Death|+3 negative energy damage to attackers (Total 1d6+3)
Additionally, the imbuement gives the Primabalde a deflection bonus to his AC equal to his Charisma modifier (if positive) as attacks are turned away by the force of the channeling. This is a move action to activate and lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1). This uses a use of the Primablade’s Channel Ether.
Improved Imbue Weapon (Su): As a Primablade’s weapon imbuing skills increase, so does the sheer power that the imbued elements release. Upon reaching 7th level, a Primablade’s Imbue Weapon ability increases to 1d8 damage of the element’s type, and 2d6 for his elemental affinity. Additionally, any critical hit he makes with his weapon when imbued with his elemental affinity deals an extra 1d10 elemental damage for a x2 weapon, 2d10 for a x3 weapon, or 3d10 for a x4 weapon. Undead are also effected by such a critical hit if done by a weapon imbued with positive energy.
Improved Elemental Aura (Su): As his power grows, a Primablade’s becomes more focused, causing his aura to manifest a larger amount of elemental energy into the material plane. His aura now deals 1d6 of the aura’s elemental damage to nearby hostile creatures. Additionally, his aura grants even greater effect if it is of his affinity, as listed below. All of his aura effects not of his affinity gain the additional benefits listed in the previous version of this ability. Thus, an Aeroblade's Fire Aura gives nearby allies' a +1 to damage rolls.
Element|Aura Effect
Fire| +3 insight bonus to nearby allies’ damage rolls
Water| +3 insight bonus to nearby allies’ attack rolls
Air| 30% concealment to nearby allies
Earth| +3 Natural Armor to nearby allies
Life| Fast Healing 3 to nearby allies
Death| +3 aura damage (Total 1d6+3)
Improved Elemental Touch (Su): Able to channel even more elemental energy directly, a Primablade’s touch makes him a more open conduit to the elemental realm he chooses, causing his touch to deal 1d8 elemental damage per 2 levels in Primablade, or 1d6 per level in Primablade if the chosen element is his elemental affinity.
Improved Imbue Body (Su): Imbuing himself with more elemental energy, a Primablade’s flesh takes on more properties of the chosen element, providing him the bonuses conferred below if the chosen element is of his affinity. Additionally, if the element he imbues his body with is not of his affinity, he gains the benefits listed in the previous version of this ability, thus an Aeroblade who imbues himself with fire gains 10 Fire resistance, 10 Cold resistance and a +2 untyped bonus to Strength.
Element|Effect
Fire|20 Fire & Cold resistance & +4 Str
Water|20 Acid resistance & Waterbreathing
Air|20 Sonic Resistance & 50% Concealment
Earth|DR 10/- & 75% Fortification
Life|Fast Healing 10
Death|+10 negative energy damage to attackers (Total 1d6+10)
Destroy Opposing Elementals (Su): As a Primablade’s elemental affinity grows, his defense against the opposing element so increases as well. Any time he strikes an elemental of his opposed element with his imbued weapon, he may choose to spend 1 Channel Ether use to cause the elemental to make a Will Save (DC: 10 + 1/2 Primablade’s Level + Primablade’s Charisma Modifier) or be instantly destroyed. Likewise, if a Vitablade strikes an Undead, it must make this save or be destroyed, and if a Necroblade strikes a living creature, it must make this save or be slain. A success on the elemental’s part makes it immune to that Primablade’s Destroy Opposing Elementals ability for 24 hours. If the Primablade has no elemental affinity, he does not gain this ability.
Greater Elemental Aura (Su): Reaching the pinnacle of what he may do exerting the elemental energies over a wide area, a Primablade’s elemental aura deals 1d8 points of damage of the elemental type chosen to any nearby hostile creatures. Additionally, his aura grants even greater effect if it is of his affinity, as listed below. All of his aura effects not of his affinity gain the additional benefits listed in the previous version of this ability. Thus, an Aeroblade's Fire Aura gives nearby allies' a +3 to damage rolls.
