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Deviston
2012-10-02, 06:10 PM
Nafairi

http://fc07.deviantart.net/fs39/i/2008/341/2/7/Genasi_Wallpaper_by_mindflenzing.png

The nafairi (pronounced nyah-fah-IR-ee) are not any one race, nor have they ever been born in the traditional sense. The nafairi are people of other races who have undergone the ritual of rebirth for their closeness to a certain element, to become one with an element which most resembles their outlooks in life and their inner character. They know that an element is not simply a tangible object or tool to be used, but also a spirit and mindset that can be exemplified. Even if they are born in a tiny village they still know that the elements can have a living form even though they aren’t sure where this knowledge came from. They commune with their element or commit acts that represent it and later in life, make the choice to become more and more like their elemental nature.

History of the nafairi
In older days, there existed another plane composed of all elements. In this place, all beings of elemental power lived in peace and harmony even if it was tentative at times. The four lords of the land were elementals of a combined nature. Each one a mirror of his brother, and each one composed of the four elements with no favor to one or the other.
In this time, no element had a leaning to one action or another. The fire would be flowing and calm just as the earth would flash about and whip with pain. Such behavior was at the whim of each of the brother lords, and one did not blanch at the actions of his sibling, for there was no law in their minds, but to experience things they had not yet.
A meddler came into their company. She was a seer of another realm, one who was called Luet (pronounced LYOO-wet). She whispered into each brother's ear about certain things they had not yet felt. ::conflict, domination, adherence::
Emotion they had not even contemplated now assaulted them and reached into their need to experience all the things!
One brother was named Nafai (pronounced NYAH-feye) and he felt the call to the term ::resolute:: This caused within him a desire to become that which the world rested on. His world would have a firm standing and under it he would support every being in any task they chose. Thus the nafairi were born, with the hononr of the races name given to Nafai him self.
One brother was named Elemak (pronounced EL-yah-mok) and he was angry that his younger brother had experienced a new thing before he. Elemak could not let this stand without punishment. Elemak became an embodiment of rage and sought to teach Nafai his lesson by hurting him. Burning was the easiest form of anger and so he became the flame. His body consumed by anger leaving nothing behind but his eyes, full of hate for his youngest of borthers.
One brother was named Mebbekew (MEB-i-kyoo) and he was younger only than Elemak. He too was angered by the audacity of Nafai. He was too much a coward however to interfere himself, so he spread himself across the world, to feed the fires of Elemak whenever they arose to punish Nafai. So Mebbekew was born as the air, becoming the third of the nafairi.
The last brother was Issib (pronounced IS-yub) and he was weaker than all of the brothers, crippled from his being brought into existence. Issib was weak, but his power of understanding and with words was great, and he was ever able to calm down Elemak if he noticed the rage quickly. Issib also knew that under this constant onslaught, Nafai would eventually wither and become nothing. So Issib gave Nafai encouragement every day, and with that Nafai was able to grow to do great things.

Many gods watched the developement of the brothers. One in particular, one called the Oversoul, took note of the events and the order in which they transpired. The Oversoul replicated the events of the four brothers, time and time again she crafted siblings to grow. Time and time again, she sent her avatar, the seer Luet to create a rift between the brothers. Time and time again, this was how the empty nothingness was filled with countless spheres of conflict. Each one different, but in the eternity of tries, few were able to support life. It was on these life sustaining worlds, that the nafairi (literally translated as "the children of Nafai) were created, and they guided the evolution of a world.

The Ritual of Rebirth: The Ritual of Rebirth transforms a character into a dedicated elemental servant of their chosen elemental realm known as a nafairi.
Becoming a nafairi isn’t undertaken lightly, it is a long process full of self-reflection and commitment. Those supplicants raised in the ways of their original race must carefully consider what they’re giving up. While a human might be content to give up her natural versatility, it’s rare for someone heavily invested in her racial identity to forfeit that race’s abilities.
When the ritual begins, the supplicant lays aside all her equipment and possessions for the duration of the ceremony. Dressed in a loose, linen shift, she spends a full day and night fasting and meditating upon her choice. Her mind fills with all the things she is giving up, reminding her she must forego much of herself to become a nafairi.
When dawn comes, the prospective nafairi crawls inside a container with their chosen element surrounding them. Someone seeking the fire element will usually sleep within a large oven with the coals barely stoked, a pond for the water element, or perhaps a small ditch dug just for this purpose for the element of earth. This symbolic act represents her acceptance of the transformation. When the next dawn arrives, she is transformed into a nafairi. After awakening inside the element (or nearby it in the case of fire), she rises out of it as a glorious child of the elements.

