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  1. - Top - End - #1
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    Default Encyclopedia Elementa [PEaCH]

    This is my attempt at re-vamping the elemental races produced by Paizo. Specifically, I'm talking about the Oread, Sylph, Ifrit, and Undine. These four races seem very lackluster in my opinion, and for that reason I decided to go through and make offshoot races for all 4 that put a little more flavor into the mix.
    Critiques and reviews are greatly appreciated, even while the list is still being written. This first post will serve as an index, and the next 8 posts will contain the races and their additional materials. I have all the necessary posts reserved, so feel free to provide criticisms and critiques whenever you can.

    Chapter 1: Earth
    • Page 1: The Shalite race.
    • Page 2: Additional resources for Shalites.

    Chapter 2: Fire
    • Page 1: The Aodhan race.
    • Page 2: Additional resources for Aodhan.

    Chapter 3: Air

    Chapter 4: Water
    Last edited by gr8artist; 2014-10-08 at 03:50 PM.
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    Default Re: Encyclopedia Elementa

    Shalites

    Shalites straddle the border between living creatures and stony elementals. They are the descendants of desert dwelling oreads, a pure bloodline of the strongest and heartiest of their kind. The oreads sought out the elemental patrons from which they were born, and sought to thicken their bloodline with the elemental's power once again so that they might endure the desert's heat more easily. Their attempts were successful, and their children were heartier and more resilient than ever before. But this power did not come without a price; as the children aged their skin began to petrify, turning into flaky scales of rock and sandstone. Horrified, the oreads parted from their new offspring, leaving a generation of stone-encrusted children and families alone in the desert wastes.
    Over time, these oread offspring, more elemental than humanoid, became a clan unto themselves. They continued to thrive, and lived lives of solitude among the bleached, sandy dunes. As they aged, their condition progressed, until their inner organs calcified and turned to stone. With their bodies eventually reduced to little more than statues, the deceased were not buried as the other races were inclined to do, but were instead displayed in cemeteries and in positions to guard their homes and families. It became something of a last rite for the elders, to assume a position in which they wanted to be remembered, and they lived the last weeks of their lives perfectly still, struggling to breath, and resolved to their fate.
    All of this took a heavy toll on the clan, who decided that the ancestors who'd abandoned them were considered no longer family. They identified themselves as "shalites," from the appearance of their calcified flesh, and decided to make the world known to their presence. They regularly began exploring and adventuring in adulthood, but they almost always sought to return home for their final rest. They named their city, Suncrest, and began to form their own alliances and relations with other races and cultures.


    Physical Description: Shalites tend to be build like miniature mountains, tall and solid. They stand as tall as an orc, and as wide as a dwarf, with thick limbs and square jaws. Like orcs, the women and men tend to have the same physical features and proportions, born more from their earthy nature than from their biology or gender. Shalite skin is usually a pale gray or sand color, though occasionally a darker brown will surface in some children. The stony portions of their body are dark gray, and covered in thick plates or scales that allow them to move, albeit not as quickly as another race might. Shalites have no body fat, but their bones are thick and lumpy, and some shalites have the dimensions of an over-fed orc.
    Shalites prefer simple, light clothing suitable for desert travel, and they usually care little for decorations or jewelry (which rarely fits their thick fingers or wrists except by custom order). As with any race, the shalites have their exceptions, those who indulge in decoration and dress to offset the grotesque crudeness of their stony limbs.
    After initial greeting, others often find that there is a bit of beauty hidden in the gray slab of flesh that otherwise makes up the intimidating shalite. Their eyes sparkle like gems, and come in innumerable colors and patterns, though ruby, emerald, sapphire, and amethyst are the most common.

    Society: After the abandonment of their oread ancestors, shalites developed a deep sense of loyalty to their families and friends. They possess a deep respect for their shalite elders, revering the statuesque bodies of the departed with care and love. Suncrest has little in the way of provisions or wealth, and as such everyone is expected to band together for the greater good. Lawlessness, thievery, and deception are never tolerated in shalites, and they often feel uncomfortable in places where such activities are common. Despite their nature as towering obelisks of might and durability, the shalites possess a keen love of knowledge, history, and magic. They regularly engage in lessons and activities designed to teach youth the importance of their society's standards and morals, and they teach their children to be practical, studious, and determined above all else. Creativity, while present, is rarely expressed in Suncrest except through story-telling or the recitation of legends.

    Relations: Early in their independence, the shalites encountered the biblii, and immediately took an interest in the magical runes that adorned their skin. The shalites had always been ashamed of their deformities, but in the biblii they saw the ability to embrace their uniqueness and differences. The stone-skins were at first perplexed at the lack of understanding the biblii possessed about the origins of their marks, but in time the biblii understanding of runes and magical forces yielded some interesting results, and incredible friendships. With the biblii's help, the shalites learned to mark their calcified flesh with sigils of magical power, and a lasting union was formed between the two races. Shalites quickly took to adventuring with biblii companions, and the biblii found the shalites to be loyal, resilient friends and protectors.
    Other than their almost codependent preference for biblii companions, the shalites get along well with most native outsiders. They find common ground in those whose ancestors are foreign or taboo, particularly tieflings, suli, and wierdlings. The pure-blooded races tend to be repulsed by the shalites' appearance as basilisk victims, and as such the shalites tend to prefer uncommon travelling companions over the standard array of humans, elves, and dwarves. Gnomes, themselves the distant spawn of fey, are a bit more accepting of shalites at first glance. For obvious reasons, warforged and shalites get along exceptionally well.
    Of all the races, it is only oreads that the shalites despise. Even though many oreads were unaware of the faction that spawned the shalites, the shalites have a longstanding resentment of their ancestors and all others like them.

    Alignment and Religion: Shalites have no common god or pantheon. As a newer race, and one keenly aware of its own origins, the shalites have no creation myth from which they believe they spawned. Without a deity to which to credit their existence, they've taken an agnostic stance on almost all things divine. Loyalty is important to shalite culture, and their meager standing in the world encourages lawful, courteous behavior. As such, most shalites tend to be either lawful or neutral, and rarely evil.