Element|Aura Effect
Fire| +5 insight bonus to nearby allies’ damage rolls
Water| +5 insight bonus to nearby allies’ attack rolls
Air| 50% concealment to nearby allies
Earth| +5 Natural Armor to nearby allies
Life| Fast Healing 5 to nearby allies
Death| +5 aura damage (Total 1d8+5)
Greater Imbue Weapon (Su): Reaching the pinnacle of his ability to imbue his weapon with elemental energy as well, any strike the Primablade makes unleashes a powerful burst of elemental energy, dealing 1d12 of the element’s damage type, or 3d6 if the imbuement is of the Primablade’s elemental affinity. Additionally, critical hits done by the imbued weapon deal an extra an extra 1d10 elemental damage for a x2 weapon, 2d10 for a x3 weapon, or 3d10 for a x4 weapon, or 3d6 for a x2 weapon, 5d6 for a x3 weapon, or 7d6 for a x4 weapon if the imbuement is of the Primablade's affinity. Undead are also effected by such a critical hit if done by a weapon imbued with positive energy.
Greater Elemental Touch (Su): Becoming a nearly open portal for elemental energies to flow, a Primablade’s elemental touch ability grows in power as he precariously teeters on the edge of flooding over with empowered Ether. His touch now deals 1d10 points of elemental damage every 2 Primablade levels, or 1d8 per level of Primablade if it is of his chosen elemental affinity.
Greater Imbue Body (Su): Filling himself with elemental Ether, a Primablade’s body takes on nearly perfect elemental properties, providing him the bonuses conferred below if the chosen element is of his affinity. Additionally, if the element he imbues his body with is not of his affinity, he gains the benefits listed in the previous version of this ability, thus an Aeroblade who imbues himself with fire gains 20 Fire resistance, 20 Cold resistance and a +4 untyped bonus to Strength.
Element|Effect
Fire|30 Fire & Cold resistance & +6 Str
Water|30 Acid resistance & a swim speed equal to his movement speed
Air|30 Sonic Resistance & a flight speed equal to his movement speed
Earth|DR 10/- & 100% Fortification
Life|Fast Healing 15
Death|+15 negative energy damage to attackers (Total 1d6+15)
Elemental Overload (Su): Deliberately becoming a pure portal for Ether to manifest into his elemental affinity, the touch of a Primablade can channel tremendous amounts of elemental energy into a target, causing an effect depending on his elemental affinity. In all instances, the save DC is (10 + 1/2 Primablade level + Primablade’s Charisma modifier).
Element|Effect
Fire|Overloading the target with heat and flame, the creature must make a Will Save or become a momentary rift to the elemental plane of Fire, bursting in a 20ft radius and dealing 1d8 per Primablade level fire damage to those caught within it (Reflex Save halves damage). The creature is slain instantly.
Water|Overloading the target with water and caustic fluids, the creature must make a Will Save or become a momentary rift to the elemental plane of Water, bursting in a 20ft radius and dealing 1d8 per Primablade level acid damage to those caught within it (Reflex Save halves damage). The creature is slain instantly.
Air|Overloading the target with air and pressure, the creature must make a Will Save or become a momentary rift to the elemental plane of Air, bursting in a 20ft radius and dealing 1d8 per Primablade level sonic damage to those caught within it (Reflex Save halves damage). The creature is slain instantly.
Earth|Overloading the target with dirt and stone, the creature must make a Will Save or become a momentary rift to the elemental plane of Earth, bursting in a 20ft radius and dealing 1d8 per Primablade level bludgeon, slash and pierce damage to those caught within it (Reflex Save halves damage), subject to Damage Reduction. The creature is slain instantly.
Life|Overloading the target with positive energy, the touch heals 20hp per level in Primablade. Any excessive healing, though, is converted into temporary hit points. If the temporary hit points exceed the creatures maximum hit points, it must make a Will Save or burst in a brilliant aura of positive energy, healing all creatures in a 20ft radius by 10hp per level in Primablade and slaying the bursting creature instantly. Similarly, if the healing they receive causes them to have more temporary HP than their maximum HP, then they must make a Will Save or burst, healing 5hp in a 10ft radius, being slain instantly. Once again, if any creature caught in the blast receives more temporary HP than their maximum HP, they must make a Will Save or burst (although less forcefully), dying. Any creature that makes its save has its temporary HP reduced to safe levels. This temporary HP lasts for 24 hours. If any target is undead, then they react as if they are a living target in a Death overload.
