New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 3 123 LastLast
Results 1 to 30 of 62
  1. - Top - End - #1
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default [3.5]: The Periodic Table of Elementals (again)

    This project is to make a series of 'chemical' elementals to augment or replace the traditional four. Currently I have no plans to include any element after Polonium except Radon, Radium, Thorium, Uranium, and Plutonium, but that still leaves 89 elements to work with.

    Each elemental will come in exactly one size. This is to make it easier to maintain both balance and variety. These elementals are designed to appear only as summoned creatures (which disappear upon expiration); OP takes no responsibility for the consequences of giving your players a ten-ton Gold Elemental corpse.


    Sorry about the messy/sparse OP; I need to clean it up soon. For now, I suggest newcomers start at the end of the thread and skim upwards to find my most recent post.


    Original OP:
    Spoiler
    Show
    Foreword, of the tome Chemistry Periodica:

    In many institutes of learning and the sciences, apprentices are encouraged to explore new ideas and defy conventional thinking. But the expectation is usually for the students' fancies to come to naught, that they will come to realize the wisdom of their precursors and gain some small measure of humility. Yet the magisters often forget the lessons they learned when they themselves were the learners; and their arrogance necessarily transfers to their apprentices.

    Therefore I leave behind this record, among others, as a warning of the great hubris an un- or poorly-mentored prodigal young mind can develop... And in the hopes that someday, man will be ready for the knowledge of the Periodical Elements.....




    Ok, so I suppose I could technically resurrect this thread, but that was over a year (and a college-level chem course) ago, and was really off-tangent.

    Anyways, now I'm getting a bit more serious about this. I want to not only create full and unique stat lists for every element of which the physical (macroscopic) properties are known, but also supply a bit of background and story behind them, perhaps even make a module.

    However, I won't be going that far by myself... While I enjoy creative narrative work (when I feel inspired, like now) I have neither the experience nor the inclination to "work the system", if that's the right term... So, I'd very much like it if anyone wants to help with that, especially with balancing the stats (and proofreading!).



    So, before I get into it, I've set up a few fundamental design decisions:
    1. Every Elemental will come in exactly one size. There are more than enough as it is; this way will also help scale power easier.
    2. Elementals will be sorted out into tiers, corresponding to different levels of Summon Monster or Summon Nature's Ally.
    3. I'm not doing anything with Z>=100. The properties of the synthetic elements are just too unknown, and that would be too many anyways.
    4. Einsteinium is reserved for an Epic-Level summon... So that leaves just 98 (of which only 84 are "primordial").
    5. Elementals' power will primarily be determined by relative physical properties, and not necessarily their atomic number, mass, or radius.
    6. Alkalines and Halogens will deal Reduction and Oxidation damage, not acid damage.



    Also, a few things which I've realized that previous threads have missed:
    • While the majority of elements are listed as "solid", Elementals aren't necessarily at STP. Gallium, for instance, will melt below body temperature... And both Astatine and Francium generate so much heat through decay that they'll immediately vaporize.
    • NOTHING can stop Fluorine. Metals oxidize, WATER BURNS, glass is eaten away. Anything even remotely flammable will spontaneously combust when exposed to concentrated Fluorine. A Fluorine Elemental would look a lot like a raging ball of fire.
    • The transparent gasses can easily be made visible by having them glow as if in a gas discharge tube.



    So, um, I guess I'm rambling aren't I? Well then, here's my first attempt at making some elementals:

    Hydrogen:
    Spoiler
    Show
    {table]Hydrogen Elemental|Tiny Elemental (Chemical Element, Extraplanar)
    Hit Dice:|1d8 (4 hp)
    Initiative:| +7
    Speed:|Fly 100 ft. (perfect) (20 squares)
    Armor Class:| 18 (+2 size, +3 Dex, +3 Natural), touch 15, flat-footed 15
    Base Attack/Grapple:|+1/-7
    Attack:|Slam +5 melee (1d3)
    Full-Attack:|Slam +5 melee (1d3)
    Space/Reach:| 2½ft/0ft
    Special Attacks:|Hydrogen Mastery
    Special Qualities:| Darkvision 60 ft., elemental traits, Luminescence, immunity to acid, vulnerability to fire, vulnerability to oxidation, vulnerability to reduction.
    Saves:|Fort +0, Ref +6, Will +0
    Abilities:|Str 6, Dex 17, Con 10, Int 4, Wis 11, Cha 11
    Skills:| Listen +2, Spot +2
    Feats:| Flyby Attack, Improved Initiative, Weapon Finesse
    Environment:|Elemental Plane of Water, Quasi-Elemental Plane of Vacuum.
    Organization:|Dihydrogen Monoxide, Diatomic Hydrogen.
    Challenge Rating:| ½
    Treasure:|Up to a gallon of clean water if combusted, and a method of collecting and condensing the steam is achieved.
    Alignment:| Neutral
    Advancement:| -
    [/table]

    Appearence:
    Violet/Purple ionic gas with crackling hot-pink "lightning".
    http://images-of-elements.com/hydrogen.jpg
    http://upload.wikimedia.org/wikipedi...harge_tube.jpg


    Combat:

    Hydrogen Mastery (Ex):
    Hydrogen Elemental gets +1 to-hit and +1 damage against enemies consisting of a significant portion of Hydrogen. (Water, and pretty much all life.)

    Luminescence (Ex):
    The Hydrogen Elemental glows faintly with magically-induced luminescence. The light is not enough to see by, but allows enemies to make a spot check to locate the Hydrogen Elemental even in complete (non-magical) darkness.

