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  1. - Top - End - #1
    Colossus in the Playground
     
    Eldan's Avatar

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    Default Elementals [3.5, PEACH]

    So, yeah. As written? Elementals aren't very interesting. Sure, they are meant to be big sacks of elemental energy, but there's still more you could be doing with them. I like hte idea of elementals, I like using the elemental planes in my games, but I rarely have elementals showing up, other than in background roles. Let's try and changing that.


    True Elementals

    True elementals are a subtype of elemental creatures. Each true elemental embodies one kind of elemental energy perfectly. In fact, it is sometimes said that all elemental energies are made out of tiny true elemental creatures, called atomic elementals by scholars, though such a thing could never be proven.
    All elemental creatures share a list of common characteristics:

    • They come from one of the elemental, paralemental or quasielemental planes, and they embody the aspects of that plane, and that plane only.
    • They are not only immune to destructive energies from their own plane, but can even absorb them and become stronger.
    • They have very alien mindsets, compared to prime material or even some outer planar creatures. Comprehending worlds that are not made up of simple, pure elemental energies, but a mixture of many elements confused them, often to the point of madness. Therefore, while elementals on their home planes are relatively reasonable creatures, the experience of being summoned or called to other planes drives them to omnicidal rage.


    All true elementals, therefore, share the following two abilities:

    Enrage (ex): While on any plane that does not have a dominant energy trait (fire, earth, air or water) of the same type as themselves, true elementals have their intelligence reduced to 3, and their wisdom and charisma to 10. They gain a +4 morale bonus to strength, and a +2 morale bonus to will saves. Under these circumstances, their attitude changes to hostile towards any creature that does not have the same energy subtype (fire, earth, air or water) as they do.
    While enraged, they are subject to the same limitations on skill use as raging barbarians.

    Absorption (su): As long as they are in physical contact with certain energies that are aligned with their own, all elementals are stronger than normal. The energies required depend on the energy type and natural size class of the elemental (every elemental is also strengthened by energies of higher classes in the same energy category):

    Table 1: Circumstances required to strengthen elementals, sorted by energy type and size class:
    Air:
    {table=head]Elemental Size| Circumstances
    Small | Moderate Wind
    Medium | Strong Wind
    Large | Severe Wind
    Huge | Windstorm[/table]

    Earth:
    {table=head]Elemental Size| Circumstances
    Small | Touching any kind of stone, soil or metal
    Medium | Touching natural, unworked stone or earth, any kind of metal
    Large | Touching a natural, unworked ore vein or being underground in natural, unworked stone or earth
    Huge | Touching natural unworked stone that is part of a mountain, being fully immersed in a natural, unworked ore vein[/table]

    Fire:
    {table=head]Elemental Size| Circumstances
    Small | Touching any open flame, severe heat or hotter
    Medium | Extreme heat, any fire at least the size of a bonfire
    Large | Large blaze, at least the size of a burning building, within 30 feet of lava or magma
    Huge | In contact with lava or magma[/table]

    Water
    {table=head]Elemental Size| Circumstances
    Small | At least a ten ft. cube of water, rain
    Medium | Any naturally flowing water, any lake at least 100 ft. in diameter
    Large | Any waterfall more than 30 ft. high, any lake at least half a mile in diameter, any river more than 60 feet wide
    Huge | Any ocean, any river more than half a mile wide, any waterfall more than 100 ft. high[/table]

    As long as they are under these circumstances, or the circumstances required for a higher class of elemental of the same energy, the elemental's size category increases by one (giving them the usual attribute changes and other effects associated with a size category change) and the range of their auras doubles. Furthermore, they gain an amount of fast healing depending on their natural size category:

    Table 2: Fast healing by elemental size
    {table=head]Elemental Size| Fast healing
    Small | 1
    Medium | 2
    Large | 5
    Huge |10[/table]
    Last edited by Eldan; 2012-12-12 at 03:04 PM.
    "Après la vie - le mort, après le mort, la vie de noveau.
    Après le monde - le gris; après le gris - le monde de nouveau.
    "

  2. - Top - End - #2
    Colossus in the Playground
     
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    Default Re: Elementals [3.5, PEACH]

    Air Elemental

    Air elementals are Sanguine in temperament: creative, sociable, charismatic, optimistic and lively on the one hand, but also overconfident, flighty, easily bored, unable to keep appointments and forgetful. Amongst the elementals, they are considered the greatest artists , but few people trust them to keep any kind of contract or appointment.
    Their nature means that they would love to explore other places, but are rarely able to, given their elemental nature and involuntary attacks of rage at anything not dominated by their element. Unlike other elementals, they are interested in stories about other places, and though tales of the prime material and other planes often disgust them, they are also intrigued.

    Air elementals speak Auran and often pick up other elemental languages.