    Adventurers: Suncrest, the first (and final) resting place of most shalites, has little in the way of resources or trade goods. The people there struggle to survive and work constantly to keep their city and their families safe and protected. Young shalites often adventure as a way to relieve some of the pressure their families feel. They travel far in their youth, but usually keep their adventures a little closer to home as they age, so that they might visit their families more often, and make preparations for their final rest. Shalites are loyal travelling companions, resilient and strong, and often take on roles as bodyguards, soldiers, or guardians of an important location.

    Male Names: Beryl, Gypsus, Jet, Kain, Malachi, Pyr, Realgar

    Female Names: Agata, Galena, Jadar, Miargyr, Sylvi, Ye'elim



    RACIAL TRAITS

    • Ability Scores: Shalites are resilient and learn the benefits of wisdom, but rarely express themselves and their stony limbs are clumsy. They gain –2 Dexterity, +2 Constitution, +2 Wisdom, and –2 Charisma.
    • Size: Shalites are medium creatures and thus receive no bonuses or penalties due to their size.
    • Type: Shalites are outsiders with the native subtype.
    • Base Speed: Shalites have a base speed of 30 feet.
    • Oread Blood: Shalites count as both oreads and shalites for any effect related to race.
    • Gradual Petrification: Shalites are condemned to slowly turn to stone as they age, eventually becoming statues at the end of their natural lifespan. However, this process takes decades without outside influence, and in their early life it manifests in only a portion of their body. At character creation, a shalite chooses one of the following portions of their body to be afflicted by the stony calcification: head, torso, arms, or legs. For each age category the shalite attains beyond adulthood, the calcification spreads to an adjacent portion of the body. This transformation always affects the skin and muscle tissue first, converting the internal organs during the last phase of life. Depending on the afflicted portions he possesses, the shalite gains different bonuses and penalties specific to that portion of his body. These bonuses stack with one another.
      • Head: The shalite's hair is matted in flakes of stone and he has difficulty making expressions with his face. He gains a +1 bonus to natural armor and a +4 racial bonus on saves against stunning and sleep effects. He suffers a –2 penalty on Bluff, Diplomacy, and Disguise checks.
      • Torso: The shalite's health is unyielding, and stony protrusions form along his spine. He gains a +1 bonus to natural armor and a +4 racial bonus on saves against poison and paralysis. Whenever a critical hit or sneak attack is scored against the shalite, there is a 15% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. The shalite's rate of natural healing is reduced by half, and he gains only 1 point of health per 2 points that would be gained from a spell of the healing subschool.
      • Arms: The shalite's hands are dull and arms are thick with plated armor. He gains a +1 bonus to natural armor and he can parry attacks with his arms, giving him a +1 shield bonus to AC. He gains improved unarmed strike as a bonus feat, but he suffers a –2 penalty on Craft, Disable Device, and Sleight of Hand checks.
      • Legs: The shalite's legs are heavy, and he makes a loud thump with every step. He gains a +1 bonus to natural armor and he treats his Strength score as 2 higher than normal when determining his carrying capacity. His base speed is reduced by 10 feet, but his speed is never reduced by armor or encumbrance. He suffers a –2 penalty on Acrobatics, Stealth, and Swim checks.
    • Statuesque Aspect: As a shalite's body petrifies, it has the following effects. First, when subject to a spell or effect that would convert part or all of the shalite's body into stone (stone fist, flesh to stone, etc.) the shalite must roll twice on his saves against that effect and choose the worse result. If the effect succeeds, then the duration of it is doubled, as well. Second, a stone to flesh spell temporarily removes the benefits and downsides of the shalite's gradual petrification trait for 10 minutes per caster level. Lastly, if a shalite survives long enough to die of old age, his body completely petrifies within 12 hours of his death, as though subject to a flesh to stone spell. If the body is then converted into a construct or other animated object, the construct will have the same alignment, goals, desires, and mindset that the shalite possessed in his final hours. This does not make the construct intelligent, but it does decide the actions that the construct will take, where possible. This effect supercedes any commands that would be imposed upon the construct by its creator.
    • Desert Dweller: Shalites gain a +2 bonus on Constitution checks and Fortitude saves against fatigue and exhaustion, as well as any other ill effects of a forced march, starvation, thirst, or hot or arid environments. They also receive a +2 racial bonus on survival checks.
    • Earth Affinity: Shalites are treated as 1 level higher when casting spells with the earth descriptor, using granted powers of the Earth domain, using bloodline powers of the earth elemental bloodline, using the revelations of the oracle's stone mystery, and determining the damage of alchemist bombs that deal acid damage. This trait does not give the shalite early access to level-based powers; it only affects powers that they could already use without this trait.
    • Spell-like Ability (Sp): Shalites can use mighty fist of the earth 1/day as a spell-like ability, with a caster level equal to the shalite's HD.
    • Energy Resistance: Shalites possess acid resistance 5.
    • Darkvision: Shalites can see perfectly in the dark up to 60 feet.
    • Languages: Shalites begin play speaking Common and Terran. Shalites with a high Intelligence score can choose from the following additional languages: Auran, Draconic, Giant, Gnome, Ignan, Orc, or Undercommon.