Death|Overloading the target with deadly negative energy, the creature must make a Will Save or take 20 points of negative energy damage per Primablade level. If they are killed by this touch, they become drained of all life, imploding in a gory burst with a black radiance. Any creature caught within the 20ft. radius blast must make a similar will save or take 10 points of negative energy damage per Primablade level. Similarly, if this damage kills them, they implode in gory bursts seeping with darkness, causing any creature within the 10ft. radius to make a Will Save or take 5 points of negative energy damage per Primablade level. Any creature that makes its save suffers no ill effect. If any target is undead, then they react as if they are a living target in a Life overload.
This ability is extremely strenuous, requiring the Primablade to make a Fortitude Save (DC 20 + Channelings used in the day) or become fatigued for 10 rounds. He is unaffected by his own overload blasts, although nearby allies are in danger of being caught within the blasts. This ability uses 4 Channel Ether uses. If the Primablade does not have an elemental affinity, he cannot cause an overload.
Elemental Apotheosis (Ex): Becoming a pure conduit for elemental energy, a Primablade is permanently physically changed, taking on numerous aspects of the elements he can channel, with an extra permanent benefit for his affinity. He will often take on outward physical manifestations of his elemental affinity.
Element|Can Channel|Affinity|Physical Manifestation
Fire|10 Fire & Cold resistance|+2 Strength|A warmth or red glow, the smell of brimstone, or even spontaneous flames upon his body
Water|10 Acid resistance & Freedom of Movement|Waterbreathing|A fluidness of movements and flexibility, or blue tint on his skin
Air|10 Sonic Resistance & 10% Concealment|20% Concealment|A seemingly blurry form, wisps of smoke, or cloudy eyes
Earth|DR 3/- & 25% Fortification|+2 Natural Armor|Rocky skin or plants springing to life wherever he steps
Life|Fast Healing 2 & Deathblock|Fast Healing 4|An aura of light, a revitalizing touch, or a golden halo
Death|2 negative energy damage to attackers|4 negative energy damage to attackers|Rotting Flesh or a dark glow
He gains no benefit from any element he cannot channel due to being the opposition of his affinity. He is forever counted as an Outsider (Native), and does not lose any of his Elemental Apotheosis abilities even while in a zone devoid of Ether. Additionally, he is no longer exhausted if he runs out of Channel Ether uses in a day, although he must still make Fortitude Saves to avoid being fatigued. These effects do not stack with Imbue Body.
The Ether can change one who channels it for better... or for worse.
Primablade (PRB) (TRB, AEB, AQB, PYB, VIB, NEB)
HD: d8
Skill Points: 4 + Intelligence modifier (x4 at 1st level)
Skills: Climb, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Ride, Sense Motive, Swim, Use Rope
Armor/Weapon Proficiencies: All light armor, all medium armor, all simple weapons, all martial weapons, all shields excluding Tower Shields
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Channel Ether 1/day, Imbue Weapon, Elemental Affinity
2nd|
+1|
+3|
+0|
+3|Channel Ether 2/day, Elemental Touch
3rd|
+2|
+3|
+1|
+3|
---
4th|
+3|
+4|
+1|
+4|Channel Ether 3/day, Elemental Aura
5th|
+3|
+4|
+1|
+4|Imbue Body
6th|
+4|
+5|
+2|
+5|Channel Ether 4/day
7th|
+5|
+5|
+2|
+5|Improved Imbue Weapon, Improved Elemental Aura
8th|
+6/1|
+6|
+2|
+6|Channel Ether 5/day
9th|
+6/1|
+6|
+3|
+6|Improved Elemental Touch
10th|
+7/2|
+7|
+3|
+7|Channel Ether 6/day
11th|
+8/3|
+7|
+3|
+7|Improved Imbue Body, Destroy Opposing Elemental
12th|
+9/4|
+8|
+4|
+8|Channel Ether 7/day, Greater Elemental Aura
13th|
+9/4|
+8|
+4|
+8|
---
14th|
+10/5|
+9|
+4|
+9|Channel Ether 8/day, Greater Imbue Weapon
15th|
+11/6/1|
+9|
+5|
+9|
---
16th|
+12/7/2|
+10|
+5|
+10|Channel Ether 9/day, Greater Elemental Touch
17th|
+12/7/2|
+10|
+5|
+10|
---
18th|
+13/8/3|
+11|
+6|
+11|Channel Ether 10/day, Greater Imbue Body
19th|
+14/9/4|
+11|
+6|
+11|
---
20th|
+15/10/5|
+12|
+6|
+12|Channel Ether 11/day, Elemental Overload, Elemental Apotheosis[/table]