    Small
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    Small Elemental (Air)
    HD 3d8 (13 HP)
    Speed Fly 100 ft. (20 squares)
    Init: +8
    AC 19 ; touch 19; flat-footed 15
    (+1 size, +4 dex, +4 deflection)
    BAB +2; Grp -2
    Attack Slam +7 melee (1d4)
    Full-Attack Slam +7 melee (1d4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Aerokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Gaseous, Scent
    Saves Fort +1 Ref +7 Will +0
    Abilities Str 10, Dex 19, Con 10, Int 10, Wis 8, Cha 12
    Skills Escape Artist +12, Hide +12*, Listen +3, Knowledge: the Planes +4
    Feats Expeditious Dodge, Fly-by attack, Weapon Finesse [B], Improved Initiative [B]
    Environment The elemental plane of air
    Organization Solitary, pair (2) or gust (3-6)
    Challenge Rating 4
    Treasure When summoned or called: none, when home: double art, standard gems, standard goods, no coins
    Alignment Chaotic neutral
    *Air elementals have a racial +8 bonus to escape artist and hide checks
    Languages: Auran


    Medium
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    Medium Elemental (Air)
    HD 6d8+12 (39 HP)
    Speed Fly 100 ft. (20 squares)
    Init: +10
    AC 22; touch 22; flat-footed 16
    (+6 dex, +6 deflection)
    BAB +4; Grp +6
    Attack Slam +10 melee (1d6+1)
    Full-Attack Slam +10 melee (1d6+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Aerokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Gaseous, scent
    Saves Fort +4 Ref +11 Will +1
    Abilities Str 14, Dex 23, Con 14, Int 12, Wis 8, Cha 15
    Skills Escape Artist +14*, Hide +14*, Listen +8, Knowledge: the Planes +10, Survival +8
    Feats Combat Reflexes, Expeditious Dodge, Fly-by attack, Weapon Finesse [B], Improved Initiative [B]
    Environment The elemental plane of air
    Organization Solitary, pair (2) or gust (3-6)
    Challenge Rating 7
    Treasure When summoned or called: none, when home: double art, standard gems, standard goods, no coins
    Alignment Chaotic neutral
    *Air elementals have a racial +8 bonus to escape artist and hide checks
    Languages: Auran, Sylvan


    Large
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    Large Elemental (Air)
    HD 12d8+36(90 HP)
    Speed Fly 100 ft. (20 squares)
    Init: +10
    AC ; 25 touch 25; flat-footed 17
    (+8 dex, +8 deflection, -1 size)
    BAB +9; Grp +17
    Attack Slam +16 melee (2d6+4)
    Full-Attack 2 Slams +16 melee (2d6+4)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Aerokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Gaseous, Scent
    Saves Fort +7 Ref +15 Will +6
    Abilities Str 18, Dex 27, Con 16, Int 14, Wis 10, Cha 18
    Skills Escape Artist +16*, Hide +16*, Knowledge: the Planes +17, Listen +15, Perform (Singing) +19, Survival +15
    Feats Combat Reflexes, Expeditious Dodge, Fly-by attack, Iron Will, Quicken Spell-like ability (Gust of Wind), Weapon Finesse [B], Improved Initiative [B]
    Environment The elemental plane of air
    Organization Solitary, pair (2), gust (3-6) or squall (3-6 and 3-6 small air elementals)
    Challenge Rating 10
    Treasure When summoned or called: none, when home: double art, standard gems, standard goods, no coins
    Alignment Chaotic neutral
    *Air elementals have a racial +8 bonus to escape artist and hide checks
    Languages: Auran, Sylvan, Ignan or Aquan


    Huge
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    Huge Elemental (Air)
    HD 24d8+96 (204 HP)
    Speed Fly 100 ft. (20 squares)
    Init: +15
    AC ; 29 touch 29; flat-footed 18
    (+11 dex, +10 deflection, -2 size)
    BAB +18; Grp +32
    Attack Slam +22 melee (3d8+6)
    Full-Attack 3 slams +22/+22/+17 melee (3d8+6)
    Space 15 ft.; Reach 15 ft.
    Special Attacks Aerokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Gaseous, Scent
    Saves Fort +12 Ref +27 Will +11
    Abilities Str 22, Dex 33, Con 18, Int 16, Wis 12, Cha 21
    Skills Escape Artist +19*, Hide +11*, Knowledge: Nature +30, Knowledge: the Planes +30, Listen +28, Perform (Singing) +32, Survival +28
    Feats Blind-fight, Combat Reflexes, Expeditious Dodge, Fly-by attack, Improved Natural Attack (Slam), Iron Will, Lightning Reflexes, Quicken Spell-like ability (Gust of Wind), Rapidstrike, Weapon Finesse [B], Improved Initiative [B]
    Environment The elemental plane of air
    Organization Solitary, pair (2), gust (3-6), squall (3-6 and 3-6 small air elementals) or storm (1-6 plus 5-10 large air elementals, 5-10 medium air elementals and 4-24 small air elementals)
    Challenge Rating 14
    Treasure When summoned or called: none, when home: double art, standard gems, standard goods, no coins
    Alignment Chaotic neutral
    *Air elementals have a racial +8 bonus to escape artist and hide checks
    Languages: Auran, Sylvan, Planar Trade (Common), Aquan or Ignan


    All air elementals share the following abilities, in addition to those all True Elementals have:

    Aura (su): Air elementals are surrounded by winds that blow in all directions around them. The range and power of that aura depend on the elemental's size:

    Small air elementals are surrounded by a 5 ft. radius area of moderate wind. This disperses many gases, mists and fogs (making air elementals immune to gaseous spells, attacks and breath weapons) and has a chance of blowing out small, unprotected flames. It also gives them a +4 deflection bonus to AC.

    Medium air elementals are surrounded by a 10 ft. radius area of strong wind. In addition to the effects of moderate wind, it gives a -2 penalty on ranged attacks and listen checks and knocks down creatures of tiny or smaller size unless they succeed on a fortitude save (DC 10). It also gives them a +6 deflection bonus to AC.

    Large air elementals are surrounded by a 20 ft. radius area of severe wind. This increases the penalty to ranged attacks to -4, blows tiny or smaller creatures directly away from the elemental, knocks down small creatures and checks medium creatures, preventing them from moving towards the air elemental unless they succeed on a fortitude save (DC 15). It also gives them a +8 deflection bonus to AC.