    Alternate Racial Trates

    The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

    • Elemental Kinship: Shalites with this trait form a bond with one of the elemental planes, and are considered to have ties to both the plane of earth and the chosen plane (if different) for the purposes of spells, abilities, and qualifications. Furthermore, when the shalite uses a summon spell to conjure a creature with the subtype corresponding to the chosen plane, he increases the duration of that spell by 2 rounds. This racial trait replaces earth affinity.
    • Caveborn: Shalites who have left Suncrest often take up residence in deep caves and caverns, and learn to defend against the creatures that dwell there. Shalites with this racial trait may use stone shield 1/day as a spell-like ability, with a caster level equal to their HD. They also receive a +4 racial bonus on Stealth checks while underground. Knowledge (Dungeoneering) is always a class skill for shalites with this trait. This racial trait replaces desert dweller and the shalite's spell-like ability.
    • Crystalline Form: Shalites often possess crystalline growths in their stony limbs that diffuse rays and beams. Shalites with this racial trait gain a +2 deflection bonus to AC against rays, though their natural armor bonus is reduced by 1. Once per day, the shalite may deflect a ray targeted at him as though using the deflect arrows feat.
    • Resolute Mind: Shalites with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces energy resistance.
    • Golem Aspect: A shalite with this trait gains spell resistance equal to 4 + his hit dice + 2 per petrified body part he possesses. This racial trait replaces earth affinity and energy resistance.
    • Stonecunning: A shalite with this trait relies on senses other than his sight to get a sense of the area around them, and receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. They also gain low-light vision, but this trait replaces darkvision.




    Random Starting Ages
    Adulthood
    Intuitive
    Self-Taught
    Trained
    50 years
    +4d6
    +5d6
    +6d6

    Aging Effects
    Middle Age
    Old
    Venerable
    Maximum Age
    120 years
    180 years
    240 years
    240+3d20 years
    As a shalite reaches each new age category, the stony calcification of his flesh spreads to an adjacent region.

    Random Height and Weight
    Gender
    Base Height
    Height Modifier
    Base Weight
    Weight Modifier
    Male
    5'1"
    +2d10
    170 lb.
    x8 lb.
    Female
    4'10"
    +2d10
    160 lb.
    x8 lb.



    Favored Class Options

    The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    • Alchemist add +1/3 to the alchemist’s natural armor bonus when using the character's mutagen.
    • Barbarian add +1/3 to the barbarian's damage reduction ability. The barbarian must be at least 6th level before selecting this option.
    • Brawler add +1/3 to the brawler's unarmed strike damage.
    • Druid add +1/3 to the druid's natural armor bonus when using wild shape.
    • Fighter add +1/3 to the fighter's CMD.
    • Monk add +1/2 to the number of stunning attack attempts per day.
    • Oracle treat the shalite's level as +1/2 higher for the purpose of determining the effects of the oracle’s curse ability.
    • Sorcerer add +1/3 to the sorcerer's caster level when casting spells with the earth descriptor.
    • Wizard add +1/3 to the wizard’s caster level when casting spells with the earth descriptor.
    Last edited by gr8artist; 2014-10-08 at 03:44 PM.
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    Default Re: Encyclopedia Elementa

    Additional Materials

    Advanced Petrification is a feat available to shalites that causes their petrification to spread, at the cost of later age categories and an earlier death from old age.
    Runic Etching is a feat for shalites that allows their petrified limbs to be temporarily enchanted, at the cost of related magical item slots.
    The Vesuvi is an archetype for outsider barbarians that uses volcanic fury to quickly decimate his enemies' forces.
    The Harmattan is an archetype for outsider monks that uses scorching desert winds to debilitate foes from a distance.

    Spoiler: Feat - Advanced Petrification
    Show
    Advanced Petrification (Shalite)

    The gradual petrification of your body is more advanced than others your age, and your statuesque death looms ever closer.

    Prerequisites: Con 13, shalite.

    Benefit: Select a portion of your body (head, torso, arms, legs) that is not yet calcified by your gradual petrification trait. That portion becomes calcified, granting the benefits and downsides listed in the gradual petrification trait. You may select this feat more than once, choosing a different portion of your body each time. Each time you select this feat, your maximum age is reduced by 60 years, which may prevent you from reaching later age categories. If your maximum age would be reduced to less than your current age, you do not die immediately, but rather will die of petrification in 1d12 months.

    Many shalites that develop in this way tend to be either reckless and adventurous, or cautious and peaceful. Very few shalites are unaffected by their impending death in one way or the other.

    Spoiler: Feat - Runic Etching
    Show
    Runic Etching (Shalite)

    Runes engraved in your calcified flesh serve as conduits that allow you to retain magical power in your stony limbs but clash with the energy of magical equipment.

    Prerequisites: Knowledge (Arcana) 3 ranks, shalite.