Channel Ether (Su): The most important skill a Primablade is capable of is the manifestation of Ether into the material realm. Using his understanding of the elements, a Primablade is able to draw it out and manifest it as one of the primal elements of the world: Earth, Air, Water, Fire, Life and Death. As a Primablade grows in skill and understanding, he is able to utilize this ability in more ways and more often. If at any point, however, he is cut off from the Ether, such as in an Antimagic zone, he is unable to siphon it into the material for his own uses. A Primablade can so channel the Ether a limited number of times per day, as the physical toll on him is great. After each use of Channeling subsides, he must make a Fortitude Save (DC: 10 + Channelings used in the day) or become fatigued for 1d4 rounds, and is unable to channel again until he is no longer fatigued. As long as he has one Channelling effect active, any save he must make is postponed until the effect is done, however he must still make one fortitude save per use of Channeling. If he fails two consecutive Fortitude Saves after an effect wears off, he is instead exhausted for 1d4 rounds, then fatigued for 1d4 after. If he fails 3 consecutive Fortitude Saves after an effect wears off, he instead falls unconscious for 1d4 minutes, waking up exhausted for 1d4 rounds, then fatigued for 1d4 more & for every failed Fortitude Save from then on adds 2 minutes to the time unconscious (so, if 3 imbuation effects end and the Primablade fails all 3 saves to avoid channeling fatigue, he falls unconscious, and is exhausted, then fatigued when he wakes up). He is able to channel a number of times per day dependant on his level plus an extra amount of times equal to his constitution modifier. If he uses his last Channeling for the day, he must make a Fortitude Save (DC 20 + Channelings used in the day) or become exhausted until he rests, due to how strenuous it is.
Elemental Affinity (Su): Each Primablade has the option to specialize in an element, becoming a Terrablade, Aeroblade, Aquablade, Pyroblade, Vitablade or Necroblade. While each is still able to study and draw out all but their opposing element, their specialized element is where their true power lies.. Such Primablades are spiritually connected to the realm of their element, and are able to more readily and powerfully manifest it into the material world. While initially there is very little difference between a specialized and nonspecialized Primablade, the stark differences are quickly identifiable as their experience grows. Once chosen, the Primablade cannot break his spiritual link, being permanently bound.
Element|Opposing Element
Fire|Water
Air|Earth
Life|Death
A Vitablade cannot be evil, and a Necroblade cannot be good. If their alignment shifts to a restricted alignment, they lose their bonuses for specializing, although they become able to channel the opposing element, effectively causing them to be unspecialized until they return to an acceptable alignment.
Imbue Weapon (Su): Any novice Primablade knows how to channel the Ether around them into a blade. The very act of imbuing an inanimate object with elemental properties is one of the most basic skills any Primablade can be capable of. Any time the so imbued weapon strikes an enemy, it unleashes its elemental energy, causing 1d4 additional damage. If the weapon is imbued with the Primablade’s affinity, it increases the damage to 1d6.
Element|Damage Type
Fire|Fire
Water|Acid
Air|Sonic
Earth|Physical (Slash, Bludgeon and Pierce)
Life|Positive Energy
Death|Negative Energy
A poke or prod or half-hearted hit is unable to unleash the elemental energy stored within, only a full-on strike, so handling such a weapon is safe, and any nonlethal damage it inflicts does not warrant a release of its energies, even if the weapon is designed to only inflict nonlethal damage. However, if it passes out of the channeling Primablade’s hands, it loses its connection to the elemental realm it is imbued with and loses its imbuement one round afterwards. Lastly, a weapon imbued with life heals living creatures while a weapon imbued with death heals undead creatures. Due to the nature of having to strike the target with the weapon, though, greatly reduces the efficacy of any potential healing one could gain from doing so. Imbuing a weapon is a move action, and lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1). This uses one use of the Primablade’s Channel Ether.