    Huge air elementals are surrounded by a 40 ft. radius area of windstorm, making normal ranged attacks impossible and giving a -4 penalty on attacks with siege weapons. Small or smaller creatures are blown directly away from the elemental, medium creatures are knocked down and large or huge creatures are checked, unless they succeed on a fortitude save (DC 18). It also gives them a +10 deflection bonus to AC.

    A control winds spell can be used to affect an air elemental's aura. The elemental must succeed on a will save against the spell's DC, or have their aura's range and effect reduced to that of an elemental one size category smaller.
    Note that an air elemental's aura does not start its absorption ability, for that an external wind is required.

    Immunities (ex): Air elementals are immune to all forms of electricity damage, and all effects of strong winds, including penalties to ranged attacks they make. They are also immune to all gaseous forms of attacks, including fogs, mists, some breath weapons and all inhaled poisons.

    Aerokinesis (sp): An air elemental has several abilities that help it control air in, giving it a list of spell like abilities, depending on size:

    Small: Gust of Wind 1/day
    Medium: Gust of Wind at will
    Large: Gust of Wind at will, control winds 1/day
    Huge: Gust of Wind at will, control winds 3/day, Whirlwind 1/day

    Gaseous (ex): Air elementals are naturally gaseous in nature, more like a thick fog than a fully corporeal creature. This has several effects: first, they take half damage from all piercing weapons, as they simply pass through them. Second, they can shape their body, which enables them to pass through any opening into any space that is not completely air-tight. They can either try normal escape artist checks to move through small spaces or, if a space is more than three size categories smaller than them, pass through it at a speed of 5 feet per round.


    Advancement: Air elementals either advance by HD, until they increase a size category and become a higher tier of elemental, or they take class levels. They favour classes that are either mobile and skillful, such as rogue, ranger or scout, or with an artistic focus, such as bard.
    Last edited by Eldan; 2012-12-29 at 01:17 PM.
    "Après la vie - le mort, après le mort, la vie de noveau.
    Après le monde - le gris; après le gris - le monde de nouveau.
    "

  3. - Top - End - #3
    Colossus in the Playground
     
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    Default Re: Elementals [3.5, PEACH]

    Earth Elemental

    Earth elementals are melancholic in temperament. Self-reliant but introverted, thoughtful yet slow and pondering. Once they have found a spot to be to their liking, they rarely leave it. In fact, older elementals rarely move at all, becoming more and more like the mountains they resemble, given to endless meditation of the world and introspection on geographic timescales. While they are great thinkers, they consider all other elements merely forces of unwanted change and themselves as the keepers of a sacred stasis.

    Small
    Spoiler
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    Small Elemental (Earth)
    HD 3d8+12 (24 HP)
    Speed 20 ft. (4 squares), burrow 20 ft.
    Init: -1
    AC 17; touch 10; flat-footed 17
    (+1 size, -1 dex, +7 natural)
    BAB +2; Grp +0
    Attack Slam +7 melee (1d6+2)
    Full-Attack Slam +7 melee (1d6+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Geokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Heavy, Earth Glide, Dark Vision 60 ft., Tremorsense 30 ft., Damage Reduction 5/Adamantine, DR 2/--
    Saves Fort +6 Ref +0 Will +2
    Abilities Str 14, Dex 8, Con 17, Int 10, Wis 12, Cha 8
    Skills Knowledge (Architecture and Engineering) +6, Search +6
    Feats Power Attack, Improved Bull Rush, Improved Toughness [B], Improved Sunder [B]
    Environment The elemental plane of earth
    Organization Solitary, pair (2) or geode (3-6)
    Challenge Rating 4
    Treasure When summoned or called: none, when home: double gems, standard art, standard coins, standard goods
    Alignment Lawful neutral
    Languages: Terran


    Medium
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    Medium Elemental (Earth)
    HD 6d8+42 (69 HP)
    Speed 20 ft. (4 squares), burrow 20 ft.
    Init: -1
    AC 19 ; touch 9; flat-footed 19
    ( -1 dex, +10 natural)
    BAB +4; Grp +9
    Attack Slam +9 melee (1d8+5)
    Full-Attack Slam +9 melee (1d8+5)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Geokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Heavy, Earth Glide, Dark Vision 60 ft., Tremorsense 30 ft., Damage Reduction 10/Adamantine, DR 5/--
    Saves Fort +11 Ref +1 Will +8
    Abilities Str 20, Dex 8, Con 23, Int 12, Wis 15, Cha 8
    Skills Craft (Stoneworking) + 12, Knowledge (Architecture and Engineering) +10, Search +10
    Feats Power Attack, Improved Bull Rush, Iron Will, Improved Toughness [B], Improved Sunder [B]
    Environment The elemental plane of earth
    Organization Solitary, pair (2) or geode (3-6)
    Challenge Rating 7
    Treasure When summoned or called: none, when home: double gems, standard art, standard coins, standard goods
    Alignment Lawful neutral
    Languages: Terran, Sylvan