    Benefit: Runes engraved in your stony limbs can retain magical energy for long periods of time. To imbue these runes with power, an allied spellcaster must touch the runes while casting a spell, using a spell-like ability, or using a charge from a magical item (such as a wand). Cantrips, orisons, and other 0-level spells grant you no benefits. The benefits granted vary based on the school to which the spent spell belonged, and last for 1 hour per caster level. During this time, you must choose one magical item slot attached to the limb that is being affected; while you benefit from the magical power imbued in your limb, you may not benefit from magical items in the slot you chose. If your head is being imbued with energy, you may select either the headband, head, or eyes. If it is your torso, you may select from the neck, shoulders, chest, and body. For your arms, the options are wrists, hands, or rings (both); for legs, the choices are either belt or feet. You may have multiple limbs imbued with magical power simultaneously, but you may not have the same benefit more than once (such as having two evocation spells imbued in you). Healing spells are considered a separate effect, unrelated to conjuration.
    • Abjuration: You gain an armor bonus to AC equal to the level of the spent spell, and a resistance bonus on saves equal to 1/2 the spell's level.
    • Conjuration: As a swift action, you may attempt to displace a creature or object within 30 feet. To do so, you must make a combat maneuver check, with a bonus equal to 1/2 the level of the spent spell. If this beats the defending creature's CMD (10 + size modifier for an inanimate object) then you may displace the target by 5 feet in any direction. You may use this ability a number of times equal to the level of the spent spell.
    • Divination: You gain a bonus on Appraise, Perception, and Sense Motive checks equal to the level of the spent spell, and a bonus on initiative rolls equal to half this amount. You may also spend a standard action to cast detect magic as a spell-like ability.
    • Enchantment: You gain a bonus on Bluff and Diplomacy checks equal to the level of the spent spell. Additionally, as an immediate action, you may force any creature to reroll its save against a mind-affecting effect and take the new result. You may use this benefit a number of times equal to the level of the spent spell.
    • Evocation: As an immediate action, you may increase the damage suffered by one creature you can see by one point per die of damage being dealt. This damage is the same type as the effect dealing the initial damage, or a force effect if they are taking damage from a weapon that deals no elemental damage. You may use this ability a number of times equal to the level of the spent spell.
    • Healing: As a swift action, you may heal yourself for a number of points equal to your Constitution modifier. Excess healing above your maximum health is given to you as temporary hit points, which disappear after 1 minute. You may use this ability a number of times equal to the level of the spent spell.
    • Illusion: You gain a bonus on Disguise and Stealth checks equal to the level of the spent spell. Additionally, as an immediate action, you may give any creature within 30 feet concealment (20% miss chance) against the next attack against it this turn. A creature that already has concealment instead gains total concealment (50% miss chance). You may use this ability a number of times equal to the level of the spent spell.
    • Necromancy: Creatures you are grappling, or that have grappled, engulfed, or swallowed you, have 1 temporary negative level. Additionally, a number of times equal to the spent spell's level, you may give a temporary negative level to a creature you strike with your affected limb. These temporary negative levels do not stack, and they last for only one round after contact.
    • Transmutation: You gain an enhancement bonus to natural armor equal to half the level of the spent spell. Unarmed strikes and natural weapons using the affected limb deal damage as though they were one size larger.
    • Universal: You gain spell resistance equal to 10 + the level of the spent spell. You also gain a competence bonus on all attack rolls, saves, skill checks, and ability checks equal to half the spell's level.


    Spoiler: Archetype - Vesuvi
    Show
    Vesuvi

    Modified Class: The vesuvi is an archetype of the barbarian class, available to outsiders with a connection to the plane of earth or fire.

    "Fighting defensively? I don't think I'm familiar with the term..."

    Vesuvia are powerful warriors brimming with rage and elemental power. Their rage is a fearsome and unstoppable force, cleaving a wake of destruction through their enemies; when the battle ends and the last foes have fallen, the vesuvi stands among the rubble, angry at the lack of opposition. Even when not engaged in brutal combat, vesuvia channel their fiery powers into stone to create lava from which to forge the weapons and armor they'll use to destroy future foes.


    The following are class features of the vesuvi.

    Burning Rage (Ex): When an vesuvi rages, he becomes so immersed in his fury that he leaves himself more vulnerable than other barbarians, though his fiery spirit manifests in himself and his weapons while doing so. While raging, the vesuvi's AC penalty is increased to –4 and he takes a –2 penalty to Wisdom, in addition to the normal effects. He also gains the heat (1d4 fire) extraordinary ability while raging. This damage increases by 1 die step at 4th level, and every 4 levels thereafter, to a maximum of 2d8 at 20th level. His unarmed strikes and metallic weapons conduct this heat, as do any obsidian weapons he wields.
    A vesuvi's rage is difficult to quench, which is both a boon and a curse. When an opposing creature uses a spell or ability that would end the vesuvi's rage (such as calm emotions) or lessen his hatred of his opponents (such as charm person), the vesubi may roll his saves against that effect twice, using the higher result. However, when the vesuvi wishes to end his rage, he must succeed on a Will save with a DC equal to 5 + 1/2 the number of rounds of rage he has remaining. He may attempt this save only once per round, and if he fails he continues to rage, spending rounds as he does so.
    This otherwise follows the rules of a normal rage.

    Resistance (Ex): A vesuvi has fire resistance equal to his level + 4. At 15th level, he instead gains immunity to fire.
    This ability replaces fast movement.

    Explosive Rage (Ex): Beginning at 2nd level, the vesuvi's rage is accompanied by a wave of fury that empowers his next attack. When he enters a rage, he gains a morale bonus on his next attack and damage roll equal to his class level + his Charisma bonus (if any). This benefit applies only to his next attack, and is lost if that attack misses.
    Beginning at 4th level, the vesuvi's rage manifests not only with a wave of fury, but with a burst of flames and wrath. When he enters a rage, he releases a burst of energy that deals fire damage equal to his heat ability + his class level to all creatures within 10 feet. Creatures caught in the blast may attempt a Reflex save (DC 10 + 1/2 his class level + his raging Strength modifier) for half damage.
    This ability replaces uncanny dodge and improved uncanny dodge.

    Lavacraft: Beginning at 3rd level, an vesuvi's elemental power allows him to craft a wide variety of objects from obsidian. He may use obsidian to craft weapons of any weight category (such as 2-handed) or type (such as bludgeoning), rather than the normal restrictions. Additionally, he may use obsidian to craft any type of armor normally made from metal plates (such as full-plate or scale mail, but not chainmail or leather). Objects he creates in this way have the normal hardness and hit points for objects of their type, and do not have the fragile property.
    At 6th level, he gains Master Craftsman as a bonus feat, even if he does not meet the prerequisites for it. He must select either Craft (Weapons) or Craft (Armor) as the subject of this feat.
    At 9th level, he gains Craft Magic Arms and Armor as a bonus feat, even if he does not meet the prerequisites for it.
    At 12th level, obsidian weapons he wields bypass damage reduction as though they were both silver and cold iron, and obsidian armor he wears is considered one category lighter for the purposes of movement and other limitations, as though it were mithral.
    At 15th level, obsidian weapons he wields bypass damage reduction as though they were adamantine. Maximum Dexterity bonuses of obsidian armor he wears are increased by 2, and the armor check penalties of his obsidian armor are reduced by 3 (to a minimum of 0).
    Beginning at 18th level, he may impart a portion of his fiery power into the obsidian objects he creates, granting the weapons and armor these bonuses regardless of who wears or uses them.
    This ability replaces all instances of trap sense.