    Helium:
    Spoiler
    Show
    {table]Helium Elemental|Tiny Elemental (Chemical Element, Noble Gas, Extraplanar)


    Hit Dice:|1d8 (4 hp)

    Initiative:| +7


    Speed:|Fly 100 ft. (perfect) (20 squares)


    Armor Class:| 18 (+2 size, +3 Dex, +3 Natural), touch 15, flat-footed 15


    Base Attack/Grapple:|+1/-7

    Attack:|Slam +5 melee (1d3)

    Full-Attack:|Slam +5 melee (1d3)

    Space/Reach:| 2½ft/0ft


    Special Attacks:|Helium Mastery

    Special Qualities:| Darkvision 60 ft., elemental traits, Luminescence, immunity to acid, immunity to oxidation, immunity to reduction.

    Saves:|Fort +0, Ref +6, Will +0

    Abilities:|Str 6, Dex 17, Con 10, Int 8, Wis 11, Cha 11


    Skills:| Listen +2, Spot +2

    Feats:| Flyby Attack, Improved Initiative, Weapon Finesse

    Environment:| Quasi-Elemental Plane of Vacuum.

    Organization:| Atomic Helium.

    Challenge Rating:| ½

    Treasure:|None.

    Alignment:| Neutral


    Advancement:| 2 HD (Tiny)

    [/table]

    Appearence:
    Violet-pink ionic gas with crackling red-orange "lightning".
    http://images-of-elements.com/helium.jpg
    http://upload.wikimedia.org/wikipedi...harge_tube.jpg


    Combat:

    Helium Mastery (Ex):
    If supplied an airtight bag, the Helium Elemental can form a balloon that will lift up to 120 lbs. of weight. The Helium Elemental can be ordered to follow the commands of a creature it is lifting, providing that creature with Fly 20 ft. (good) (4 squares). Multiple Helium Elementals may work together to lift loads more than 120 lbs. A creature being lifted this way is considered flat-footed. (The bag need not be closed on the bottom, but must be airtight on the top. If the bag has a tiny hole in it, the lifting capacity is reduced to 60 lbs.)

    Luminescence (Ex):
    The Helium Elemental glows faintly with magically-induced luminescence. The light is not enough to see by, but allows enemies to make a spot check to locate the Helium Elemental even in complete (non-magical) darkness.


    What I was trying to do here was make some weak elementals that could be included in Summon Monster I or II. The Helium Elemental has more health and HD and fewer weaknesses, but the Hydrogen Elemental's Hydrogen Mastery bonus is applicable in almost every combat situation. And +1 damage is very significant when you're normally dealing only 1d3.

    Or at least I think so; but I'd like someone more experienced to verify kindly.
    Last edited by Geordnet; 2013-03-12 at 03:27 PM.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  2. - Top - End - #2
    Barbarian in the Playground
     
    Frathe's Avatar

    Join Date
    Dec 2012

    Default Re: The Periodic Table of Elementals (again)

    This seems like a really big project to tackle. 98 elements instead of 4. Wow.

    I suspect I see a... trend in their healths. Hydrogen should have 6 hp, though; you truncate, not round.

  3. - Top - End - #3
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by Frathe View Post
    This seems like a really big project to tackle. 98 elements instead of 4. Wow.
    Yeah, it's big. I wouldn't be starting it if I didn't have at least a rough idea of what I'm going to do for most of them, though.

    I suspect I see a... trend in their healths. Hydrogen should have 6 hp, though; you truncate, not round.
    Fixed. But actually, I don't intend to follow atomic number too much... For instance, Carbon Elementals are going to be huge while Selenium Elementals will be small.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by Geordnet View Post
    Yeah, it's big. I wouldn't be starting it if I didn't have at least a rough idea of what I'm going to do for most of them, though.


    Fixed. But actually, I don't intend to follow atomic number too much... For instance, Carbon Elementals are going to be huge while Selenium Elementals will be small.
    perhaps rarity should dictate power level? carbon being more common, more likely to reach massive size.

    naturally on the elemental plane of earth this rule is totally ignored.
    Last edited by LordErebus12; 2013-02-02 at 09:32 AM.
    Avatar by Gurgleflep

    Spoiler
    Show
    Belladonis Campaign Setting 3.5
    Casting as a Skill

    Learn from your mistakes, 3.5...
    Fill in those dead levels...

    Abrothia's Vision
    Spoiler
    Show


    Welcome to the World Serpent Inn!
    Spoiler
    Show

    - - - IC - - - OOC - - -


    Extended Signature (90% complete)

  5. - Top - End - #5
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by LordErebus12 View Post
    perhaps rarity should dictate power level? carbon being more common, more likely to reach massive size.

    naturally on the elemental plane of earth this rule is totally ignored.
    What about the elemental plane of carbon?

    No, I like this idea. Keep them coming.

  6. - Top - End - #6
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by LordErebus12 View Post
    perhaps rarity should dictate power level? carbon being more common, more likely to reach massive size.
    Rarity is one of the things I'm considering when ranking Elementals by power. If an element is neither particularly abundant, and lacks any exceptional properties, then it will be relegated to a lesser level. (For instance, Selenium.)

    Quote Originally Posted by LordErebus12 View Post
    naturally on the elemental plane of earth this rule is totally ignored.
    I'm going to stick hard and fast to the one element -> one size rule. There's already enough overlap between very similar elements as it is!

    Quote Originally Posted by Jormengand View Post
    What about the elemental plane of carbon?
    I'm primarily using Goldschmidt Classification to determine Elemental Plane of origin. Which would place Carbon on the Plane of Air.

    Quote Originally Posted by Jormengand View Post
    No, I like this idea. Keep them coming.
    Very well, then:

    The Nature of Elementals:
    Spoiler
    Show
    The four Classical Elements, and there corresponding Elementals, are well understood by most scholars. By alchemy, we know that they form all we see... But they are not the true fundamental substance of reality.

    The synthesis of the Classical Elements is merely a way of viewing and modeling the alchemical composition of matter. This is not an invalid model, either; however this is neither the only model nor the most accurate.