    Large
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    Large Elemental (Earth)
    HD 12d8+120 (162 HP)
    Speed 20 ft. (4 squares), burrow 20 ft.
    Init: -1
    AC 20 ; touch 8; flat-footed 20
    (-1 size, -1 dex, +12 natural)
    BAB +9; Grp +13
    Attack Slam +16 melee (3d8+7)
    Full-Attack 2 Slam +16 melee (3d8+7)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Geokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Heavy, Earth Glide, Dark Vision 60 ft., Tremorsense 30 ft., Damage Reduction 15/Adamantine, DR 7/--
    Saves Fort +15, Ref +3, Will +10
    Abilities Str 25, Dex 8, Con 28, Int 14, Wis 18, Cha 10
    Skills Craft (Stoneworking) + 19, Knowledge (Architecture and Engineering) +17, Knowledge (Geography) +17, Search +17
    Feats Awesome Blow, Improved Bull Rush, Improved Toughness, Iron Will, Power Attack, Improved Toughness [B], Improved Sunder [B]
    Environment The elemental plane of earth
    Organization Solitary, pair (2), geode (3-6) or cluster (3-6 and 3-6 small earth elementals)
    Challenge Rating 10
    Treasure When summoned or called: none, when home: double gems, standard art, standard coins, standard goods
    Alignment Lawful neutral
    Languages: Terran, Giant, Sylvan


    Huge
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    Huge Elemental (Earth)
    HD 24d8+408 (516 HP)
    Speed 30 ft. (4 squares), burrow 30 ft.
    Init: +0
    AC 23; touch 8; flat-footed 23
    (-2 size, +15 natural)
    BAB +18; Grp +26
    Attack Slam +29 melee (4d8+11)
    Full-Attack 2 Slams +29 melee (3d8+7)
    Space 15 ft.; Reach 15 ft.
    Special Attacks Geokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Heavy, Earth Glide, Dark Vision 60 ft., Tremorsense 30 ft., Damage Reduction 20/Adamantine, DR 10/--
    Saves Fort +28, Ref +8, Will +21
    Abilities Str 33, Dex 10, Con 38, Int 16, Wis 21, Cha 12
    Skills Appraise +30, Craft (Stoneworking) + 32, Knowledge (Architecture and Engineering) +30, Knowledge (Geography) +30, Search +17
    Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Toughness, Iron Will, Power Attack, Improved Toughness [B], Improved Sunder [B]
    Environment The elemental plane of earth
    Organization Solitary, pair (2), geode (3-6), cluster (3-6 and 3-6 small earth elementals) or vein (1-6 plus 5-10 large earth elementals, 5-10 medium earth elementals and 4-24 small earth elementals)
    Challenge Rating 14
    Treasure When summoned or called: none, when home: double gems, standard art, standard coins, standard goods
    Alignment Lawful neutral
    Languages: Terran, Dwarven, Sylvan, Giant


    Geokinesis(sp):
    An earth elemental has several abilities that help it control earth, giving it a list of spell like abilities, depending on size:

    Small: Stone Shape 1/day
    Medium: Stone Shape at will
    Large: Stone Shape at will, Stone tell 1/day
    Huge: Stone Shape at will, Stone tell 3/day, Earthquake 1/day

    Aura (Su):
    Around an earth elemental, all things become sluggish and heavy.

    Small earth elementals are surrounded by a 10 ft. radius area of heavy gravity. In addition, all creatures within that area have their land speeds reduced by 5ft., to a minimum of 5 ft. Flying creatures have their maneuverability reduced by one step and their fly speed by 10 ft., to a minimum of 0 ft. If a creature would have its maneuverability reduced to below clumsy, or its fly speed to 0, it loses the ability to fly.

    Medium earth elementals are surrounded by a 20 ft. radius area of heavy gravity. In addition, all creatures within that area have their land speeds reduced by 10 ft., to a minimum of 5 ft. Flying creatures have their maneuverability reduced by one step and their fly speed by 20 ft., to a minimum of 0 ft. If a creature would have its maneuverability reduced to below clumsy, or its fly speed to 0, it loses the ability to fly.

    Large earth elementals are surrounded by a 40 ft. radius area of heavy gravity, though all skill check penalties are doubled. In addition, all creatures within that area have their land speeds reduced by 15 ft., to a minimum of 5 ft. Flying creatures have their maneuverability reduced by two steps and their fly speed by 30 ft., to a minimum of 0 ft. If a creature would have its maneuverability reduced to below clumsy, or its fly speed to 0, it loses the ability to fly.

    Huge earth elementals are surrounded by a 40 ft. radius area of heavy gravity, though all skill check penalties are trippled and all ranged weapons have their range reduced to one quarter. In addition, all creatures within that area have their land speeds reduced by 20 ft., to a minimum of 5 ft. Flying creatures have their maneuverability reduced by two steps and their fly speed by 40 ft., to a minimum of 0 ft. If a creature would have its maneuverability reduced to below clumsy, or its fly speed to 0, it loses the ability to fly.

    Immunities (ex):
    Earth elementals take half damage from fire and electricity attacks, and quarter damage from cold attacks.

    Heavy (ex)
    Earth elementals are incredibly dense and heavy. This has several negative and positive effects: earth elementals can never swim in water or similarly dense liquids, as they always immediately sink to the bottom, and they can never gain a fly speed, though they may jump as normal. They can never be physically moved against their will in any way, including by bull rushing, martial maneuvers or high winds. The only thing able to move them against their will are Conjuration (teleportation, summoning or calling) effects.

    Earth glide (ex)
    An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental stuns the creature for 1 round unless it succeeds on a DC 15 Fortitude save, but does not move it.

    Advancement: Earth elementals either advance by HD until they increase in size and become a higher tier of elemental, or they take class levels. As they like quiet introspection and meditation, many become divine casters with a nature focus. Those that train in fighting often become monks or swordsages.