Prerequisites: In order to be accepted as a suitable candidate, the supplicant must be of a certain alignment (depending on element) and have an Intelligence score of at least 3.
{table]Element | Alignment
Air | Neutral
Earth | Lawful
Fire | Chaotic
Water | Good[/table]

Benefit: A nafairi loses many of her original racial traits and gains the racial traits of the nafairi race depending on her chosen element (see below).

Time: The Ritual of Rebirth requires 24 hours of meditation and fasting followed by 24 hours of sleep. If the ceremony is interrupted, the prospective nafairi must start the ritual from the beginning.

Physical Description: Each nafairi resembles their chosen element in slight ways or extreme, depending on their choice at the time of their ritual. Should the intending nafairi decide they wish to be exactly like their chosen element, they come to resemble an elemental of the same type, but keeping many distinguishable facial features. A fire nafairi who wants to resemble closely will have a corporeal body still but their skin is translucent, roiling and moving from the raging fires being physically held within their bodies. A water nafairi will have arms that seem to be tentacles as they flow about. However, the earth nafairi that doesn’t wish to lose much of his original form, will have abnormally stocky legs, a bare chest covered in stony protrusions, or maybe eyes that are made of onyx. Regardless of their election, no one could ever fail to notice their tie to an elemental plane.

Society: The nafairi normally live with others of their element. For example, a young human raised among a clutch of earth genasi may be given the option to become an earth nafairi to better assimilate with his adopted family. They nafairi have similar societal outlooks as genasi of their element.

Relations: For most people, seeing a genasi and a nafairi standing side by side will allow them little knowledge to the fact that the two are different. This allows most nafairi to be regarded the same as genasi. However, in a strong racially acclimated society, the locals finding out that one of their own has forsaken his heritage to become something else would be upset with him and normally repudiate the individual. As for the nafairi, they could care less about other races except races that share an affinity to their chosen element. They find themselves consumed by the desire to know more about races that are naturally born with a tie to their element.

Alignment and Religion: The nafairi tend to favor their required alignment before any other. More often than not, a nafairi has neutrality to accompany their chosen alignment (full neutrality for air nafairi) but are not required to do so. They are prone to worship gods of their selected element as genasi, if they have any religious penchant at all.

Adventurers: Nafairi usually travel to seek out and compete with peoples that share their connection with a given element. A fire nafairi greatly desires to have a friendly duel with a salamander, while an air nafairi has an undeniable urge to play three-dragon ante with a storm giant, and an earth nafairi will want to race a earth elemental through a mountain rich with impenetrable metallic veins.

Names: Some change their names upon becoming a nafairi, and these names are usually a word or words that epitomizes their chosen element.

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NAFAIRI RACIAL TRAITS
A nafairi combines some of the racial traits of her original race and her new form. Only those traits gained from transformation are given here; see also the Mechanics of Rebirth sidebar.