Elemental Touch (Su): Channeling Ether through his hand, a Primablade is able to manifest the energies into a creature with a touch. Each touch deals 1d6 damage per 2 levels in Primablade, while dealing 1d4 per level in Primablade if the used element is the Primablade’s affinity. This is a standard action that requires a touch attack and uses a daily use of Channel Ether, including the subsequent Fortitude Save. Once again, channeling Life heals living creatures while channeling Death heals undead creatures.
Elemental Aura (Su): Upon reaching 4th level, a Primablade is able to radiate his channeled energy around him, creating an aura of a chosen element, dealing 1d4 damage of the element’s type to nearby hostile creatures. The aura extends 20ft from the Primablade. If the aura is of the Primablade’s affinity, it gains the additional benefits listed below.
Element|Aura Effect
Fire| +1 insight bonus to nearby allies’ damage rolls
Water| +1 insight bonus to nearby allies’ attack rolls
Air| 10% concealment to nearby allies
Earth| +1 Natural Armor to nearby allies
Life| Fast Healing 1 to nearby allies
Death| +1 aura damage (Total 1d4+1)
This aura lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1) and uses one use of the Primablade’s Channel Ether ability. It is a move action to initiate an aura.
Imbue Body (Su): As a Primablade’s skill increases, he is able to imbue his living flesh with elemental properties, granting him properties of the chosen element. Any enemy that attacks the Primablade takes 1d6 points of the element’s damage type as they are forcefully struck by the energy. The Life imbuation heals living attackers while the Death imbuation heals undead attackers. Enemies with reach weapons and ranged weapons are not affected. The Primablade also gains additional effects if the element is of his affinity.
Element|Effect
Fire|10 Fire & Cold resistance & +2 Str
Water|10 Acid resistance & Freedom of Movement
Air|10 Sonic Resistance & 20% Concealment
Earth|DR 5/- & 25% Fortification
Life|Fast Healing 3 & Death Ward
Death|+3 negative energy damage to attackers (Total 1d6+3)
Additionally, the imbuement gives the Primabalde a deflection bonus to his AC equal to his Charisma modifier (if positive) as attacks are turned away by the force of the channeling. This is a move action to activate and lasts for a number of rounds equal to 1 + the Primablade’s Charisma Modifier (minimum 1). This uses a use of the Primablade’s Channel Ether.
Improved Imbue Weapon (Su): As a Primablade’s weapon imbuing skills increase, so does the sheer power that the imbued elements release. Upon reaching 7th level, a Primablade’s Imbue Weapon ability increases to 1d8 damage of the element’s type, and 2d6 for his elemental affinity. Additionally, any critical hit he makes with his weapon when imbued with his elemental affinity deals an extra 1d10 elemental damage for a x2 weapon, 2d10 for a x3 weapon, or 3d10 for a x4 weapon. Undead are also effected by such a critical hit if done by a weapon imbued with positive energy.
Improved Elemental Aura (Su): As his power grows, a Primablade’s becomes more focused, causing his aura to manifest a larger amount of elemental energy into the material plane. His aura now deals 1d6 of the aura’s elemental damage to nearby hostile creatures. Additionally, his aura grants even greater effect if it is of his affinity, as listed below. All of his aura effects not of his affinity gain the additional benefits listed in the previous version of this ability. Thus, an Aeroblade's Fire Aura gives nearby allies' a +1 to damage rolls.
Element|Aura Effect
Fire| +3 insight bonus to nearby allies’ damage rolls
Water| +3 insight bonus to nearby allies’ attack rolls
Air| 30% concealment to nearby allies
Earth| +3 Natural Armor to nearby allies
Life| Fast Healing 3 to nearby allies
Death| +3 aura damage (Total 1d6+3)
Improved Elemental Touch (Su): Able to channel even more elemental energy directly, a Primablade’s touch makes him a more open conduit to the elemental realm he chooses, causing his touch to deal 1d8 elemental damage per 2 levels in Primablade, or 1d6 per level in Primablade if the chosen element is his elemental affinity.
Improved Imbue Body (Su): Imbuing himself with more elemental energy, a Primablade’s flesh takes on more properties of the chosen element, providing him the bonuses conferred below if the chosen element is of his affinity. Additionally, if the element he imbues his body with is not of his affinity, he gains the benefits listed in the previous version of this ability, thus an Aeroblade who imbues himself with fire gains 10 Fire resistance, 10 Cold resistance and a +2 untyped bonus to Strength.