    Template: Lodestone Elemental

    Lodestone elementals are a rare occurance, earth elementals born from stone naturally infused with the quasielement of lightning. If earth goes to war against air, they serve as countermeasures against lightning quasimentals allied with air.
    Unlike other, grey and brown earth elementals, lodestone elementals contain varying amounts of glossy black magnetite, which enables them to defend themselves against lightning-based attacks.

    Lodestone elemental is an inherited template that can be added to any elemental with the earth subtype.

    The elemental gains the following:

    Special Qualities:

    Lodestone elementals are immune to electricity damage.

    Charged (sp): Lodestone elementals generate a strong magnetic field. This has two effects:
    Any creature striking them with a metal weapon must immediately make a strength check opposed by the lodestone elemental's constitution check or lose their weapon as it sticks to the creature. To remove a stuck weapon requires another strength check, or killing the elemental.
    Second, all area or ranged spells or effects that deal electricity damage that pass within 30 feet of a lodestone elemental are re-directed to target the lodestone elemental, and only the lodestone elemental. Area attacks deal their effect to the elemental, but do not affect anything else.

    Lodestone (su): Lodestone can always tell north, as if by a Know Direction spell.

    CHallenge rating: +1
    Last edited by Eldan; 2013-01-05 at 02:13 PM.
    "Après la vie - le mort, après le mort, la vie de noveau.
    Après le monde - le gris; après le gris - le monde de nouveau.
    "

  4. - Top - End - #4
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    Default Re: Elementals [3.5, PEACH]

    Fire Elemental

    Fire elementals are choleric in temperament. They are charismatic, witty and passionate in all things they do, but also domineering and prone to senseless outbursts of fury or depression when things do not go their way. They constantly try to gain dominance over others, making stong leaders but terrible followers.
    Most of all elementals, they have an endless hatred for all "wrong" elements and are constantly driven to destruction.

    Small
    Spoiler
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    Small Elemental (Fire)
    HD 3d8 (13 HP)
    Speed 40 ft. (8squares), fly 20 ft. (poor)
    Init: +6
    AC 16; touch 13; flat-footed 14
    (+1 size, +2 dex, +3 natural)
    BAB +2; Grp -2
    Attack Slam +5 melee (1d4+2+1d6 fire)
    Full-Attack Slam +5 melee (1d4+2+1d6 fire)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Pyrokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Dark Vision 60 ft.
    Saves Fort +1 Ref +5 Will +0
    Abilities Str 15, Dex 14, Con 10, Int 10, Wis 8, Cha 12
    Skills Bluff +3, Diplomacy +7, Intimidate +9* (*Fire elementals have a +4 racial bonus to intimidate checks)
    Feats Power Attack, Reckless Offence, Improved Initiative [B], Persuasive [B]
    Environment The elemental plane of fire
    Organization Solitary, pair (2) or flicker (3-6)
    Challenge Rating 4
    Treasure When summoned or called: none, when home: standard gems, standard art, double coins, double goods
    Alignment Neutral
    Languages: Ignan


    Medium
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    Medium Elemental (Fire)
    HD 6d8+12 (39 HP)
    Speed 50 ft. (10 squares), fly 25 ft. (poor)
    Init: +8
    AC 19; touch 14; flat-footed 15
    (+4 dex, +5 natural)
    BAB +4; Grp +8
    Attack Slam +9 melee (1d6+4+2d6 fire)
    Full-Attack Slam +9 melee (1d6+4+2d6 fire)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Pyrokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Dark Vision 60 ft.
    Saves Fort +4 Ref +12 Will +3
    Abilities Str 19, Dex 18, Con 14, Int 12, Wis 8, Cha 14
    Skills Bluff +11, Diplomacy +13, Intimidate +19* (*Fire elementals have a +4 racial bonus to intimidate checks)
    Feats Iron Will, Power Attack, Reckless Offence, Improved Initiative [B], Persuasive [B]
    Environment The elemental plane of fire
    Organization Solitary, pair (2) or flicker (3-6)
    Challenge Rating 7
    Treasure When summoned or called: none, when home: standard gems, standard art, double coins, double goods
    Alignment Neutral
    Languages: Ignan, Sylvan


    Large
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    Large Elemental (Fire)
    HD 12d8+72 (126 HP)
    Speed 60 ft. (10 squares), fly 30 ft. (average)
    Init: +9
    AC 22; touch 14; flat-footed 17
    (+5 dex, +8 natural, -1 size)
    BAB +9; Grp +19
    Attack Slam +15 melee (2d6+6+3d10 fire)
    Full-Attack 2 Slams +15 melee (2d6+6+3d10 fire)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Pyrokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Dark Vision 60 ft.
    Saves Fort +8, Ref +13 Will +6
    Abilities Str 23, Dex 20, Con 18, Int 16, Wis 10, Cha 16
    Skills Bluff +17, Diplomacy +20, Intimidate +30* (*Fire elementals have a +4 racial bonus to intimidate checks), Perform: Oratory +18, Spot +15
    Feats Blind-fight, Combat Reflexes, Iron Will, Power Attack, Reckless Offence, Improved Initiative [B], Persuasive [B]
    Environment The elemental plane of fire
    Organization Solitary, pair (2), flicker (3-6) or blaze (3-6 and 3-6 small fire elementals)
    Challenge Rating 10
    Treasure When summoned or called: none, when home: standard gems, standard art, double coins, double goods
    Alignment Neutral
    Languages: Common, Giant, Ignan, Sylvan