    All-Consuming Destruction (Su): At 14th level, a vesuvi is as empowered by the defeat of his foes as he is by his own fury, and this manifests in a cataclysmic fate for his victims. When he reduces a foe to 0 hit points or less while raging, that creature must make a successful Fortitude save (with a DC equal to the damage dealt by the vesuvi's attack) or be consumed in fire and die. Creatures immune to fire damage, or that possess fire resistance 10 or more, are immune to this effect. Creatures slain by the vesuvi during his rage are reduced to ash, as though by a disintegrate spell. When the vesuvi slays a creature while raging, he may continue his rage through the next round without spending a round of rage.
    This ability replaces indomitable will.

    Spoiler: Archetype - Harmattan - WIP
    Show
    Harmattan

    Modified Class: The harmattan is an archetype of the monk class, available to outsiders with a connection to the plane of wind or fire.

    "You call that a heat wave? Your armor's not even melting!"

    Harmattans are dangerous skirmishers, able to join a battle easily and slip away unharmed, leaving their foes exhausted and scorched. They use ki to fuel their elemental powers, attacking viciously from a distance before moving in for the finishing blow. Harmattans are the embodiment of the desert's unrelenting danger, and foes will often find themselves far outmatched if they attempt to engage a harmattan unprepared.


    The following are class features of the harmattan.

    Weapon Proficiencies: A harmattan is proficient with the scimitar, kukri, and longspear, in addition to the normal list of monk weapons. He may use the scimitar and kukri when performing a flurry of blows.
    This is in addition to the monk's normal weapon proficiencies.

    Bonus Feat: A harmattan replaces the normal monk bonus feats with the following: Combat Reflexes, Deflect Arrows, Dodge, Fleet, Improved Feint, Lunge, and Weapon Finesse.
    At 6th level, the following feats are also available: Disengaging Feint, Mobility, Sidestep, Snatch Arrows, Whirlwind Attack, and Wind Stance.
    At 10th level, the following feats are added: Combat Patrol, Lightning Stance, Nimble Striker, and Spring Attack.

    Draining Strike: At first level, a harmattan gains Draining Strike as a bonus feat, even if he does not meet the prerequisites for it. He may attempt a draining attack a number of times per day equal to his class level, plus one additional time each day for every four levels he has in classes other than monk.
    This replaces stunning fist.

    My Homebrew and Extended Signature
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    Default Re: Encyclopedia Elementa

    Aodhan

    The Aodhan are a passionate and fickle race, and are renown for the strength of their convictions, once decided. They seem to revel and thrive in the midst of strife and excitement, though whether this proximity is an effect of their own ethics, unconscious desires, or planar heritage is a point of contention among their observers. The first aodhan were children of an undesired coupling between ifrit and tiefling, but their fiery bloodline is strong and often surpasses the heritage of their partner when children are born. Any aodhan can begat another, but first generation aodhan are always born from an ifrit and either a suli or tiefling, or comparable native outsier with ties to a fiery plane. Regardless of their individual heritage, aodhan are essentially comparable. They tend to be reckless, impassioned, deceitful, fickle, and adventurous, and they have a natural affinity for pyromancy and demolition. Though they often have cruel or malicious ancestors, aodhan can be as friendly and carefree as any other race.
    Aodhan are frightening figures to behold, their flesh often cracked and marred with freshly-healed burns. Hellfire resides within the body of an aodhan, and when pressed this awesome power manifests through their very pores. As much elemental as humanoid, the aodhan find themselves often shunned because of their tortured visage and dangerous tempers. Unwanted by most societies, aodhan have taken to travelling in caravans and making temporary camps until persuaded to leave by the locals.

    Physical Description: Aodhan tend to be tall for their size, but thin almost to the point of emaciation. Like their distant cousins the shalites, the aodhan have no body fat as their power of self-immolation consumes such material too rapidly. Aodhan typically have dark or ashen skin, frequently appearing as if crispy and burnt, or dry and cracked as old leather. Their eyes are always a fiery orange, though occasionally a child is born whose eyes glow with another hue. Such children are regarded as magical or imbued with uncanny power, and much is expected of them. Aodhan typically favor thick, flame-retardant clothing, and generally prefer to leave their limbs and bodys as uncovered as socially acceptable. Within their own villages and groups, nudity is a common preference, as clothing can be expensive when replaced regularly.

    Society: Aodhan are impassioned and determined, and do not do well with leadership in any form. They prefer self-regulating autonomy or anarchy, though they rarely seek to impose such philosophies on the cultures of others. Rather, they simply avoid situations where they are burdened by laws and restrictions, and tend to group together to enjoy their freedoms and liberties. Faith is a powerful force in aodhan culture, though they rarely take to the worship of gods or nature. Most aodhan prefer independent spirituality, or to follow gods of creativity and passion, borrowed from other cultures. Aodhan whose parents had ties to the lower planes often find themselves drawn to evil gods and dark powers, though they may ignore or suppress these desires for the sake of acceptance.

    Relations: Aodhan rarely get along with the sterner races, and often butt heads with dwarven colonies when they share borders. They prefer to mingle with the carefree and wild races, and often find pleasant kinship in halflings, gnomes, and orcs. They find obvious common ground with their elemental kin, including shalites, suli, and ifrits. They tend to either love or hate tieflings, but this decision is unique to each aodhan and not a reflection of the culture as a whole. Because of their dubious origins and tendency for lawlessness, they are often spurned by aasimars and aristocratic members of any race.

    Alignment and Religion: Aodhan have no unifying deity or origin story, and are keenly aware of their nefarious origin and their faults. They freely worship the impassioned, creative deities of other cultures, however, but most often follow an ethos of personal spirituality. More excitable than wise, divine power flows more freely within their veins than their temples, and aodhan are one of the few races to have more oracles than clerics or priests. When an aodhan sets his sights on the pursuit of piety and the vanquishing of foes, he makes a powerful asset to his faith.