    The Classical Elementals are merely an embodiment of the mental constructs of alchemists... But whether the Elementals were formed by these concepts, or if these concepts developed due to the Elementals, is unknown. The Chemical Elementals represent the true nature of matter... And yet their form is given to them by man as well.

    Unlike Classical Elementals, Chemical Elementals do not naturally exist in humanoid form outside the bounds of summoning. Instead, they are dispersed throughout the fabric of existence, managing the reactions of the Chemical Element which is their domain. It is only when summoning spells, which are used to summoning humanoid-form Elementals, are used that they coalesce into such shapes.

    While intelligent, Chemical Elementals are always completely unbiased and neutral. This is in contrast to Classical Elementals, which have been, on occasion, reported to have taken positions of malevolence or benevolence. Which is quite fortunate for life in general, if you think about it: just imagine what chaos would occur if an Oxygen Elemental held a grudge against a Carbon Elemental, and refused to bond with it!



    EDIT:
    I've added a few links to images for the H and He Elementals. Also, I've made Helium Mastery into a far more useful skill. I plan to do the same with other Mastery skills in the future: putting all element-specific abilities under them.

    Also, I'd like for a veteran to assess them, and tell me if they'd fit better in Summon Monster I or II.
    Last edited by Geordnet; 2013-02-02 at 10:45 AM.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  7. - Top - End - #7
    Firbolg in the Playground
    Join Date
    Oct 2011
    Location
    Where i'm not, not.

    Default Re: The Periodic Table of Elementals (again)

    Elementals have d8 HD, so unless they have some special elemental type (which would be fine, though if it is, it should be included somewhere), HD should be switched to d8s.

    Why do they have +4 HP with a con of 10?

    Also, the Hydrogen Elemental shouldn't have 1 HD and a BAB of +2, Weapon Finesse should be a bonus feat, and it has one skill point left unspent. Much of the same goes for the Helium Elemental. Finally, they should have advancement of -, not the number of HD they currently possess.

  8. - Top - End - #8
    Firbolg in the Playground
    Join Date
    Mar 2011
    Location
    Australia

    Default Re: The Periodic Table of Elementals (again)

    This looks like fun. Keeping them all tiny size is good [people can upscale], however if any means of upscaling is included everyone will learn quick smart not to summonon Uranium Elementals. Speaking of which, how [if at all] are you going to handle isotopes? [Similarly with Allotropes, as a Carbon Elemental arranged as Diamond would be vastly different from one arranged in a buckyball fashion... Perhaps give some shapeshifting for major allotropes.]
    Spoiler: Quotes!
    Show

    Quote Originally Posted by Sun Hunter's Recruitment
    Quote Originally Posted by Sliver View Post
    Saying no to a Sun's Hunter is as close as it gets to an invitation to have your place destroyed by them)\
    Quote Originally Posted by Vedhin View Post
    In other words, be nice to the murderhobos so they don't murder you?
    Quote Originally Posted by JanusJones View Post
    The professional, well-funded, well-backed, card-carrying, licensed murderhobos, yes.
    Quote Originally Posted by Chilingsworth View Post
    Congrats, you made me laugh hard enough to draw my family's attention.


    Life is Hectic.

  9. - Top - End - #9
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by rweird View Post
    Elementals have d8 HD, so unless they have some special elemental type (which would be fine, though if it is, it should be included somewhere), HD should be switched to d8s.

    Why do they have +4 HP with a con of 10?

    Also, the Hydrogen Elemental shouldn't have 1 HD and a BAB of +2, Weapon Finesse should be a bonus feat, and it has one skill point left unspent. Much of the same goes for the Helium Elemental. Finally, they should have advancement of -, not the number of HD they currently possess.
    As I said, I don't have enough experience with the system to proofread my own work. I'm working more through inference than an actual understanding of the rules. Which is why I need help... I've fixed up as best I can, although I fear I've lost the original goal of the two: making something that could be summoned at a lower level. (Also, Helium Elementals are now significantly weaker than Hydrogen. I think. I'd like to fix that by making Hydrogen more fragile, but am unsure of what I should change first.)


    Quote Originally Posted by Erik Vale View Post
    This looks like fun. Keeping them all tiny size is good [people can upscale], however if any means of upscaling is included everyone will learn quick smart not to summonon Uranium Elementals. Speaking of which, how [if at all] are you going to handle isotopes?[Similarly with Allotropes, as a Carbon Elemental arranged as Diamond would be vastly different from one arranged in a buckyball fashion... Perhaps give some shapeshifting for major allotropes.]
    I'm only going to have these two be tiny, the rest will range from Small to Huge. Primordial elements will be formed of isotopes in the proportions they occur in nature. Which means Uranium Elementals won't be radioactive enough. (Even if there was going to be an Enriched Uranium Elemental, just making it bigger wouldn't be enough to induce fission.)

    Elements will be primarily formed of their most chemically stable allotrope- although not entirely. So, Carbon Elementals will appear as a large mass of amorphous carbon dust, with lumps of graphite and diamonds interspersed. If you want more flavor than that, you could say that it shifts the graphite in its body to intercept incoming blows, and pummels its enemies with a ruthless barrage of diamonds.

    Which reminds me... Does d20 modern (or better yet, something set in WWII) have stats on a White Phosphorus mortar round?
    Last edited by Geordnet; 2013-02-02 at 10:10 PM.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  10. - Top - End - #10
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    A few concepts I want to work out...