AIR NAFAIRI RACIAL TRAITS

http://fc00.deviantart.net/fs70/f/2010/341/e/5/air_elemental_by_silver_tiamat-d34etl1.jpg
+2 Dexterity, +2 Intelligence, -2 Constitution. Air nafairi are quick to recall even the most miniscule of shreds of information, but their light and highly mobile forms are also quite fragile.
Speed: An air nafairi gains a fly speed (good) equal to half her base move speed. This flight must end on a solid surface or she will fall and suffer falling damage as normal. She can’t fly while carrying a medium or heavy load of while fatigued or exhausted.
Outsider (air, native): Air nafairi are native to the Material Plane and need to sleep and drink like other creatures. They can be raised, resurrected and reincarnated as normal. For all effects related to race, a nafairi is considered a native outsider and a member of her original race.
Energy Resistance: The air nafairi has electric resistance 5.
Elemental Aspect: Upon completing the Ritual of Rebirth, a nafairi chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Mobility (Ex): An air nafairi who chooses mobility as her elemental aspect comes forth with their ability of flight far advanced than other of her kind. Her flight also gives her a +10 racial bonus on Acrobatics checks and the ability to glide.
Gliding: An air nafairi can use her limited mastery in the air to glide, negating falling damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Air nafairi glide at a speed of 30 feet with good maneuverability. Even if her maneuverability improves, she cannot hover while gliding. An air nafairi can’t glide while carrying a medium or heavy load.
If she becomes unconscious or helpless while in mid air, she descends slowly in a tight corkscrew and takes no damage from falling, no matter the actual distance.
Even though she may glide like this, she still may not fly more than half her move speed per round. Because an air nafairi can glide before, after, and in between move actions of actual flight, she can remain aloft for extended periods.
Flight: When an air nafairi who selected the mobility aspect reaches 6 HD, her natural fly speed increases to equal her base land speed.
She can also now fly for a number of rounds equal to her Constitution modifier with perfect maneuverability without having to land on a solid surface or rest by gliding. She can double this length but is fatigued by such exertion. Because an air nafairi can glide before, after, and in between move actions of actual flight, she can remain aloft for extended periods.
When she reaches 12 HD, an air nafairi has enough control over her internal buoyancy to fly without tiring. She can fly at a speed equal to her base land speed (perfect maneuverability) with no more exertion than walking or running.
An air nafairi with her flight can make a dive attack. A dive attack works like a charge, but the air nafairi must move a minimum of 30 feet and descend at least 10 feet. An air nafairi can make a dive attack only when wielding a piercing weapon. If the attack hits, it deals double damage.
An air nafairi with flight can use the run action while flying, provided she flies in a straight line.
Ozone (Su): An air nafairi who chooses ozone as her elemental aspect gains the ability to manipulate ambient electricity around her. The electricity she manipulates can be formed either into a line, or a single pulse that focuses on one target. The line’s length is 5 feet per Hit Die the nafairi has, up to a maximum of 100 feet at 20 HD. The single target effect can only be used under the open sky, and comes directly from the sky. The column of electricity can target up to 5 feet away per two Hit Die (minimum 10 feet), up to a maximum of 50 feet at 10 HD. For every HD after that, the column of electricity expands 5 feet out, to a maximum of a 50 foot area. The electricity deals 1d10+1 points of damage, plus an extra 1d10+1 for each 3 HD the nafairi possesses (2d10+2 at 3HD, 3d10+3 at 6HD, and so on). A successful Reflex save (DC 10 + ½ the nafairi’s HD + her Dex modifier) halves the damage. An air nafairi can use her lightning manipulation once every 1d3 rounds.
Prismatic Shell (Ex): The resistance of the air nafairi becomes a tangible shield that she can use to surround herself or expand to protect others. She increases her electricity resistance increases to 10 and by 5 more for every 5 HD she possesses.
At 3 HD, she gains a +1 deflection bonus to AC versus projectiles, ray effects, and touch attacks.
At 6 HD, her deflection bonus increases to +2.
At 9 HD, her deflection bonus increases to +3.
At 12 HD, her deflection bonus increases to +4.
At 15 HD, her deflection bonus increases to +5.
As a move action, the air nafairi can expand the size of her prismatic shell out 5 feet per HD and all within the range benefit from the effect. She can maintain the effect as a move action very round. Once she is unable, or chooses to stop maintaining the effect, is dissipates and is inactive for 1d4 rounds before it surrounds her again with no action. She can choose to keep deactivated the shell as a free action.
Age: After a nafairi undergoes the Ritual of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 400 years she enters middle age.
Languages: Auran. Air nafairi gain the ability to speak Auran upon their transformation but do not lose the ability to speak languages they already know.