    Adventurers: Aodhan adventure for the same reasons as any other race, usually to seek acceptance or glory, or to avenge some slight or crime. Whatever their motivations, they are impossibly strong willed and tend to care more for the safety of their allies or the defeat of a foe than for their own health or safety, which can be both a boon and a curse. Aodhan adventurers tend to prefer roles where they are independent and free to do as they feel inclined, and rarely serve as healers, protectors, or summoners.

    Male Names: Ashur, Calor, Flagra, Sohl, and Vulk

    Female Names: Brig, Chandra, Fahr, Igna, or Vulca



    RACIAL TRAITS

    • Ability Scores: Aodhan are lithe and passionate, but reckless and withered. They gain +2 Dexterity –2 Con, –2 Wisdom, and +2 Charisma.
    • Size: Aodhan are medium creatures and thus receive no bonuses or penalties due to their size.
    • Type: Aodhan are outsiders with the native subtype.
    • Base Speed: Aodhan have a base speed of 30 feet.
    • Ifrit Blood: Aodhan count as both ifrits and aodhan for any effect related to race.
    • Spontaneous Combustion: As a swift action, the aodhan can engulf himself in flames that grant him the burn (1d4) extraordinary ability, with a DC equal to 10 + 1/2 his HD + his Charisma modifier. Creatures hit by the aodhan's melee attacks or that attack him unarmed or with natural weapons take this extra damage and must succeed a Reflex save or take this damage again at the start of each of their turns for the next 1d4 rounds. A burning creature may attempt new and improved saves, as detailed in the rules for being caught on fire.
      The aodhan's burn ability lasts for a number of rounds equal to his hit dice + his Charisma modifier. At the end of this time, he takes 1 point of Constitution damage. If he uses this ability before fully recovering the Constitution damage he has already suffered, then the Constitution damage he takes for the new use is doubled (–2 on the second use, –4 on the third, etc). The aodhan's burn ability ceases to function while underwater or for 1 round after being doused with at least a gallon of water.
    • Immolation Incarnate: As the aodhan ages, he becomes more a creature of elemental fury and less a creature of mortal flesh. At each age category above adulthood (middle aged, old, and venerable) the base Constitution damage caused by his spontaneous combustion ability is increased by 1, and the damage inflicted by his burn ability is increased by an additional 1d4, to a maximum of –4 Con and 4d4 burn damage at venerable age. This penalty is still doubled if he uses spontaneous combustion before fully healing any existing Constitution damage (–8 on the second use, –16 on the third).
      When the aodhan dies of old age or Constitution damage from spontaneous combustion, his inner flame bursts forth and consumes what remains of his body, affecting his corpse as though by the disintegrate spell in a matter of minutes. Should he die of any other cause, his body is consumed and disintegrated after 1d4 days.
    • Warm Natured: Aodhan suffer no penalties from being in hot or arid environments, but they treat cold environments as one step more cold than they otherwise are.
    • Fire Affinity: Aodhan are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire Elemental bloodline, using the revelations of the oracle's Flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give the aodhan early access to level-based powers; it only affects powers that they could already use without this trait.
    • Spell-Like Ability (Sp): Aodhan can use produce flame 1/day as a spell-like ability, with a caster level equal to the aodhan's HD.
    • Energy Defenses: Aodhan possess fire resistance 10, but are vulnerable to cold damage (+50% damage).
    • Darkvision: Aodhan can see perfectly in the dark up to 60 feet.
    • Languages: Aodhan begin play speaking Common and Ignan. Aodhan with a high Intelligence score can choose from the following additional languages: Abyssal, Auran, Draconic, Gnome, Infernal, Terran, or Orc




    Alternate Racial Traits

    The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

    • Elemental Kinship: Aodhan with this trait form a bond with one of the elemental planes, and are considered to have ties to both the plane of fire and the chosen plane (if different) for the purposes of spells, abilities, and qualifications. Furthermore, when the aodhan uses a summon spell to conjure a creature with the subtype corresponding to the chosen plane, he increases the duration of that spell by 2 rounds. This racial trait replaces fire affinity.
    • Hellborn: Aodhan with this trait have ties to the plane of hell or the abyss, and their flames are wrought with hellfire and burning sulfur. Aodhan sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities. 1 point of damage per die of fire damage that would be dealt by the aodhan's attacks, spells, and abilities is considered divine, rather than fire damage, and is not subject to damage reduction or energy resistance. This racial trait replaces fire affinity.
    • Illuminator: Many aodhan seek to overcome negative stereotypes through peaceful displays and nonviolence. Aodhan with this trait exude heat and warmth, rather than burning flames, and their burn ability deals nonlethal damage. Aodhan with this trait can use light at-will and flare burst 1/day as spell-like abilities. This racial trait replaces the aodhan's spell-like ability.
    • Inner Furnace: Some aodhan exude a warmth that offsets cold temperatures . Aodhan with this trait have fire resistance 5 and cold resistance 2. This racial trait replaces warm natured and energy defenses.




    Random Starting Ages
    Adulthood
    Intuitive
    Self-Taught
    Trained
    40 years
    +1d6
    +3d6
    +5d6

    Aging Effects
    Middle Age
    Old
    Venerable
    Maximum Age
    90 years
    130 years
    160 years
    160+2d10 years
    As aodhan increase in age, they become more volatile, increasing their combustion damage and the Constitution loss they suffer from using it.

    Random Height and Weight
    Gender
    Base Height
    Height Modifier
    Base Weight
    Weight Modifier
    Male
    5'0"
    +2d10
    110 lb.
    ×3 lb.
    Female
    5'0"
    +2d10
    95 lb.
    ×3 lb.