    Huge
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    Huge Elemental (Fire)
    HD 24d8+120 (HP 228)
    Speed 70 ft. (10 squares), fly 40 ft. (average)
    Init: +9
    AC 27; touch 16; flat-footed 19
    (+8 dex, +11 natural, -2 size)
    BAB +18; Grp +34
    Attack Slam +15 melee (2d6+6+20d6 fire)
    Full-Attack 2 Slams +15 melee (2d8+8+20d6 fire)
    Space 15 ft.; Reach 15 ft.
    Special Attacks Pyrokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Dark Vision 60 ft.
    Saves Fort +15, Ref +24, Will +11
    Abilities Str 27, Dex 26, Con 20, Int 18, Wis 13, Cha 18
    Skills Bluff +33, Diplomacy +35, Intimidate +45* (*Fire elementals have a +4 racial bonus to intimidate checks), Perform: Oratory +31, Spot +28, Sense Motive +28
    Feats Blind-fight, Combat Reflexes, Expeditious Dodge, Iron Will, Lightning Reflexes, Mobility, Power Attack, Reckless Offence, Spring Attack Improved Initiative [B], Persuasive [B]
    Environment The elemental plane of fire
    Organization Solitary, pair (2), flicker (3-6), blaze (3-6 and 3-6 small fire elementals) or conflagration (1-6 plus 5-10 large fire elementals, 5-10 medium fire elementals and 4-24 small fire elementals)
    Challenge Rating 14
    Treasure When summoned or called: none, when home: standard gems, standard art, double coins, double goods
    Alignment Neutral
    Languages: Common, Giant, Ignan, Sylvan, Planar Trade (Common)


    Pyrokinesis (sp): A fire elemental has the following spell-like abilities, depending on size:

    Small: Flaming Sphere 1/day
    Medium: Flaming Sphere at will
    Large: Flaming sphere at will, Fireball 3/day
    Huge: Flaming sphere at will, Fireball 6/day, Incendiary Cloud 1/day

    Aura: Fire elementals are surrounded by burning heat. The range and power depend on the elemental's size:

    A small fire elemental is surrounded by a five foot radius of bright illumination and fire that deals 1 fire damage per round to everything in the area (about the heat of a lit torch). Creatures or objects touching the elemental, or struck by it take 1d4 points of fire damage and must make a reflex save (DC 11, constitution based) or catch on fire for 1d4 rounds. A burning creature can take a move action to put out the flame.

    A medium fire elemental is surrounded by a 10 foot radius of bright illumination and fire that deals 1d6 damage per round (about the heat of a campfire or burning building). Creatures or objects touching the elemental, or struck by it take 2d6 points of fire damage and must make a reflex save (DC X, constitution based) or catch on fire for 1d4 rounds. A burning creature can take a move action to put out the flame.

    A large fire elemental is surrounded by a 20 foot radius of fire that deals 2d6 damage per round. Creatures or objects touching the elemental, or struck by it take 3d10 points of fire damage and must make a reflex save (DC X, constitution based) or catch on fire for 1d4 rounds. A burning creature can take a move action to put out the flame. The elemental additionally produces blindingly bright light. All creatures looking directly at it must make a fortitude save (DC X, constitution based) or be blinded for one round.

    A huge fire elemental is surrounded by a 40 foot radius of fire that deals 3d10 damage per round (the ambient heat of the plane of fire). Creatures or objects touching the elemental, or struck by it take 20d6 points of fire damage (as full immersion in magma) and must make a reflex save (DC X, constitution based) or catch on fire for 1d4 rounds. A burning creature can take a move action to put out the flame. The elemental additionally produces blindingly bright light. All creatures looking directly at it must make a fortitude save (DC X, constitution based) or be blinded for 1d4 rounds.

    Advancement: Those fire elementals that take class levels often take classes that either enhance their leadership abilities, such as marshal or warblade of the white raven discipline, classes that give them charisma-based spellcasting, such as sorcerer, or both, such as bard.
    Last edited by Eldan; 2013-01-05 at 07:30 AM.
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    Default Re: Elementals [3.5, PEACH]

    Water Elemental

    Water elementals are phlegmatic in talent. Calm and collected, with a tendency towards apathy and laziness, but also kindness and acceptance. While sometimes passive and relaxed, they are also very curious and observant.
    Though they do not like travelling to foreign places or leaving their homes, water elementals are very studious and love to hear facts and stories of other places. Many tend towards scholarly studies, not in the meditative way of earth elementals, but systematic and scientific in their methods.

    Small
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    Small Elemental (water)
    HD 3d8+6 (19 HP)
    Speed 20 ft. (4 squares), swim 60 ft.
    Init: +
    AC 17; touch 12; flat-footed 16
    (+1 size, +1 dex, +5 natural)
    BAB +2; Grp -1
    Attack Slam +3 melee (1d6+1)
    Full-Attack Slam +3 melee (1d6+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Hydrokinesis
    Special Qualities Enrage, Absorption, Aura, Immunities, Dark Vision 60 ft., Seep, Waterborn
    Saves Fort +3, Ref +4, Will +1
    Abilities Str 12, Dex 13, Con 14, Int 12, Wis 10, Cha 8
    Skills Hide +1 (water elementals have a +8 racial bonus to hide checks in water), Knowledge (Arcane) +7, Knowledge (The Planes) +7, Search +7
    Feats Power Attack [B], Swim-by Attack [B, Stormwrack]
    Environment The elemental plane of water
    Organization Solitary, pair (2) or ripple (3-6)
    Challenge Rating 4
    Treasure When summoned or called: none, when home: double gems, standard art, no coins, normal goods
    Alignment Neutral
    Languages: Aquan


    Aura (Su): Water elementals are surrounded by driving rain and choppy water around them. The range and power of that aura depend on the elemental's size:

    Small water elementals are surrounded by a 10 ft. aura of rain and choppy water. This reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks and ranged attack rolls.
    If the elemental is on land, everything for five ft. around it is considered difficult terrain, due to waist-high, choppy water.
    If the elemental is in water, all water within the aura becomes rough, unless it is already stormy, increasing all swim DCs by 5.