EARTH NAFAIRI RACIAL TRAITS

http://www.lordalford.com/frankenstein/clay_golem.gif
+2 Constitution, +2 Wisdom, -2 Dexterity. Earth nafairi are sturdy as stone and has the wisdom of aged stone to boot. Unfortunately, the sturdiness limits his movements.
Speed: The earth nafairi gains a burrow speed equal to half his base movespeed.
Outsider (earth, native): Earth nafairi are native to the Material Plane and need to sleep and drink like other creatures. They can be raised, resurrected and reincarnated as normal. For all effects related to race, a nafairi is considered a native outsider and a member of her original race.
Energy Resistance: The earth nafairi has acid resistance 5.
Elemental Aspect: Upon completing the Ritual of Rebirth, a nafairi chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Mobility (Ex): The earth nafairi who chooses mobility as his aspect becomes adept at traversing the earth around him. His burrow speed increases to equal his base land speed. Additionally, he gains a +10 to Climb checks on earthen surfaces.
Earth Glide: He may earth glide (as the same ability that an earth elemental has) up to 10 feet per day per HD he possesses plus an additional 5 feet per point of Constitution modifier.
Greater Glide: At 6 HD the earth nafairi may now glide up to 30 feet per day per HD he possesses plus an additional 15 feet per point of Constitution modifier.
Perfected Glide: At 12 HD he no longer needs to breathe while earth gliding and he may earth glide without limit.
Soil Eruption (Su): An earth nafairi who chooses soil eruption as his elemental aspect gains the ability to manipulate the earth around his enemies. As a standard action, the earth nafairi may call the earth underneath an enemy nearby him to explode around them and rend flesh. When the earth nafairi activates this ability, all targets within 10 feet plus 5 feet per two Hit Dice (maximum 60 feet) that are in contact with dirt, soil, sand, unworked stone or other natural earthen material take 1d8+1 piercing damage as the earth beneath them shoots up in formed spikes that immediately crumble, causing that effected square to become difficult terrain. The earthen material deals 1d8+1 points of damage, plus an extra 1d8+1 for each 3 HD the nafairi possesses (2d8+2 at 3HD, 3d8+3 at 6HD, and so on). The soil erupts from any surface that the targets square contains the appropriate material. For example, a target that stands on the ground with his back to a cliff face will be pierced from both the ground and from the wall. Each instance deals the appropriate damage. Therefore it is possible for a target (in a tunnel with his back to the end of the tunnel) to be pierced 5 times, making up to 5 Reflex saves to reduce damage. A successful Reflex save (DC 10 + ½ the nafairi’s HD + his Dex modifier) halves the damage. An earth nafairi may use his soil eruption once every 1d3 rounds + 1 additional round for every set of spikes that erupt.
Reflexive Eruption (Ex): The earth nafairi can instantly cause a slab of dirt or stone to erupt from the natural terrain around him to block an incoming attack. As a free action in response to a spell or effect that allows a reflex save, or a ranged attack he may call the world about him to reach out and shield him. Calling forth the earth as a barrier doesn’t block an effect or attack, but gives him a +1 circumstance bonus on reflex saves and to AC against ranged attacks while at least one side of his square is an earthen surface. This bonus only applies to the first number of attacks or spells each round equal to his Constitution modifier. This bonus increases by +1 for every 3 Hit Dice he possesses (+2 at 3 HD, +3 at 6 HD, and so forth). At 15 HD he gains Evasion.
As a full round action he may create a wall of earth that fills one square and stays until he chooses it to crumble or it is destroyed. While this wall is active, he loses the circumstance bonus granted by this racial feature.
Age: After a nafairi undergoes the Ritual of Rebirth, he emerges as an adult creature regardless of his previous age. If he lives for 400 years he enters middle age.
Languages: Terran. Earth nafairi gain the ability to speak Terran upon their transformation but do not lose the ability to speak languages they already know.