    Three new types of damage:

    Oxidation Damage:
    Oxidation is a special type of damage dealt by F, O, Cl, Br, I, S, and At Elementals. It represents the roles these elements play in acids and combustion. Oxidation damage dealt to creatures outside the Chemical Element subtype can be affected the following way:
    • Creatures with fire resistance can apply half of that resistance (rounded down) to Oxidation damage, to a limit of 25 points of oxidation resistance. (Creatures with immunity to fire can reduce oxidation damage by 25.)
    • Creatures with acid resistance can apply 80% (rounded down) of that resistance to oxidation damage, to a limit of 40 points of oxidation resistance. (Creatures with immunity to acid can reduce oxidation damage by 40.)
    • Creatures with resistance/immunity to both fire and acid only apply the one which reduces damage more.
    • Creatures with vulnerability to acid are also vulnerable to oxidation.


    Reduction Damage:
    Reduction is a special type of damage dealt by Cs, Fr, Rb, K, Ac, Ba, Ra, Li, and several Rare Earth Elementals. It represents the violent energy which is released when these elements oxidize. Reduction damage dealt to creatures outside the Chemical Element subtype can be increased the following way:
    • Creatures with a natural immunity to acid have vulnerability to reduction. (They take 50% more reduction damage.) This does not apply to an immunity to acid gained through magic, feats, class levels, etc. (except by DM fiat).
    • Creatures with the Water subtype have vulnerability to reduction. (They take 50% more reduction damage.)


    Radiation Damage:
    Note: I figure the best way to handle radiation is to make a separate damage type for it. Then I don't have to worry about the precise effects of it when I'm writing up each individual radioactive Elemental.

    I'm thinking of modeling this off of Rads in the Fallout series. Which is to say, Radiation damage will be tracked separately from normal or nonlethal damage. When Radiation damage passes a certain threshold, stat penalties will be applied.

    Radiation damage will only be curable by
    Restoration spells, and won't affect creatures of the Construct, Elemental, or Undead types.


    The knowledge to extend Resist Energy and Protection from Energy to these three new types will be part of the "Treasure" from the module, if the project manages to progress that far. Most important is Resist Radiation. (I'll try to balance the unstable elements by having them take damage from their own decay every round, though.)



    Amorphous Elementals:
    My vision of what the Elementals would look like includes some of them -specifically Carbon, Boron, Phosphorous, and Selenium- as large masses of amorphous powder and small crystals.

    I want to reflect this in the mechanics, but I'm at a loss at how to implement it fairly. All I've got right now is "Immune to Disintegrate".

    ...Maybe I could give them greater-than-usual DR, but allow Bludgeoning damage to bypass it?



    I'd like to make sure that these inclusions will be reasonable, because I have no idea if they would be or not.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  11. - Top - End - #11
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by Geordnet View Post
    A few concepts I want to work out...

    Radiation Damage:
    Note: I figure the best way to handle radiation is to make a separate damage type for it. Then I don't have to worry about the precise effects of it when I'm writing up each individual radioactive Elemental.

    I'm thinking of modeling this off of Rads in the Fallout series. Which is to say, Radiation damage will be tracked separately from normal or nonlethal damage. When Radiation damage passes a certain threshold, stat penalties will be applied.

    Radiation damage will only be curable by
    Restoration spells, and won't affect creatures of the Construct, Elemental, or Undead types.


    The knowledge to extend Resist Energy and Protection from Energy to these three new types will be part of the "Treasure" from the module, if the project manages to progress that far. Most important is Resist Radiation. (I'll try to balance the unstable elements by having them take damage from their own decay every round, though.)
    Ive always figured radiation damage would be like temporary con drain, until you get over 6 drain, then it starts adding actual damage.
    Avatar by Gurgleflep

    Spoiler
    Show
    Belladonis Campaign Setting 3.5
    Casting as a Skill

    Learn from your mistakes, 3.5...
    Fill in those dead levels...

    Abrothia's Vision
    Spoiler
    Show


    Welcome to the World Serpent Inn!
    Spoiler
    Show

    - - - IC - - - OOC - - -


    Extended Signature (90% complete)

  12. - Top - End - #12
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: The Periodic Table of Elementals (again)

    What do the Subtypes Noble Gas and Chemical Element mean in game terms? If they have no game mechanics associated with them, they aren't really necessary.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  13. - Top - End - #13
    Titan in the Playground
     
    TuggyNE's Avatar

    Join Date
    Jun 2011
    Gender
    Male

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by LordErebus12 View Post
    Ive always figured radiation damage would be like temporary con drain, until you get over 6 drain, then it starts adding actual damage.
    You mean Con damage?
    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

  14. - Top - End - #14
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Excerpt from the Chemistry Periodica:

    Chaoi Nobiles: (The "Noble Gasses")

    The so-called "Noble" Elementals are named such for their rarity, in more than one sense of the word. Less powerful than their more reactive near-siblings, the halogens and alkalies, these elementals are rarely summoned -save when one of those needs to be dealt with, where their non-reactive natures nullify the offensive power of the redox.

    Neon:
    Spoiler
    Show
    {table]Neon Elemental|Small Elemental (Chemical Element, Noble Gas, Extraplanar)


    Hit Dice:|2d8 (9 hp)

    Initiative:| +7


    Speed:|Fly 90 ft. (perfect) (18 squares)


    Armor Class:| 17 (+1 size, +3 Dex, +3 Natural), touch 14, flat-footed 14


    Base Attack/Grapple:|+1/-3

    Attack:|Slam +5 melee (1d4)

    Full-Attack:|Slam +5 melee (1d4)

    Space/Reach:| 5ft/5ft


    Special Attacks:|Neon Mastery

    Special Qualities:| Darkvision 60 ft., elemental traits, Luminescence, immunity to acid, immunity to fire, immunity to oxidation, immunity to reduction.

    Saves:|Fort +0, Ref +6, Will +0

    Abilities:|Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

    Skills:| Listen +2, Spot +3

    Feats:| Flyby Attack, Improved Initiative, Weapon Finesse

    Environment:| Quasi-Elemental Plane of Vacuum.