    Hydrokinesis (sp): A water elemental has the following spell-like abilities, depending on size:

    Small: Pressure sphere (stormwrack) 1/day
    Medium: Pressure sphere (stormwrack) at will
    Large: Pressure sphere (stormwrack) at will, control water 1/day
    Huge: Pressure sphere (stormwrack) at will, control water 3/day, Depthsurge (stormwrack) 1/day

    Immunities (ex): Water elementals take half damage from fire, acid and cold. However, taking more than 1/4 their maximum hit points in fire or cold damage in a single round dazes them until the end of their next round, as parts of them are evaporated or frozen.

    Seep (ex): Being liquid, water elementals can fit through incredibly tight spaces. They can move through any barrier that is not entirely water tight at a speed of five feet as a full-round action.

    Waterborn (ex): Water elementals take no penalties to their attacks for being underwater, and their attacks deal full damage underwater.
    Last edited by Eldan; 2013-01-05 at 02:11 PM.
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    Default Re: Elementals [3.5, PEACH]

    Looks interesting...

    I can kinda see them staking out territory, and perhaps...

    Invading to "fix" other planes?
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    Default Re: Elementals [3.5, PEACH]

    Given that at least Fire elementals will have an aura that sets things on fire? Yes, yes they will.
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    Default Re: Elementals [3.5, PEACH]

    Small air elemental up. Bumped it's CR, but I'm really not sure how far it should go. Especially once I add the stronger ones.
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    Default Re: Elementals [3.5, PEACH]

    Watching intently. I, too, have always had a problem with elementals. I like using Mephits and other "corrupt" elementals for exactly this reason. Very interested in seeing how you work the others.
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    Default Re: Elementals [3.5, PEACH]

    Added a rather important special ability to the Air elemental, which I originally forgot: Gaseous.
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    Default Re: Elementals [3.5, PEACH]

    I like this. I agree that elementals as written aren't really as interesting as they ought to be.

    As a minor nitpick though, it kinda threw me when you spoke of atomic elementals in a setting type that you wouldn't expect to know the term 'atomic'.
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    Default Re: Elementals [3.5, PEACH]

    The word Atom has been around for more htan two thousand years. I'm going by Greek philosophy here (I would anyway, with four elements). The atom is the smallest possible particle of matter, of which everything is composed. It has little to do with modern-ish ideas of matter.
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    Default Re: Elementals [3.5, PEACH]

    Quote Originally Posted by Eldan View Post
    The word Atom has been around for more htan two thousand years. I'm going by Greek philosophy here (I would anyway, with four elements). The atom is the smallest possible particle of matter, of which everything is composed. It has little to do with modern-ish ideas of matter.
    Well, it sort of does, and sort of doesn't. Atomoi means roughly "indivisible", and obviously modern theory does not consider atoms indivisible, except within a particular set of circumstances. However, modern atomic theory was somewhat inspired by Greek philosophy when it started.

    Anyway, that said, keep up the good work!
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    Default Re: Elementals [3.5, PEACH]

    Which is why I said that they aren't modern atoms, but Greek atoms. Small particles that can not be further divided.
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    Default Re: Elementals [3.5, PEACH]

    What I like best so far is the improvements they get when in contact with their element, and the enrage effect when they are not. It creates good potential for a variety of encounters.

    The only criticism I have is that it seems like you should be able to overcome the wind from an air elemental with a Strength check rather than a fortitude save, since it's not really harming you, just pushing you away.


    Also, this is kind of off topic, but I've always thought of elementals as sort-of chaotic in any event. Pretty much all raw emotion and instinct. Their lawful counterparts are constructs, and the two groups have sort of a similar relationship to Good/Evil outsiders (i.e. they hate each other, so much as they are capable of hate).
    I just figured I'd mention it since the Enrage ability seemed like the perfect extension of that.
    Last edited by Deepbluediver; 2012-12-16 at 12:03 AM.
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    Quote Originally Posted by Deepbluediver View Post
    The only criticism I have is that it seems like you should be able to overcome the wind from an air elemental with a Strength check rather than a fortitude save, since it's not really harming you, just pushing you away.
    I think he's going by analogy with gust of wind, which has a Fort save.
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    Default Re: Elementals [3.5, PEACH]

    Actually, the weather effects in the DMG/SRD all do that. For some reason, resisting wind is always a fortitude save, even if I agree that strength seems to make more sense. Perhaps the constitution is thought to represent bulk and mass, or something. Not my decision, really, just following the convention.

    Does anyone have an idea of challenge ratings? I'm putting semi-random numbers here.
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    Default Re: Elementals [3.5, PEACH]

    Quote Originally Posted by Eldan View Post
    Actually, the weather effects in the DMG/SRD all do that. For some reason, resisting wind is always a fortitude save, even if I agree that strength seems to make more sense. Perhaps the constitution is thought to represent bulk and mass, or something. Not my decision, really, just following the convention.

    Does anyone have an idea of challenge ratings? I'm putting semi-random numbers here.
    Hm, using Tribble's method (at the end of the creature section here), I get CRs of...5 (4.6) for small, 7 (6.6) for medium and 10 (9.8) for large. Take from that what you will.