FIRE NAFAIRI RACIAL TRAITS

https://secure.paizo.com/image/content/PathfinderCompanion/PZO9406-FireGuy.jpg
+2 Strength, +2 Charisma, -2 Wisdom. Fire nafairi’s muscles are always slowly burning which causes them to be stronger than normal. Their air of confidence is as powerful as their common sense falters.
Speed: The fire nafairi has a base move speed of 40.
Outsider (fire, native): Fire nafairi are native to the Material Plane and need to sleep and drink like other creatures. They can be raised, resurrected and reincarnated as normal. For all effects related to race, a nafairi is considered a native outsider and a member of her original race.
Energy Resistance: The fire nafairi has fire resistance 5.
Elemental Aspect: Upon completing the Ritual of Rebirth, a nafairi chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Mobility (Ex): The fire nafairi who chooses mobility as his aspect gains a short range teleport from one fire to another. The fire nafairi may step into a fire the size of a bonfire or larger and step out of another fire within 50 feet. When he uses this effect he does not take fire damage unless he lingers within the fire.
At 5 Hit Dice he may teleport through a fire that is roughly the size of a campfire or larger and up to 60 feet.
At 10 Hit Dice he may teleport through a fire that is as small as a torch or larger and up to 70 feet.
At 15 Hit Dice he may teleport through any fire of any size and up to 80 feet.
The fire nafairi must wait 4 rounds in between using this teleportation.
Immolate (Su): The fire nafairi can cause a target’s internal temperature to slowly rise, burning them from the inside out. He selects a target and as a move action each round concentrates to deal 1 point of fire damage to the target plus 1 additional point of damage for each 3 Hit Dice the fire nafairi possesses (1+1 at 3 HD, 1+2 at 6 HD, and so forth). Each round that the fire nafairi spends a move action focusing on the same target, they take an additional point of fire damage up to 5 points. A successful Reflex save (DC 10 + ½ the nafairi’s HD + his Cha modifier) negates the damage on any given round but does not halt the increasing heat on the next round if the fire nafairi chooses to continue concentrating on the target. On a round that the fire nafairi does not spend a move action to heat a target, their internal temperature returns to normal by the end of the round.
Half the damage dealt each round (rounded up) is untyped damage.
Flame Mantle (Ex): As a swift action, the fire nafairi can wrap himself with a fiery cloak punishing those who seek to do him harm. While he wears his flame mantle, any creature that strikes him with its body or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d4+1 points of fire damage, plus an extra 1d4+1 for every three Hit Die he possesses (2d4+2 at 3 HD, 3d4+3 at 6 HD, and so forth). Creatures wielding weapons with exceptional reach, such as long spears, are not subject to this damage if they attack the fire nafairi.
The flame mantle grants shadowy illumination in nafairi’s space, but provides no further lighting. Once his mantle has dealt its retributive damage a number of times equal to his Charisma modifier (minimum 1), it deactivates and the fire nafairi must wait 1d4 rounds to activate it again.
At 12 HD, his mantle can deal its retributive damage a number of times equal to his Charisma score -10 (minimum 2) before it deactivates.
Half the damage dealt each round (rounded up) is untyped damage.
Age: After a nafairi undergoes the Ritual of Rebirth, he emerges as an adult creature regardless of his previous age. If he lives for 400 years he enters middle age.
Languages: Ignan. Fire nafairi gain the ability to speak Ignan upon their transformation but do not lose the ability to speak languages they already know.

WATER NAFAIRI RACIAL TRAITS

http://fc00.deviantart.net/fs70/f/2011/122/b/e/elemental_water_by_michiyami-d3fg7p5.jpg
+2 Dexterity, +2 Intelligence, -2 Constitution. The water nafairi is quick in movements and thought, but their fluid form makes their form not as sturdy.
Speed: The water nafairi has a swim speed of 20 feet.
Outsider (native, water): Water nafairi are native to the Material Plane and need to sleep and drink like other creatures. They can be raised, resurrected and reincarnated as normal. For all effects related to race, a nafairi is considered a native outsider and a member of her original race.
Energy Resistance: The water nafairi has cold resistance 5.
Elemental Aspect: Upon completing the Ritual of Rebirth, a nafairi chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Mobility (Ex): The water nafairi who chooses mobility as her increases her swim speed to triple her base land speed. The water nafairi may also choose to walk on a watery surface as if it were solid ground. She can also breath water as if it were air.
Soak/Freeze (Su): The water nafairi can direct the flow of water from any source within 30 feet to come alive and drench a target as a move action. As a standard action, she can cause water to freeze. She must succeed on a touch attack if she targets an unwilling person. If she succeeds, the water on the target freezes, hampering their movement and dealing 1d6+1 cold damage to the target plus 1d6+1 per 3 Hit Dice the water nafairi possesses (2d6+2 at 3 HD, 3d6+3 at 5 HD, and so forth). For a number of rounds equal to 1/3 of her Hit Dice (minimum 1 round) their move speed is reduced by 10 feet and they have a -2 penalty to Dexterity. A successful Fortitude save (DC 10 + ½ the nafairi’s HD + her Int modifier) halves the damage and negates the penalty to move speed and Dexterity.
If she chooses to freeze a body of water, she freezes a 5 square foot cube of water for every 3 Hit Dice she possesses in any direction she chooses as long as each cube of ice touches a previous cube. The water nafairi may use this ability once every 1d4 rounds.
Healing Blood (Ex): The water nafairi’s blood is a healing agent that she can give to another to heal them of their wounds as a standard action. When she activates this ability she must cut her flesh dealing 1 point of damage. She must make a melee touch attack (on an unwilling target) to heal the target for 5 hit points. No target may benefit from this healing more than once in a 24 hour period. For every 5 Hit Dice she possesses she heals an additional 5 hit points to the target (10 hit points at 5 HD, 15 hit points at 10 HD, and so forth). She may never benefit from this healing herself or from the healing of another water nafairi.
Age: After a nafairi undergoes the Ritual of Rebirth, he emerges as an adult creature regardless of his previous age. If he lives for 400 years he enters middle age.
Languages: Aquan. Water nafairi gain the ability to speak Aquan upon their transformation but do not lose the ability to speak languages they already know.