    Favored Class Options

    The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    • Alchemist add +1/2 to the alchemist's bomb damage.
    • Antipaladin add 1/3 damage to the aodhan's burn ability while his smite is active. This bonus is doubled against creatures with the good subtype.
    • Barbarian add +1/2 damage to the aodhan's burn ability while raging.
    • Bard add +1/6 to the bard's inspire courage bonus.
    • Gunslinger add +1/6 to the weapon's critical threat range and misfire value.
    • Inquisitor add +1/2 to the aodhan's burn ability while his judgement is active.
    • Magus add +1/4 to the magus' arcane pool.
    • Oracle treat the aodhan's level as +1/2 higher for the purpose of determining the effects of the oracle’s curse ability.
    • Paladin add 1/2 damage to the aodhan's burn ability while his smite is active.
    • Sorcerer add +1/3 to the sorcerer's caster level when casting spells with the fire descriptor.
    Last edited by gr8artist; 2014-10-07 at 01:53 PM.
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    Additional Materials

    Advanced Combustion is a feat available to aodhan that increases the severity and cost of their spontaneous combustion ability.
    Dire Immolation is a feat available to aodhan that increases the potency of their spontaneous combustion, but makes the Constitution damage they suffer more difficult to heal.
    Flaming Physiology is a feat available to aodhan that bridges the gap between their normal bodies and the elemental forms they become when burning.

    Spoiler: Feat - Advanced Combustion
    Show
    Advanced Combustion (Aodhan)

    Your inner flame burns more brightly, though you lose a little more of yourself each time your fury is unleashed.

    Prerequisites: Cha 15, aodhan

    Benefit: When you use your spontaneous combustion ability, increase the damage dealt by your burn by 1d4 and the base Constitution damage you take by 1. These modifications are in addition to those caused by aging, and this Constitution damage is multiplied if you use this ability before fully recovering from existing Constitution damage. You may select this feat more than once, increasing both the burn damage and the Constitution damage each time.

    Aodhan that develop in this way tend to be more reserved and cautious, until they finally explode with bottled up anger.

    Spoiler: Feat - Dire Immolation
    Show
    Dire Immolation (Aodhan)

    Your elemental power is tied more closely to your physical body, imposing greater penalties, while having stronger effects in material form.

    Prerequisites: Cha 13, aodhan

    Benefit: Use d6s to roll burn damage from your spontaneous combustion ability instead of d4s, and increase the DC of your burn by +2. The Constitution damage you take as a result of your spontaneous combustion cannot be healed through any means for 12 hours. If you use spontaneous combustion before fully healing the Constitution damage you've already taken, then this delayed healing is doubled with each use (24 hours the second time you use the ability, 48 hours the third time, etc).

    Spoiler: Feat - Flaming Physiology
    Show
    Flaming Physiology (Aodhan)

    As your body becomes more and more elemental, you become more and more resistant to effects that would affect others of your kind.

    Prerequisites: Spontaneous combustion 2d4 damage or greater

    Benefit: While your spontaneous combustion ability is active, you gain a bonus on saves against bleed, paralysis, sleep effects, and stunning equal to the Constitution damage you will take as a result of that ability. When you take damage from a critical hit or sneak attack, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This chance is equal to the save bonus you receive x 5%.
    For example, if you were middle-aged and your spontaneous combustion would cause you to take 2 points of Constitution damage, then you would have a +2 bonus on the listed saves and a 10% chance to negate the listed attacks. If you used spontaneous combustion again before fully healing the initial damage, you would have a +4 save bonus and a 20% chance to negate the attacks. If you dared to use it a third time, your bonuses would increase to +8 and 40% for the duration of your spontaneous combustion ability.
    Last edited by gr8artist; 2014-10-07 at 03:05 PM.
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    Volanti

    Perhaps the most curious of the evolved races, volanti are the product of a sylph heritage and fey magics. The specifics of their origin are obscured to all who are not of the fey realm, for their birth was one enshrouded in magic and discovery. The playful fey spirits that make the forest their home have often been persecuted and hunted by the stronger races, and have devised hundreds of ways to keep themselves hidden or protected. When a powerful mage decided to employ different tactics, he changed the course of history and created the first volanti by imparting a portion of his magic into the air as a young woman slept in the woods. Herself an outsider, touched by the plane of air, the magic took to her lungs easily, and she awoke with new power flowing through her veins. Scared at this transformation, she fled the woods and the fey elder that had blessed her was forever denied the chance to explain what had happened. She returned to her people, trying to explain what had befallen her, but few believed her or could understand until they saw the magic she now possessed. Revered by many, she became a queen of sorts within her small community, and it was then that she discovered that her power was not hers alone, but a gift to be shared with others. Like the air in the woods now long forgotten, her own breath was laced with potent magic, and her lovers began to develop powers similar to her own. They in turn passed the magic along in turn, though the effect became diluted with each passing. Fearing misunderstanding by the outside world, the queen passed a law stating that neither herself nor any with whom she'd shared an intimate breath were allowed to leave their village. In exchange, each of her former lovers was promoted to a position of standing and respect, and became her loyal guards and cabinet. With openness and diplomacy, they eventually built a thriving home in the rolling grass plains, and eventually became regarded as a notable city within the countryside. They built a keep and a castle, high and thin, and suspended in ways no outsider could comprehend, and named the place Thi'anor, after the auran word for slumber.

    Physical Description: Volanti, at first glance, are often mistaken for common sylph. They have the same pale skin and inexplicable patterns on their flesh, but their hair moves slowly without reason, and the patterns on their skin are actually fluid and often resemble the shape or form of fey runes. The air moves with a volanti's breath, pulling close as she inhales, and falling away as she exhales, as though it were not her mouth or lungs, but rather her whole body that was breathing.
    Volanti are deeply in tune with changes in the sky around them, and this intuition is reflected in their appearance. Their eyes are always the same color and shade as the clouds above, ranging from fiery orange as the sun sits on the horizon, to stark white on a clear day, or dark gray before a storm. As lightning strikes, the lines that swirl across the volanti's skin flash with blue fire, and tears swell in the volanti's eyes every time it rains.
    Volanti prefer loose, gossamer garments that expose as much of their skin as socially acceptable. Tight fitting garments, or solid garb like armor, feel especially confining to a volanti and cause them minor, inexplicable discomfort. Some volanti diplomats liken the wearing of leather to a necklace worn too tight, or compare armor to trying to breathe with a millstone laying on your chest.