Element|Effect
Fire|20 Fire & Cold resistance & +4 Str
Water|20 Acid resistance & Waterbreathing
Air|20 Sonic Resistance & 50% Concealment
Earth|DR 10/- & 75% Fortification
Life|Fast Healing 10
Death|+10 negative energy damage to attackers (Total 1d6+10)
Destroy Opposing Elementals (Su): As a Primablade’s elemental affinity grows, his defense against the opposing element so increases as well. Any time he strikes an elemental of his opposed element with his imbued weapon, he may choose to spend 1 Channel Ether use to cause the elemental to make a Will Save (DC: 10 + 1/2 Primablade’s Level + Primablade’s Charisma Modifier) or be instantly destroyed. Likewise, if a Vitablade strikes an Undead, it must make this save or be destroyed, and if a Necroblade strikes a living creature, it must make this save or be slain. A success on the elemental’s part makes it immune to that Primablade’s Destroy Opposing Elementals ability for 24 hours. If the Primablade has no elemental affinity, he does not gain this ability.
Greater Elemental Aura (Su): Reaching the pinnacle of what he may do exerting the elemental energies over a wide area, a Primablade’s elemental aura deals 1d8 points of damage of the elemental type chosen to any nearby hostile creatures. Additionally, his aura grants even greater effect if it is of his affinity, as listed below. All of his aura effects not of his affinity gain the additional benefits listed in the previous version of this ability. Thus, an Aeroblade's Fire Aura gives nearby allies' a +3 to damage rolls.
Element|Aura Effect
Fire| +5 insight bonus to nearby allies’ damage rolls
Water| +5 insight bonus to nearby allies’ attack rolls
Air| 50% concealment to nearby allies
Earth| +5 Natural Armor to nearby allies
Life| Fast Healing 5 to nearby allies
Death| +5 aura damage (Total 1d8+5)
Greater Imbue Weapon (Su): Reaching the pinnacle of his ability to imbue his weapon with elemental energy as well, any strike the Primablade makes unleashes a powerful burst of elemental energy, dealing 1d12 of the element’s damage type, or 3d6 if the imbuement is of the Primablade’s elemental affinity. Additionally, critical hits done by the imbued weapon deal an extra an extra 1d10 elemental damage for a x2 weapon, 2d10 for a x3 weapon, or 3d10 for a x4 weapon, or 3d6 for a x2 weapon, 5d6 for a x3 weapon, or 7d6 for a x4 weapon if the imbuement is of the Primablade's affinity. Undead are also effected by such a critical hit if done by a weapon imbued with positive energy.
Greater Elemental Touch (Su): Becoming a nearly open portal for elemental energies to flow, a Primablade’s elemental touch ability grows in power as he precariously teeters on the edge of flooding over with empowered Ether. His touch now deals 1d10 points of elemental damage every 2 Primablade levels, or 1d8 per level of Primablade if it is of his chosen elemental affinity.
Greater Imbue Body (Su): Filling himself with elemental Ether, a Primablade’s body takes on nearly perfect elemental properties, providing him the bonuses conferred below if the chosen element is of his affinity. Additionally, if the element he imbues his body with is not of his affinity, he gains the benefits listed in the previous version of this ability, thus an Aeroblade who imbues himself with fire gains 20 Fire resistance, 20 Cold resistance and a +4 untyped bonus to Strength.
Element|Effect
Fire|30 Fire & Cold resistance & +6 Str
Water|30 Acid resistance & a swim speed equal to his movement speed
Air|30 Sonic Resistance & a flight speed equal to his movement speed
Earth|DR 10/- & 100% Fortification
Life|Fast Healing 15
Death|+15 negative energy damage to attackers (Total 1d6+15)
Elemental Overload (Su): Deliberately becoming a pure portal for Ether to manifest into his elemental affinity, the touch of a Primablade can channel tremendous amounts of elemental energy into a target, causing an effect depending on his elemental affinity. In all instances, the save DC is (10 + 1/2 Primablade level + Primablade’s Charisma modifier).