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ALTERNATE RACIAL TRAITS

Elemental Fortification: A nafairi who selects this alternate racial trait gains a bonus on saves versus spells and effects with their elemental descriptor equal to their Hit Die. This replaces the Elemental Aspect racial feature.

Elemental Spell Focus: A nafairi who selects this alternate racial trait gains a bonus on DC’s for spells or spell-like abilities they cast (invoke/shape/manifest/etc) equal to ¼ their Hit Dice (minimum 1). This replaces the Elemental Aspect racial feature.

Missing Paradise: A nafairi who selects this alternate racial trait gains a bonus to Charisma based skill checks with creature that have their elemental sub type equal to ½ their Hit Dice. This replaces the Elemental Resistance racial feature.
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FAVORED CLASS OPTIONS

Elemental Bender: The nafairi can ready ¼ extra maneuvers above their normally allotted amount. These extra maneuvers must be of the school of the same element as their Elemental Resistance would normally be.
Cleric: The nafairi increases their energy resistance by 1/4.
Rogue: The nafairi deals an additional ½ points of elemental damage on sneak attacks. The elemental damage is of the same element their Elemental Resistance would normally be.
Sorcerer: The nafairi gains 1/3 additional known spell (up to the maximum level of spells they know) with the elemental descriptor of the same element their Elemental Resistance would normally be.

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RACIAL ARCHETYPES

PLANAR SIBLING (Summoner)
The planar sibling has not only selected the perfect eidelon, but a specific elemental that has in some long time past aided his ancestors, who is more than happy to come once again to help a friend of the family.

{table=head]Level|Special

1st|Sibling Spell Knowledge, Elemental Eidelon, Summon Monster I
4th|Absorbing Ally
8th|Ride the Arcana
10th|Shared Aspect
12th|Greater Absorbing Ally
18th|Greater Shared Aspect[/table]

Class Features
All of the following are class features of the Planar Sibling.

Sibling Spell Knowledge: The nafairi has such deep ties with his elemental plane that he gains a bonus spell known at every odd level up to one level less than the highest he knows. This spell must have the same elemental descriptor as his racial element. Additionally, whenever he gains a spell of a new level his first two spells known must also be of this descriptor. This is in addition to the normal rules for a summoner’s known spells.

Eidelon: His ancestral ally is a specific elemental and the summoner can’t change the shape of this specific elemental except by the addition of evolutions.
A planar sibling begins play with the resistance evolution and always has it for free.
The planar sibling may never deal its opposite elemental type of damage through a spell or effect. Any elemental damage that an eidelon would deal is changed to the element they would have resistance to. Additionally, the summoner gains 1 bonus evolution point at level 3, and every third level after.
Evolutions
Resistance (Ex): An eidolon’s form takes on a resiliency to one particular energy type, which is known easily with the knowledge of elementals (fire elemental for fire, water elemental for cold, and so on). Pick one energy type (acid, cold, electricity, or fire) that corresponds with your planar sibling (acid for earth elemental, cold for water elemental, and so on). The eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 20 at 15th level.
This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type but never its opposed element (cold for fire nafairi, acid for air nafairi, and so on).

Summon Monster I (Sp): The monster chosen by the summon monster spell must have a subtype of the same element as the nafairi’s element.

Absorbing Ally (Ex): At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives an additional 5 to his energy resistance and a +2 circumstance bonus on his saving throws for spells and effects of his elemental descriptor. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Ride the Arcana (Su): At 8th level, a summoner can choose to send his eidelon along with a spell that it shares a descriptor with. The spell must have the descriptor that the nafairi has his racial elemental resistance to (or would normally if a circumstance or choice would cause the nafairi to not have his energy resistance) and the eidelon appears in any square adjacent to the square the target of the spell is in. While in flight, the spell has the face of the planar sibling at its front.