    Society: Volanti revere their queen for the power she holds, though her court is often considered a tangled mess of relationships, love, and pseudo-politics.

    Relations: here

    Alignment and Religion: here

    Adventurers: here


    Male Names: here

    Female Names: here



    RACIAL TRAITS

    • Ability Scores: here
    • Size: Volanti are medium creatures and thus receive no bonuses or penalties due to their size.
    • Type: Volanti are outsiders with the native subtype.
    • Base Speed: Volanti have a base speed of 30 feet.
    • Sylph Blood: Volanti count as both sylph and volanti for any effect related to race.
    • (PRIMARY ABILITY): here
    • (SECONDARY ABILITY): here
    • (CLIMATE/REGIONAL ABIILTY): here
    • Air Affinity: Volanti are treated as 1 level higher when casting spells with the air descriptor, using granted powers of the Air domain, using bloodline powers of the air Elemental bloodline, using the revelations of the oracle's Wind mystery, and determining the damage of alchemist bombs that deal electric damage. This trait does not give the volanti early access to level-based powers; it only affects powers that they could already use without this trait.
    • Spell-Like Ability (Sp): Volanti can use (SPELL) 1/day as a spell-like ability, with a caster level equal to the volanti's HD.
    • Energy Resistance: Volanti possess electric resistance 10.
    • Darkvision: Volanti can see perfectly in the dark up to 60 feet.
    • Languages: Volanti begin play speaking Common and Auran. Volanti with a high Intelligence score can choose from the following additional languages: Aquan, Celestial, Draconic, Elven, Gnome, Ignan, or Sylvan




    Alternate Racial Traits

    The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

    • Elemental Kinship: Volanti with this trait form a bond with one of the elemental planes, and are considered to have ties to both the plane of air and the chosen plane (if different) for the purposes of spells, abilities, and qualifications. Furthermore, when the volanti uses a summon spell to conjure a creature with the subtype corresponding to the chosen plane, he increases the duration of that spell by 2 rounds. This racial trait replaces air affinity.




    Random Starting Ages
    Adulthood
    Intuitive
    Self-Taught
    Trained
    X years
    +X
    +X
    +X

    Aging Effects
    Middle Age
    Old
    Venerable
    Maximum Age
    X years
    X years
    X years
    X+X years
    As volanti increase in age, they (CHANGE).

    Random Height and Weight
    Gender
    Base Height
    Height Modifier
    Base Weight
    Weight Modifier
    Male
    X"
    +X
    X lb.
    ×X lb.
    Female
    X"
    +X
    X lb.
    ×X lb.



    Favored Class Options

    The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    • A add
    • B add
    • C add
    Last edited by gr8artist; 2014-10-09 at 01:13 PM.
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    Additional Materials

    (FEAT) does such-'n-such
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    (NAME)

    Synopsis

    Physical Description: here

    Society: here

    Relations: here

    Alignment and Religion: here

    Adventurers: here


    Male Names: here

    Female Names: here



    RACIAL TRAITS

    • Ability Scores: here
    • Size: (NAME) are medium creatures and thus receive no bonuses or penalties due to their size.
    • Type: (NAME) are outsiders with the native subtype.
    • Base Speed: (NAME) have a base speed of 30 feet.
    • Undine Blood: (NAME) count as both undines and (NAME) for any effect related to race.
    • (PRIMARY ABILITY): here
    • (SECONDARY ABILITY): here
    • (CLIMATE/REGIONAL ABILITY): here
    • Water Affinity: (NAME) are treated as 1 level higher when casting spells with the water descriptor, using granted powers of the Water domain, using bloodline powers of the water Elemental bloodline, using the revelations of the oracle's Waves mystery, and determining the damage of alchemist bombs that deal cold damage. This trait does not give the (NAME) early access to level-based powers; it only affects powers that they could already use without this trait.
    • Spell-Like Ability (Sp): (NAME) can use (SPELL) 1/day as a spell-like ability, with a caster level equal to the (NAME'S) HD.
    • Energy Resistance: (NAME) possess cold resistance 10.
    • Darkvision: (NAME) can see perfectly in the dark up to 60 feet.
    • Languages: (NAME) begin play speaking Common and Aquan. (NAME) with a high Intelligence score can choose from the following additional languages: Aboleth, Auran, Celestial, Draconic, Elven, Gnome, or Sylvan




    Alternate Racial Traits

    The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

    • Elemental Kinship: (NAME) with this trait form a bond with one of the elemental planes, and are considered to have ties to both the plane of water and the chosen plane (if different) for the purposes of spells, abilities, and qualifications. Furthermore, when the (NAME) uses a summon spell to conjure a creature with the subtype corresponding to the chosen plane, he increases the duration of that spell by 2 rounds. This racial trait replaces air affinity.




    Random Starting Ages
    Adulthood
    Intuitive
    Self-Taught
    Trained
    X years
    +X
    +X
    +X

    Aging Effects
    Middle Age
    Old
    Venerable
    Maximum Age
    X years
    X years
    X years
    X+X years
    As (NAME) increase in age, they (CHANGE).

    Random Height and Weight
    Gender
    Base Height
    Height Modifier
    Base Weight
    Weight Modifier
    Male
    X"
    +X
    X lb.
    ×X lb.
    Female
    X"
    +X
    X lb.
    ×X lb.



    Favored Class Options

    The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    • A add
    • B add
    • C add
    Last edited by gr8artist; 2014-10-08 at 03:53 PM.
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    Additional Materials

    (FEAT) does such-'n-such
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