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    Default Re: Elementals [3.5, PEACH]

    Quote Originally Posted by Eldan View Post
    Actually, the weather effects in the DMG/SRD all do that. For some reason, resisting wind is always a fortitude save, even if I agree that strength seems to make more sense. Perhaps the constitution is thought to represent bulk and mass, or something. Not my decision, really, just following the convention.
    Since you are homebrewing anyway, I'd prefer you went with what made more sense. If a character is getting zapped with lightning or pelted with sleet I could understand the fortitude part, but if it's purely wind it's not really harming them in any way, unless it's strong enough to buffet you about (or throw objects at you, but that's still not really a fortitude save).

    In situations like these I generally put down 2 options, and let people take whatever they want, since lots of groups differ in how closely they keep to the RAW. Just something to consider.

    Quote Originally Posted by Volthawk View Post
    Hm, using Tribble's method (at the end of the creature section here), I get CRs of...5 (4.6) for small, 7 (6.6) for medium and 10 (9.8) for large. Take from that what you will.
    A CR of 5 seems a little high for a creature with only 13 HP (or it's HP is a little low if everything else checks out alright).
    The other two seem fairly appropriate. I'm sure the encounter difficulty could vary widely depending on whether the elementals are normal, or empowered, or enraged and not thinking clearly.
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    Default Re: Elementals [3.5, PEACH]

    Yay, someone else had the idea of elementals being empowered by their own element and is statting them up so I don't have to! I'll be following this with interest.

    Quote Originally Posted by Winds View Post
    As a minor nitpick though, it kinda threw me when you spoke of atomic elementals in a setting type that you wouldn't expect to know the term 'atomic'.
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    Default Re: Elementals [3.5, PEACH]

    I hoped someone would post that

    And if anyone has any suggestions, I'd be very happy. I stlil don't have a good idea for water and earth auras.

    Water: rain? Knee-deep flooding that turns things into difficult terrain?
    Earth: slowing people down? Making flying more difficult? Making things heavier?

    That's it for Air elementals, then. I'll probably do fire next, they are easiest.
    Last edited by Eldan; 2012-12-17 at 10:00 AM.
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    Default Re: Elementals [3.5, PEACH]

    Quote Originally Posted by Eldan View Post
    And if anyone has any suggestions, I'd be very happy. I stlil don't have a good idea for water and earth auras.

    Water: rain? Knee-deep flooding that turns things into difficult terrain?
    Earth: slowing people down? Making flying more difficult? Making things heavier?
    Hmmm... how about you start with a Fog-cloud for a small water elemental (i.e. water in the air), which might also dampen any spell with the fire descriptor. If the concentration of water vapor get's high enough, it might even make breathing difficult. (maybe that's getting too complicated, I'm just brainstorming)

    For earth, I definitely like the idea of making it harder or impossible to fly, maybe even giving a penalty to jump checks. Instead of just being heavier, maybe everything within range becomes more solid or starts to slow down? Again, just throwing out ideas there.
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    Default Re: Elementals [3.5, PEACH]

    The problem is that fog sounds more like air to me than water. And I was thinking of perhaps moving on to the para- and quasielementals one day, so I'd have fog for steam elementals.
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    Default Re: Elementals [3.5, PEACH]

    I'd actually second the fog idea for water elementals. If you do end up doing steam elementals, their aura can obscure vision less (you can see a bit further through it), but also deal fire damage, because steam is hot! But also, I think water elementals should have a variable aura: they sort of "disperse" when they're exposed to air, creating a small bank of fog (less radius than that of other elementals), but when in the water, their aura is much wider, and creates turbulance and a strong current, acting a lot like an air elemental's wind aura. Or maybe in the water it does both, creating froth that obscures vision, and currents that make it hard to swim through.

    As for earth elementals, an aura of heaviness/slowness. It makes it harder to fly or even jump, and it slows down creatures in the area. Basically what other people have already said.

    Just my 2 cp; I really like this idea! I'll be using it myself, for sure!


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    Default Re: Elementals [3.5, PEACH]

    And the Earth elemental is up.
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    Default Re: Elementals [3.5, PEACH]

    How does Heavy interact with casting Move Earth on a patch of earth where an Earth Elemental is?

    And why don't you just have the Aura, if it would lower a flyer's maneuverability or speed below Clumsy/0' respectively, just remove their ability to fly?
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    Default Re: Elementals [3.5, PEACH]

    Hm.
    That is implied, really. Fly speed 0, no fly speed. But I'll add it.
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    Default Re: Elementals [3.5, PEACH]

    The reason I asked about the whole Heavy-Move Earth thing is that Move Earth moves them against their will, which Heavy makes them immune to...

    So, yeah, thought I might bring that to your intention, in case that's a typo or something.
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    Default Re: Elementals [3.5, PEACH]

    Hm. I might have to change the wording. The implication, really, is that nothing other than Conjuration effects can move them, unless they want to. I forgot the Move Earth part in Earth Glide.

    Edit: there. Changed Earthglide and Heavy.
    Last edited by Eldan; 2012-12-22 at 01:11 PM.
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    Default Re: Elementals [3.5, PEACH]

    Four relatively minor suggestions:
    1. Bonus feats should probably be denoted with [sup]B[/sup] for a tidy superscript
    2. Larger earth elemental groups could be called "veins" or something similar
    3. As written, Heavy is annoyingly ambiguous about whether Conjuration (summoning) and (calling) work: they should, of course, but the specificity could confuse
    4. Is stone tale the same as stone tell? If so, I'd suggest using the idiomatic English name here
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

    Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity

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