Shared Aspect: At 10th level the planar sibling gains the racial feature, elemental aspect, of the nafairi and can use it just as the nafairi can.

Greater Absorbing Ally (Ex): At 12th level, whenever an ally is within an eidolon’s reach, if it does not have the same energy resistance that is associated with the planar sibling, the ally gains energy resistance 5 as the planar sibling has. If it already has this energy resistance, this energy resistance is increased by 5 and the ally gains a +2 circumstance bonus on his saving throws for spells and effects of his elemental descriptor. If the ally is the summoner, the bonus is doubled. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Greater Shared Aspect: The nafairi selects a second elemental aspect racial feature at 18th level that he gains. When using this second aspect, his is treated as having ½ the actual number of Hit Dice he has for its effects. The nafairi’s eidelon can use this racial feature but his Hit Dice is considered to be equal to the total number of summoner class levels the summoner has. Once this choice is made, it cannot be changed.

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RACIAL EQUIPMENT

{table=head]Equipment Name|Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
Grip Gloves|Light|30gp|1d6|1d8|X3|-|2lbs.|B|see text[/table]

Grip Gloves: The grip gloves are a special set of leather gloves studded with small patches of grit. This grit gives the wearer the ability to make unarmed attacks proficiently and their damage is increased or decreased to the value on the table. They also gain a +2 to CMB to maintain a grapple. This material is commonly called "non-skid" among sailors who have developed its use in ship board life.


{table=head]Equipment Name|Cost|Weight
Soak Cloak|50gp|7lbs.[/table]

Soak Cloak: The soak cloak is a water nafairi’s best friend. The outer edge of the soak cloak has a lining of cat gut that is sewn so carefully that it can hold water. This is a small channel of water, as much as a water skin holds and enough to soak a single medium creature with water. There are a total of 3 channels within the edges of the cloak and can be accessed by slicing the channel at any point. There is a chance of this happening on accident when the wearer of the cloak takes critical damage. After taking critical damage, she may make a DC 15 Reflex save to avoid the blow hitting her cloaks channels.

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RACIAL FEATS

[Lingering Ozone]
Prerequisites: Ozone Elemental Aspect, 3 Hit Dice
Benefit: Any square that a target has been dealt damage by the ozone maintains its ozone taste for an additional round and conducts electricity better. Electric damage done to a target standing in the effected square takes bonus damage equal to the air nafairi’s Hit Dice, no matter who deals this damage to the target.

[Soil Disruption]
Prerequisites: Soil Eruption Elemental Aspect, 3 Hit Dice
Benefit: The earth nafairi may now use his soil eruption to create difficult terrain in an area instead of being limited to squares an enemy was in. Out to a range of 5 foot per Hit Die the earth nafairi possesses he may cause a burst of difficult terrain equal to 5 foot plus 5 additional feet per 3 Hit Die he possesses (10 foot burst at 3 HD, 15 foot burst at 6 HD, and so forth).
Using this version of soil eruption causes the nafairi to wait 1d2 rounds before using soil eruption again.

[Searing Immolation]
Prerequisites: Immolation Elemental Aspect, 3 Hit Dice
Benefit: While a target is under the effects of immolation, half of any fire damage (rounded up) the target takes is changed to untyped damage.

[Spray/Cold Front]
Prerequisites: Soak/Freeze Elemental Aspect, 3 Hit Dice
Benefit: When using a move action to direct water from one location to another square, she may instead cause the water to spray across several squares, soaking an additional adjacent creatures per 3 Hit Dice she possesses (2 adjacents targets at 3 HD, 3 adjacent targets at 6 HD, and so forth). As a standard action she can cause the same targets to freeze.

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RACIAL MAGIC ITEMS

ELEMENTAL SKIN
Aura minor conjuration; CL 6th
Slot none; Price 5,000 gp; Weight 1lbs.