Element|Effect
Fire|Overloading the target with heat and flame, the creature must make a Will Save or become a momentary rift to the elemental plane of Fire, bursting in a 20ft radius and dealing 1d8 per Primablade level fire damage to those caught within it (Reflex Save halves damage). The creature is slain instantly.
Water|Overloading the target with water and caustic fluids, the creature must make a Will Save or become a momentary rift to the elemental plane of Water, bursting in a 20ft radius and dealing 1d8 per Primablade level acid damage to those caught within it (Reflex Save halves damage). The creature is slain instantly.
Air|Overloading the target with air and pressure, the creature must make a Will Save or become a momentary rift to the elemental plane of Air, bursting in a 20ft radius and dealing 1d8 per Primablade level sonic damage to those caught within it (Reflex Save halves damage). The creature is slain instantly.
Earth|Overloading the target with dirt and stone, the creature must make a Will Save or become a momentary rift to the elemental plane of Earth, bursting in a 20ft radius and dealing 1d8 per Primablade level bludgeon, slash and pierce damage to those caught within it (Reflex Save halves damage), subject to Damage Reduction. The creature is slain instantly.
Life|Overloading the target with positive energy, the touch heals 20hp per level in Primablade. Any excessive healing, though, is converted into temporary hit points. If the temporary hit points exceed the creatures maximum hit points, it must make a Will Save or burst in a brilliant aura of positive energy, healing all creatures in a 20ft radius by 10hp per level in Primablade and slaying the bursting creature instantly. Similarly, if the healing they receive causes them to have more temporary HP than their maximum HP, then they must make a Will Save or burst, healing 5hp in a 10ft radius, being slain instantly. Once again, if any creature caught in the blast receives more temporary HP than their maximum HP, they must make a Will Save or burst (although less forcefully), dying. Any creature that makes its save has its temporary HP reduced to safe levels. This temporary HP lasts for 24 hours. If any target is undead, then they react as if they are a living target in a Death overload.
Death|Overloading the target with deadly negative energy, the creature must make a Will Save or take 20 points of negative energy damage per Primablade level. If they are killed by this touch, they become drained of all life, imploding in a gory burst with a black radiance. Any creature caught within the 20ft. radius blast must make a similar will save or take 10 points of negative energy damage per Primablade level. Similarly, if this damage kills them, they implode in gory bursts seeping with darkness, causing any creature within the 10ft. radius to make a Will Save or take 5 points of negative energy damage per Primablade level. Any creature that makes its save suffers no ill effect. If any target is undead, then they react as if they are a living target in a Life overload.
This ability is extremely strenuous, requiring the Primablade to make a Fortitude Save (DC 20 + Channelings used in the day) or become fatigued for 10 rounds. He is unaffected by his own overload blasts, although nearby allies are in danger of being caught within the blasts. This ability uses 4 Channel Ether uses. If the Primablade does not have an elemental affinity, he cannot cause an overload.
Elemental Apotheosis (Ex): Becoming a pure conduit for elemental energy, a Primablade is permanently physically changed, taking on numerous aspects of the elements he can channel, with an extra permanent benefit for his affinity. He will often take on outward physical manifestations of his elemental affinity.
Element|Can Channel|Affinity|Physical Manifestation
Fire|10 Fire & Cold resistance|+2 Strength|A warmth or red glow, the smell of brimstone, or even spontaneous flames upon his body
Water|10 Acid resistance & Freedom of Movement|Waterbreathing|A fluidness of movements and flexibility, or blue tint on his skin
Air|10 Sonic Resistance & 10% Concealment|20% Concealment|A seemingly blurry form, wisps of smoke, or cloudy eyes
Earth|DR 3/- & 25% Fortification|+2 Natural Armor|Rocky skin or plants springing to life wherever he steps
Life|Fast Healing 2 & Deathblock|Fast Healing 4|An aura of light, a revitalizing touch, or a golden halo
Death|2 negative energy damage to attackers|4 negative energy damage to attackers|Rotting Flesh or a dark glow
He gains no benefit from any element he cannot channel due to being the opposition of his affinity. He is forever counted as an Outsider (Native), and does not lose any of his Elemental Apotheosis abilities even while in a zone devoid of Ether. Additionally, he is no longer exhausted if he runs out of Channel Ether uses in a day, although he must still make Fortitude Saves to avoid being fatigued. These effects do not stack with Imbue Body.