    Organization:| Atomic Neon

    Challenge Rating:|1

    Treasure:|None

    Alignment:| Neutral


    Advancement:|-

    [/table]

    Appearence:
    Golden and pink ionic gas with crackling neon(heh)-orange "lightning".
    http://images-of-elements.com/s/neon.jpg
    http://upload.wikimedia.org/wikipedi...harge_tube.jpg

    Combat:

    Neon Mastery (Ex):
    The Neon Elemental can, at will, act as a source of illumination. It can provide shadowy illumination at any radius up to 30 ft, but only provides clear illumination at one-third of that radius (rounded down to the nearest 5ft incriment). As this is mundane light, all magical darkness counteracts it.

    Luminescence (Ex):
    The Neon Elemental glows faintly with magically-induced luminescence. The light is not enough to see by, but allows enemies to make a spot check to locate the Neon Elemental even in complete (non-magical) darkness.


    Argon:
    Spoiler
    Show
    {table]Argon Elemental|Medium Elemental (Chemical Element, Noble Gas, Extraplanar)


    Hit Dice:|4d8+8 (26 hp)

    Initiative:| +9


    Speed:|Fly 80 ft. (perfect) (16 squares)


    Armor Class:|18 (+5 Dex, +3 natural), touch 15, flat-footed 13

    Base Attack/Grapple:|+3/+4

    Attack:|Slam +8 melee (1d6+1)

    Full-Attack:|Slam +8 melee (1d6+1)

    Space/Reach:| 5ft/5ft


    Special Attacks:|Argon Mastery

    Special Qualities:| Darkvision 60 ft., elemental traits, Luminescence, immunity to acid, immunity to fire, immunity to oxidation, immunity to reduction.

    Saves:|Fort +3, Ref +9, Will +1

    Abilities:|Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11

    Skills:| Listen +3, Spot +4

    Feats:|Dodge, Flyby Attack, Improved Initiative, Weapon Finesse

    Environment:| Elemental Plane of Air

    Organization:| Atomic Argon

    Challenge Rating:|3

    Treasure:|None

    Alignment:| Neutral


    Advancement:|-

    [/table]

    Appearence:
    Violet ionic gas with crackling bright violet "lightning".
    http://images-of-elements.com/argon.jpg
    http://upload.wikimedia.org/wikipedi...harge_tube.jpg

    Combat:

    Argon Mastery (Ex):
    Argon Elementals slowly regain health in the presence of atmospheric argon. At the start of each round, every Argon Elemental exposed to open air heals 1d3-1 hp.

    Luminescence (Ex):
    The Argon Elemental glows faintly with magically-induced luminescence. The light is not enough to see by, but allows enemies to make a spot check to locate the Argon Elemental even in complete (non-magical) darkness.


    Krypton:
    Spoiler
    Show
    {table]Krypton Elemental|Large Elemental (Chemical Element, Noble Gas, Extraplanar)


    Hit Dice:|8d8+24 (60 hp)

    Initiative:|+11


    Speed:|Fly 70 ft. (perfect) (14 squares)


    Armor Class:|20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13

    Base Attack/Grapple:|+6/+12

    Attack:|Slam +12 melee (2d6+2)

    Full-Attack:|Slam +12 melee (2d6+2)

    Space/Reach:| 10ft/10ft


    Special Attacks:|Krypton Mastery

    Special Qualities:|Damage reduction 5/-, Darkvision 60 ft., elemental traits, Luminescence, immunity to acid, immunity to fire, immunity to oxidation, immunity to reduction.

    Saves:|Fort +5, Ref +13, Will +2

    Abilities:|Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11

    Skills:| Listen +5, Spot +6

    Feats:|Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse

    Environment:|Elemental Plane of Air

    Organization:|Atomic Krypton

    Challenge Rating:|5

    Treasure:|None

    Alignment:| Neutral


    Advancement:|-
    [/table]

    Appearence:
    White ionic gas with crackling off-white "lightning".
    http://images-of-elements.com/krypton.jpg
    http://upload.wikimedia.org/wikipedi...harge_tube.jpg

    Combat:

    Krypton Mastery (Ex):
    Concentrated Krypton gas in non-toxic, but it can still cause hypoxia and narcosis. Creatures (that need to breathe) hit by a Krypton Elemental's slam attack must make a DC 14 Fortitude save or take temporary ability damage according to the roll of 1d12:
    1-8: 1 Int, 1 Wis; 9-11: 1 Int, 1 Wis, 1 Dex; 12+: 1 Int, 1 Wis, 1 Dex, 1 Con.
    Fortunately for the victims, the Krypton gas spontaneously vanishes when separated from the Elemental. Int and Wis damage dealt this way heal 1 point each round in which the afflicted spends no more than one half-action, and is not successfully attacked by any Krypton or Xenon elemental. Dex damage heals at the rate of 1/minute. (Con damage heals at the normal rate.)


    Luminescence (Ex):
    The Krypton Elemental glows faintly with magically-induced luminescence. The light is not enough to see by, but allows enemies to make a spot check to locate the Krypton Elemental even in complete (non-magical) darkness.


    Xenon:
    Spoiler
    Show
    {table]Xenon Elemental|Huge Elemental (Chemical Element, Noble Gas, Extraplanar)


    Hit Dice:|16d8+24 (136 hp)

    Initiative:|+13


    Speed:|Fly 60 ft. (perfect) (12 squares)


    Armor Class:|21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12

    Base Attack/Grapple:|+12/+24

    Attack:|Slam +19 melee (2d8+4)

    Full-Attack:|Slam +19 melee (2d8+4)

    Space/Reach:| 15ft/15ft


    Special Attacks:|Xenon Mastery

    Special Qualities:|Damage reduction 5/-, Darkvision 60 ft., elemental traits, Luminescence, immunity to acid, immunity to fire, immunity to oxidation, immunity to reduction.