Description

The elemental skin reminds manifesters of a thing they create called a psychoactive skin. The elemental skin in its inert form is a sphere that weighs one pound and is of grey color and no notable markings. As a full round action a creature with a tie to an elemental plane can don the skin which covers their entire body and sinks into the flesh. At this point it detects a tie to an elemental plane and changes the wearer to look more like an elemental of that plane. This provides the wearer a -2 penalty to social interaction skills with races that do not have a tie to an elemental plane. They also increase any energy resistance they have by 5, and gain a +1 to damage for spells, effects, or attacks that deal elemental damage.

Construction

Requirements Craft Wonderous Item, resist elements, creator must have a natural resistance to an energy type; Cost 2,500 gp

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RACIAL SPELLS

HAIRLINE RIFT
School conjuration; Level cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, M (1 lb of the element of the plane you are attempting to reach)
Range 30 feet
Target 5-foot cube
Duration 1 round/level
Save none; Spell Resistance no

You cut a rift into an elemental plane and cause a small part of it to spill out into the material plane. Any unoccupied square within the range of the spell become a roiling sphere of the chosen element. The rift is not traversable and no creature can enter the square but for an instant before being ejected harmlessly. This allows certain features access to a given element should they need it to complete effects or spells.

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AGE
A nafairi character is reborn, losing any bonuses or penalties she received because of her age. She emerges from her transformation as an adult. Nafairi are closely tied to their elemental cousins and are capable of living long lives. Due to their perilous fight deep love of their adoptive home plane, most seek methods to get there young and most who go stay to live out their lives among like kind.

AGING EFFECTS
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
400 years|
550 years|
700 years|
+4d% years[/table]

HEIGHT AND WEIGHT
Nafairi differ in size as much as members of their original race do. Typically, a nafairi becomes closer resembling an elemental of their chosen element in her new form, gaining or losing 1 to 2 inches of height and 5% to 10% in weight. Air and water nafairi usually lose mass and size, where as earth and fire nafairi gain mass and size.

THE MECHANICS OF REBIRTH
Upon transformation from her initial race to a nafairi, a supplicant loses many racial traits and gains those of the nafairi. The following information describes how to mechanically
achieve this transformation.
Type, Subtype, and Race: You gain the Outsider type and gain your previous types as subtypes in addition to your chosen elemental plane as a subtype, i.e. Outsider (Augmented, Native, X racial subtype, etc.). You still count as a member of your original race for the purpose of any effect or prerequisite that depends on race.
Racial Hit Dice: You retain your original racial Hit Dice, as well as all benefits gained there from (base attack and save bonuses, skill points, hit points, and so on).
Ability Modifiers: You retain your original racial ability modifiers and gain the ability modifiers of the nafairi race.
Size: You retain your original size. If the original race had powerful build as a racial trait, it is also retained.
Speed: You retain your original base land speed, as well as any other modes of movement possessed by your original race. Other racial traits related to speed or movement, such as the dwarf’s ability to move at full speed in medium or heavy armor, are lost. You also could gain a new movement type or speed based on which element you choose.
Languages: You retain any languages you already know. You
gain the language spoke on your elemental plane of choice as an automatic language.
Challenge Rating: You retain your original challenge rating.
Other Racial Traits: You lose all other racial traits of your original race, including bonus feats, skill bonuses, attack bonuses, save bonuses, spell-like abilities, and so forth. Two specific instances warrant clarification.
• If your original race granted you a nonspecific bonus feat (such as the one gained by a human at 1st level), any feat can be lost, so long as it is not a prerequisite for another feat you have.
• If your original race granted bonus skill points, you should deduct an appropriate amount of skill points from your current skill ranks. The specific skills affected are up to you, but the DM’s input might be required to adjudicate tricky situations (such as multiclass characters who might have purchased ranks of various skills as both class skills and cross-class skills).
The loss of racial traits might mean you no longer meet the prerequisites for a prestige class, feat, or some other feature. In general, you lose any special ability for which you no longer qualify, and nothing is gained in its place. A couple of exceptions exist.
• If you no longer qualify for a feat due to the transformation, you lose the feat and immediately select a new feat for which you qualify in its place. You must also replace any feat for which the lost feat was a prerequisite.
• If you no longer qualify for a prestige class, you lose the benefit of any class features or other special abilities granted by the class. You retain Hit Dice gained from advancing in the class, as well as any improvements to base attack bonus and base save bonuses that the class provided. If you later meet all the prerequisites for the class, you regain the benefits.


Feel free to critique.

Deviston
2013-02-09, 10:48 AM
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