    Saves:|Fort +9, Ref +19, Will +5

    Abilities:|Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11

    Skills:| Listen +11, Spot +12

    Feats:|Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse

    Environment:|Elemental Plane of Air

    Organization:|Atomic Xenon

    Challenge Rating:|7

    Treasure:|None

    Alignment:| Neutral


    Advancement:|-
    [/table]

    Appearence:
    Light blue ionic gas with crackling white "lightning".
    http://images-of-elements.com/xenon.jpg
    http://upload.wikimedia.org/wikipedi...harge_tube.jpg

    Combat:

    Xenon Mastery (Ex):
    Xenon gas in non-toxic, but it is also a strong anesthesia. Creatures (that need to breathe) hit by a Xenon Elemental's slam attack must make a DC 18 Fortitude save or take 1d3 Int and 1d3 Wis temporary ability damage.

    Fortunately for the victims, the Xenon gas spontaneously vanishes when separated from the Elemental. Int and Wis damage dealt this way heal 1 point each round in which the afflicted spends no more than one half-action, and is not successfully attacked by any Krypton or Xenon elemental.


    Luminescence (Ex):
    The Xenon Elemental glows faintly with magically-induced luminescence. The light is not enough to see by, but allows enemies to make a spot check to locate the Xenon Elemental even in complete (non-magical) darkness.


    (I'm not going to do Radon until I figure out how I'm handling radiation.)


    So, these are pretty much identical to Air Elementals, but with different specials. I added in Immunity to Fire to make up for the fact that I'm replacing two special attacks with only one. I hadn't figured out what I was going to do with Krypton/Xenon Mastery at that point, though. (Those two need some work, too. There's probably a much better way to handle them, but I don't know how.)

    I hope this illustrates how the Elementals will be "tiered" in terms of power, though. (However, I won't always -or even usually- be ordering them in this manner.)
    Last edited by Geordnet; 2013-02-03 at 06:41 PM.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  15. - Top - End - #15
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by Debihuman View Post
    What do the Subtypes Noble Gas and Chemical Element mean in game terms? If they have no game mechanics associated with them, they aren't really necessary.
    There's nothing associated with them yet. They'll be cut from the final revision if they don't have a purpose by then.

    (Edit: For the record, though, I'm probably going to cut the Noble Gas subtype, but keep the Chemical Element subtype.)


    Quote Originally Posted by LordErebus12 View Post
    Ive always figured radiation damage would be like temporary con drain, until you get over 6 drain, then it starts adding actual damage.
    That would work, I suppose, but I'd like to do something more involved with it. (It synergizes with the whole concept of "chemical elementals" in general. Those whom get excited about one are likely to enjoy the other too -I hope, at least.)
    Last edited by Geordnet; 2013-02-03 at 06:44 PM.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  16. - Top - End - #16
    Bugbear in the Playground
     
    dspeyer's Avatar

    Join Date
    Mar 2008

    Default Re: The Periodic Table of Elementals (again)

    I'll nominate my monster builder as a way to keep all the numbers adding up.

    Perhaps lithium elementals should have an electricity attack?

  17. - Top - End - #17
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by dspeyer View Post
    I'll nominate my monster builder as a way to keep all the numbers adding up.
    Thanks, that helps a LOT.


    Quote Originally Posted by dspeyer View Post
    Perhaps lithium elementals should have an electricity attack?
    No, I'm sticking to hard chemistry here.

    Lithium Elementals will deal Reduction damage like the rest of the Alkali Metals.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  18. - Top - End - #18
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    First test with the monster builder:


    Carbon Elemental
    Spoiler
    Show
    {TABLE]Size/Type:|Huge Elemental (Chemical Element, Extraplanar)
    Hit Dice:|24d8+120 (216 hp)
    Initiative:|+6
    Speed:|60 ft (12 squares)
    Armor Class:|23 (-2 size,+6 dex, ++9 natural), touch 14, flat-footed 17
    Base Attack/Grapple:|+18/+35
    Attack:|Claw +25 melee (2d10+9)
    Full Attack:|2 Claws +25 melee (2d10+9)
    Space/Reach:|15ft,10ft
    Special Attacks:|Carbon Mastery
    Special Qualities:|Damage reduction 15/Bludgeoning, Amorphous, darkvision 60 ft., elemental traits
    Saves:|Fort +13, Ref +14, Will +8
    Abilities:| Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
    Skills:|Listen +27, Spot +27
    Feats:|alertness,cleave,great cleave,improved critical (slam),improved bull rush,improved sunder,iron will,lightning reflexes,power attack
    Environment:|Elemental Plane of Air
    Organization:|Carbon Dioxide
    Challenge Rating:|11
    Advancement:|-
    Level Adjustment:|-
    [/TABLE]

    Appearance:
    Large mass of amorphous carbon dust containing fragments of graphite and other forms of crystallized carbon, including diamonds.
    http://www.cn-carbon-black.com/images/Carbon_black.jpg
    http://upload.wikimedia.org/wikipedi...with-scale.jpg
    http://upload.wikimedia.org/wikipedi...kristallin.JPG


    Carbon Mastery (Ex):
    Carbon Elementals get a +2d4 damage against carbon-based lifeforms.

    Amorphous (Ex):
    The Carbon Elemental is immune to the effects of disintegration, including the Disintegrate spell.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  19. - Top - End - #19
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: The Periodic Table of Elementals (again)

    I approve of this project.

    Helium needs to be phrased better such that it is more obvious that the elemental is placing itself inside the bag (or significantly more clearly if it is not doing so).

    For argon and xenon: "Half-Action" isn't a game term (at least not in English). You probably want "Partial Action".

    And yes, the monster-builder(s) is/are very useful. I still use them when I remember to.

    Carbon elementals have a "++9" in the stat-block somewhere(probably in the AC), and also it should just be "+2d4 damage" not "a +2d4 damage".
    Last edited by DracoDei; 2013-02-05 at 07:14 PM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  20. - Top - End - #20
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Just a status update:

    I've been busy lately, but I've still been working on this project. Most of it's behind-the-scenes stuff though, as I've been trying to figure out how to make sure no two Elementals have identical stats.

    I've had much success so far: I started out by sorting the elements into groups based on their properties, then assigned a basic stat layout to each group. For instance, heavy soft metals like gold, platinum, silver, palladium, lead, etc. will have very high Con, but low Str and even lower Dex. Then I assigned the members of each group to different CR tiers, so that I'll never have to worry about making more than a couple Elementals of the same archetype on the same tier different from the other.

    The only ones left to place are the Rare Earth Metals, which I've decided should all be CR 1~4. Once I've gotten them all figured out though, I can start churning out stat blocks. Hopefully that will be by this weekend.


    There are still a few things I could help with:
    • I need a better way of handling asphyxia/narcosis with for the Noble Gasses (preferably something that scales easily).
    • Xenon additionally needs a better way of handling its anesthetic properties.
    • I need stats for the following poisons: Mercury, White Arsenic, Chlorine Gas, (more?) (I'll probably come up with more along the way.)
    • I really need to get the rad system worked out. Until it's in place, I can't write up any radioactive elemental.



    And finally, a few notes about the project:
    • I've decided to set aside all the Actinides save for Thorium, Uranium, and Plutonium. They'll be back if I ever decide to expand the list for Epic level summoning, though.
    • I've decided to drop the "X Mastery" skill as an essential part of every Elemental. Some will still have it, but only when and where I find a unique skill is actually merited.
    • If the project goes on to stage 2 (building a module), I'm considering adding in some special alchemical items. Imagine the Fun your party will have with Nitroglycerin... (Of course, these would only be available as loot, and be treated as similarly-powerful magic items.)
    • Another hypothetical addition (so far down the road that I hesitate to mention it, in fact) is a potential prestige class specializing in all the stuff in the module. It'd probably be relatively weak, and designed for NPCs (specifically, the NPCs in the module), though. But it'd be there if a player really likes this stuff.
    Last edited by Geordnet; 2013-02-05 at 10:30 PM.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  21. - Top - End - #21
    Troll in the Playground
    Join Date
    Jan 2012

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by Geordnet View Post
    There are still a few things I could help with:
    • I need a better way of handling asphyxia/narcosis with for the Noble Gasses (preferably something that scales easily).
    • Xenon additionally needs a better way of handling its anesthetic properties.
    • I need stats for the following poisons: Mercury, White Arsenic, Chlorine Gas, (more?) (I'll probably come up with more along the way.)
    • I really need to get the rad system worked out. Until it's in place, I can't write up any radioactive elemental.
    1: Con Damage, I think that is the goto for it. Aphyxiation is, at least in the case of say, Nitrogen, an exact duplicate of the Drowning Rules, without save though.

    2: Sleep SLA

    3: Mercury is safely Wisdom damage, Paranoia and other types of insanity are squarely their deal. White Arsenic would be Con damage

    4: Radiation should probably be handled with a simple concept of DotA and LoL: Pure Damage. Radiation damage would deal 1-2 points of damage to everything in a round. Unmitigated Bypasses everything including damage immunity damage that outright lowers the affected's HP.
    My Homebrew: found here.
    When you Absolutely, Positively, Gotta Drop some Huge rocks, Accept NO Substitutes

    PM Me if you would like a table from my homebrew reconstructed.

    Drow avatar @ myself

  22. - Top - End - #22
    Dwarf in the Playground
     
    Beholder

    Join Date
    Jul 2009
    Location
    Italy
    Gender
    Male

    Default Re: The Periodic Table of Elementals (again)

    In the table of poisons in the DMG glossary (page 297), Arsenic is given as dealing 1/1d8 Con damage.

  23. - Top - End - #23
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by toapat View Post
    1: Con Damage, I think that is the goto for it. Aphyxiation is, at least in the case of say, Nitrogen, an exact duplicate of the Drowning Rules, without save though.
    ...You're breathing 70% pure Nitrogen, so the N Elemental doesn't need any special rules in that regard.

    I'm looking more for narcosis, which you can get from short exposures (which is all you'd need to worry about, really, unless the elemental has you pinned and is trying to smother you). Also, it'll probably knock you out before killing you, so Con probably won't work.
    Last edited by Geordnet; 2013-02-06 at 09:01 AM.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  24. - Top - End - #24
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

    Join Date
    May 2012
    Location
    Aldain
    Gender
    Male

    Default Re: The Periodic Table of Elementals (again)

    Would two or more elementals be able to be combined to create a new one? If so, the summon requirements could need to include these elementals to create it...

    I basically see these elementals as blown up embodiments of these chemicles, so creating certain mixtures should translate to the same. Even if you wish not to get into that, I think based on the motion of this project its going to come up in one way or another.

    I like this either way. :)
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
    Magic
    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
    Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

  25. - Top - End - #25
    Troll in the Playground
    Join Date
    Jan 2012

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by Geordnet View Post
    ...You're breathing 70% pure Nitrogen, so the N Elemental doesn't need any special rules in that regard.
    except i wasnt talking about 70% nitrogen, i was talking about 100% nitrogen. The symtoms of nitrogen aphyxiation are sleepyness, then passing out. They have to pump oxygen into your lungs in order to save you afterwards.
    Last edited by toapat; 2013-02-06 at 11:27 AM.
    My Homebrew: found here.
    When you Absolutely, Positively, Gotta Drop some Huge rocks, Accept NO Substitutes

    PM Me if you would like a table from my homebrew reconstructed.

    Drow avatar @ myself

  26. - Top - End - #26
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: The Periodic Table of Elementals (again)

    See rules on suffocation here:

    Suffocation

    A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.

    When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates.

    Slow Suffocation

    A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. When a character falls unconscious from this nonlethal damage, she drops to -1 hit points and is dying. In the next round, she suffocates.

    Small characters consume half as much air as Medium characters. A larger volume of air, of course, lasts for a longer time.
    I don't recommend introducing a new form of damage (radiation) unless you intend to introduce spells and items that counter it. That is why there is only acid damage but not alkaline damage, though both are caustic.

    In D20 Futures, Radiation Sickness is a disease. You might want to consider going that route.

    See here: http://www.d20resources.com/future.d...n.sickness.php

    Debby
    Last edited by Debihuman; 2013-02-06 at 11:40 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  27. - Top - End - #27
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by Geordnet View Post
    I'm looking more for narcosis, which you can get from short exposures (which is all you'd need to worry about, really, unless the elemental has you pinned and is trying to smother you). Also, it'll probably knock you out before killing you, so Con probably won't work.
    I think nitrogen narcosis may require increased pressure? Not sure.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  28. - Top - End - #28
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: The Periodic Table of Elementals (again)

    The idea is awesome, I'll be keeping tabs on it.

    What does "Organization: Carbon Dioxide" mean?

    What about "Dihydrogen Monoxide"

  29. - Top - End - #29
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Quote Originally Posted by TheWombatOfDoom View Post
    Would two or more elementals be able to be combined to create a new one? If so, the summon requirements could need to include these elementals to create it...
    If you mean like sulphur+lead->gold, then definitely not: despite all the magic involved, this is supposed to be "hard" fiction. The very definition of "Element" means you can't create one from the other.

    If you're thinking 2H + O -> H2O, however... I've got quite enough to do already, thank you.


    Quote Originally Posted by toapat View Post
    except i wasnt talking about 70% nitrogen, i was talking about 100% nitrogen.
    100% Nitrogen is only a problem if your head is actually inside the body of the elemental (and perhaps not even then). That sort of situation is not likely to happen in the middle of a battle unless the victim can't escape by moving a few feet before he can hold his breath no longer, in which case coup-de-gras has it covered. I'm only going to bother with cases where just a mild-moderate exposure is dangerous; both for narcosis and elemental toxins.


    Quote Originally Posted by Zireael View Post
    What does "Organization: Carbon Dioxide" mean?

    What about "Dihydrogen Monoxide"
    It means I've got a rather dry sence of humor... (Probably going to take those out eventually.)


    Quote Originally Posted by Debihuman View Post
    In D20 Futures, Radiation Sickness is a disease. You might want to consider going that route.

    See here: http://www.d20resources.com/future.d...n.sickness.php
    Yeah, that's pretty close to what I'm thinking of. But I'll still need to quantify it, if it's going to be a significant combat mechanic.

    Quote Originally Posted by Debihuman View Post
    I don't recommend introducing a new form of damage (radiation) unless you intend to introduce spells and items that counter it. That is why there is only acid damage but not alkaline damage, though both are caustic.
    Both Protection from Energy and Resist Energy will be extended to cover the three new forms of energy I intend to introduce. (Oxidation, Reduction, and Radiation.)

    The former two also have prexisting counters: anything with Acid resistance will also resist Oxidation, and every Elemental with Reduction damage will be vulnerable to both Acid and ordinary water.

    As for Radiation... It's biggest danger is supposed to be the fact that there's no natural counter to it. This will be balanced by the facts that all radioactive Elementals will take damage from their own decay, and that the ill effects can be cleansed by a simple Restoration spell. (Besides, just a simple steel breastplate is sufficient protection from both α and β- rays.)
    Last edited by Geordnet; 2013-02-06 at 03:42 PM.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



  30. - Top - End - #30
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2010

    Default Re: The Periodic Table of Elementals (again)

    Done some research on radiation, in fact enough research to find out that it's actually not quite as horrible and pervasive as the popular perception makes it out to be. (Although it is still quite dangerous, to say the least, in some ways the superstition and paranoia surrounding it are even more dangerous than the radiation itself.)

    First off, it doesn't appear as if radiation can really "spread" much (except perhaps inside a man-made nuclear reactor or detonation, maybe not even then). 'Contamination' only occurs when radioactive materials (usually in the form of metal dust) gets mixed in with something else enough that it can't be separated easily. Since I've already decided that the usual case will be for the element to disappear when the elemental's summons expires, this means I won't have to worry about any sort of chronic exposure.

    Just looking at which elementals I was going to give radiation, I've noticed a quite sharp difference between them. The most radioactive is probably Francium, followed by Astatine. Someone who fights one of these elementals could probably be considered "walking dead" sans-magical healing. Of similar caliber is Polonium, although one might be able to survive if it didn't pierce the skin. I might have to shift those three up to the epic tier...


    Anyways, it looks like even the most acute cases of radiation poisoning usually don't show symptoms until days (EDIT: I was looking at the wrong number, but onset is still at least several minutes) after exposure, so any sort of immediate ability damage is out of the question. It looks like tracking radiation exposure as a separate statistic is the way to go. I'll include a chart similar to the one here, cataloging exact quantities for handling it.

    The fun part will be figuring out how to cure it. I want the potential for some good roleplaying with a party desperately searching for a solution to a bedridden party member or NPC's affliction. Then again, it can't be too complex or else those less keen will be frustrated with it.



    Oh, and I did some side research on explosives and found a ton of old, obscure, and downright arcane blasting compounds from the late 19th-early 20th century. Gun Cotton and Gelignite all the way!
    Last edited by Geordnet; 2013-02-09 at 11:55 AM.

    ⌠┌___r-RcosΘ___
    ⌡└r²+R²-2rRcosΘ┘dΘ



Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •