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View Poll Results: Should these monsters be part of MitP?

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  • Yes (Death Elemental)

    20 83.33%
  • No (Death Elemental)

    3 12.50%
  • Yes (Life Elemental)

    21 87.50%
  • No (Death Elemental)

    4 16.67%
Multiple Choice Poll.
Results 1 to 16 of 16
  1. - Top - End - #1
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    Lord Iames Osari's Avatar

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    Default Elementals of Life and Death [MitP]

    {table="head"]~|Death Elemental, Small|Death Elemental, Medium|Death Elemental, Large|Death Elemental, Huge|Death Elemental, Greater|Death Elemental, Elder
    Size and Type
    |Small Elemental (Negative, Extraplanar)|Medium Elemental (Negative, Extraplanar)|Large Elemental (Negative, Extraplanar)|Huge Elemental (Negative, Extraplanar)|Huge Elemental (Negative, Extraplanar)|Huge Elemental (Negative, Extraplanar)
    HD|2d8+4 (13 hp)|4d8+12 (32 hp)|8d8+32 (68 hp)|16d8+80 (152 hp)|21d8+105 (199 hp)|24d8+120 (216 hp)
    Speed|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)
    Init|+1|+2|+2|+7|+8|+8
    AC|15 (+1 Dex, +1 size, +3 natural); touch 12; flat-footed 13|15 (+2 Dex, +3 natural); touch 12; flat-footed 13|18 (+2 Dex, -1 size, +7 natural); touch 11; flat-footed 16|22 (+3 Dex, -2 size, +11 natural); touch 11; flat-footed 21|23 (+4 Dex, -2 size, +11 natural); touch 12; flat-footed 21|23 (+4 Dex, -2 size, +13 natural); touch 12; flat-footed 23
    BAB|+1|+3|+6|+12|+15|+15
    Grp|-1|+8|+17|+29|+33|+36
    Attack|Slam +5 melee (1d4+3) or negative touch +5 melee touch (4 negative)|Slam +8 melee (1d6+5) or negative touch +8 melee touch (7 negative)|Slam +13 melee (2d6+7) or negative touch +12 melee touch (12 negative)|Slam +20 melee (3d6+9/19-20) or negative touch +11 melee touch (21 negative)|Slam +25 melee (3d6+10/19-20) or negative touch +25 melee touch (26 negative)|Slam +27 melee (4d6+11/19-20) or negative touch +27 melee touch (31 negative)
    Full Attack|Slam +5 melee (1d4+3) or negative touch +5 melee touch (4 negative)|Slam +8 melee (1d6+5) or negative touch +8 melee touch (7 negative)|2 slams +13 melee (2d6+7) or 2 negative touches +12 melee touch (12 negative)|2 slams +20 melee (3d6+9/19-20) or 2 negative touches +11 melee touch (21 negative)|2 slams +25 melee (3d6+10/19-20) or 2 negative touches +25 melee touch (26 negative)|2 slams +27 melee (4d6+11/19-20) or 2 negative touches +27 melee touch (31 negative)
    Space/Reach|5 ft./5 ft.|5 ft./5 ft.|10 ft./10 ft.|15 ft./15 ft|15 ft./15 ft.|15 ft./15 ft.
    Special Attacks|Negative touch|Negative touch|Negative touch|Negative touch|Negative touch|Negative touch
    Special Qualities|Entropic growth, lifesense (60 ft.), elemental traits|Entropic growth, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 5, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 5, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 10, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 10, lifesense (60 ft.), elemental traits
    Saves|Fort +7, Ref +1, Will +0|Fort +9, Ref +3, Will +1|Fort +12, Ref +4, Will +2|Fort +17, Ref +8, Will +5|Fort +19, Ref +10, Will +6|Fort +21, Ref +10, Will +6
    Abilities|Str 16, Dex 13, Con 14, Int 4, Wis 11, Cha 11|Str 20, Dex 14, Con 16, Int 4, Wis 11, Cha 11|Str 24, Dex 15, Con 18, Int 6, Wis 11, Cha 11|Str 28, Dex 17, Con 20, Int 6, Wis 11, Cha 11|Str 30, Dex 18, Con 20, Int 8, Wis 11, Cha 11|Str 32, Dex 19, Con 20, Int 10, Wis 11, Cha 11
    Skills|Listen +2, Spot +3|Listen +3, Spot +4|Listen +5, Spot +6| Listen +9, Spot +10|Listen +12, Spot +12|Listen +27, Spot +27
    Feats|Greater Fortitude|Greater Fortitude, Power Attack|Greater Fortitude, Power Attack, Weapon Focus (slam)|Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave|Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave, Great Cleave, Weapon Focus (negative touch)|Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave, Great Cleave, Weapon Focus (negative touch), Improved Natural Attack (slam)
    Environment|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane
    Organization|Solitary|Solitary|Solitary|Solitary|Solitary|Soli tary
    Challenge Rating|1|3|5|7|9|11
    Treasure|None|None|None|None|None|None
    Alignment|Usually N|Usually N|Usually N|Usually N|Usually N|Usually N
    Advancement|3 HD (Small)|5-6 HD (Medium)|9-15 HD (Large)|17-20 HD (Huge)|22-23 HD (Huge)|25-48 HD (Huge)
    Level Adjustment|~|~|~|~|~|~[/table]

    Before you stands a shape of pure energy so black that it seems to suck the light from the air around it. Impossibly, it seems to be both physical and nonphysical at the same time; only the sound of its footsteps betray its solidity. Roughly humanoid in form, its edges crackle softly and constantly.

    Negative Touch (Ex): A death elemental can make a melee touch attack to deliver a charge of negative energy that deals damage equal to the death elemental's Constitution modifier + the death elemental's Hit Dice. Undead and other creatures that are healed by negative energy can be granted temporary hp by this ability, but every round that they have temporary hp from this ability, they must make a Fortitude save (DC equal to the number of temporary hp). Failing the save results in explosive death. A death elemental cannot grant itself temporary hp in this way. Unlike most forms of temp hp, temp hp from this ability stacks with itself. This ability applies to normal melee attacks, and can be used in place of an unarmed strike while grappling.
    Entropic Growth (Ex): Death elementals can grow in power by absorbing negative energy. Inflict spells and effects, as well as other spells and effects employing negative energy, can grant a life elemental temporary hp in excess of its normal hp. Every 8 temporary hp gained in this way grants the life elemental a bonus Hit Die, which disappears after 1 hour. Spells such as energy drain do not affect death elementals in the normal way, instead granting them a bonus Hit Die for every level that would have been drained.
    Lifesense (Ex): A death elemental can detect the life force of all creatures around it within a radius of 60 feet, including undead. A death elemental knows the location, HD, and current hp of all beings within 60 feet of itself.
    Negative subtype: Creatures with the Negative subtype are healed by inflict spells and harmed by cure spells. They are immune to the effects of negative-dominant planes, both major and minor. Spells and effects employing positive energy deal 50% more damage to a death elemental on a failed save.

    {table="head"]~|Life Elemental, Small|Life Elemental, Medium|Life Elemental, Large|Life Elemental, Huge|Life Elemental, Greater|Life Elemental, Elder
    Size and Type|Small Elemental (Positive, Extraplanar)|Medium Elemental (Positive, Extraplanar)|Large Elemental (Positive, Extraplanar)|Huge Elemental (Positive, Extraplanar)|Huge Elemental (Positive, Extraplanar)|Huge Elemental (Positive, Extraplanar)
    HD|2d8+6 (15 hp)|4d8+24 (44 hp)|8d8+64 (100 hp)|16d8+160 (232 hp)|21d8+231 (325 hp)|24d8+288 (384 hp)
    Speed|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)
    Init|+0|+2|+2|+7|+8|+8
    AC|15 (+1 Dex, +1 size, +3 natural); touch 12; flat-footed 13|15 (+2 Dex, +3 natural); touch 12; flat-footed 13|18 (+2 Dex, -1 size, +7 natural); touch 11; flat-footed 16|22 (+3 Dex, -2 size, +11 natural); touch 11; flat-footed 21|23 (+4 Dex, -2 size, +11 natural); touch 12; flat-footed 21|23 (+4 Dex, -2 size, +13 natural); touch 12; flat-footed 23
    BAB|+1|+3|+6|+12|+15|+15
    Grp|-1|+6|+14|+25|+28|+28
    Attack|Slam +4 melee (1d4+2) or positive touch +4 melee touch (5 positive)|Slam +6 melee (1d6+3) or positive touch +6 melee touch (9 positive)|Slam +9 melee (2d6+4) or positive touch +10 melee touch (15 positive)|Slam +10 melee (3d6+5/19-20) or positive touch +11 melee touch (25 positive)|Slam +19 melee (3d6+5/19-20) or positive touch +20 melee touch (31 positive)|Slam +21 melee (3d6+5/19-20) or positive touch +21 melee touch (35 positive)
    Full Attack|Slam +4 melee (1d4+2) or positive touch +4 melee touch (5 positive)|Slam +6 melee (1d6+3) or positive touch +6 melee touch (9 positive)|2 slams +9 melee (2d6+4) or 2 positive touches +10 melee touch (15 positive)|2 slams +10 melee (3d6+5/19-20) or 2 positive touches +11 melee touch (25 positive)|2 slams +19 melee (3d6+5/19-20) or 2 positive touches +20 melee touch (31 positive)|2 slams +21 melee (3d6+5/19-20) or 2 positive touches +21 melee touch (35 positive)
    Space/Reach|5 ft./5 ft.|5 ft./5 ft.|10 ft./10 ft.|15 ft./15 ft|15 ft./15 ft.|15 ft./15 ft.
    Special Attacks|Positive touch|Positive touch|Positive touch|Positive touch|Positive touch|Positive touch
    Special Qualities|Life's growth, lifesense (60 ft.), elemental traits|Life's growth, lifesense (60 ft.), elemental traits|Life's growth, fast healing 5, lifesense (60 ft.), elemental traits|Life's growth, fast healing 5, lifesense (60 ft.), elemental traits|Life's growth, fast healing 10, lifesense (60 ft.), elemental traits|Life's growth, fast healing 10, lifesense (60 ft.), elemental traits
    Saves|Fort +8, Ref +1, Will +0|Fort +11, Ref +3, Will +1|Fort +15, Ref +4, Will +2|Fort +21, Ref +8, Will +5|Fort +24, Ref +10, Will +6|Fort +27, Ref +12, Will +8
    Abilities|Str 14, Dex 13, Con 16, Int 4, Wis 11, Cha 11|Str 16, Dex 14, Con 20, Int 4, Wis 11, Cha 11|Str 18, Dex 15, Con 24, Int 6, Wis 11, Cha 11|Str 20, Dex 17, Con 28, Int 6, Wis 11, Cha 11|Str 20, Dex 18, Con 30, Int 8, Wis 11, Cha 11|Str 20, Dex 19, Con 32, Int 10, Wis 11, Cha 11
    Skills|Listen +2, Spot +3|Listen +3, Spot +4|Listen +5, Spot +6| Listen +9, Spot +10|Listen +12, Spot +12|Listen +27, Spot +27
    Feats|Greater Fortitude|Greater Fortitude, Improved Toughness|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch)|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack, Cleave, Great Cleave|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack, Cleave, Great Cleave, Weapon Focus (slam)
    Environment|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane
    Organization|Solitary|Solitary|Solitary|Solitary|Solitary|Soli tary
    Challenge Rating|1|3|5|7|9|11
    Treasure|None|None|None|None|None|None
    Alignment|Usually N|Usually N|Usually N|Usually N|Usually N|Usually N
    Advancement|3 HD (Small)|5-6 HD (Medium)|9-15 HD (Large)|17-20 HD (Huge)|22-23 HD (Huge)|25-48 HD (Huge)
    Level Adjustment|~|~|~|~|~|~[/table]

    You see a shape in front of you that seems to be composed of pure light, though it does not illuminate the area around it. It seems to have mass only incidentally. It is approximately humanoid, and it gives off a soft, soothing buzz, almost like a purr.

    Positive Touch (Ex): A life elemental can make a melee touch attack to deliver a charge of positive energy that heals damage equal to the life elemental's Constitution modifier + the life elemental's Hit Dice. This ability can grant temporary hp like the fast healing granted by the Positive Energy Plane, but the Fortitude DC is equal to the number of temporary hp the creature has. A life elemental cannot grant itself temporary hp using this ability. Unlike most forms of temp hp, temp hp from this ability stacks with itself. This ability applies to normal melee attacks, and can be used in place of an unarmed strike while grappling.
    Life's Growth (Ex): Life elementals can grow in power by absorbing positive energy. Cure spells and effects, as well as other spells and effects employing positive energy, can grant a life elemental temporary hp in excess of its normal hp. Every 8 temporary hp gained in this way grants the life elemental a temporary Hit Die, which disappears after 1 hour. Temporary HD grant all the benefits of normal HD, except hp. A life elemental can only ever have a number of temporary HD equal to the number of normal HD it possesses.
    Lifesense (Ex): A life elemental can detect the life force of all creatures around it within a radius of 60 feet, including undead. A life elemental knows the location, HD, and current hp of all beings within 60 feet of itself.
    Positive subtype: The fast healing granted by major positive-dominant planes does not grant life elementals temporary hp. Spells and effects employing negative energy deal 50% more damage to a life elemental on a failed save.
    Last edited by Lord Iames Osari; 2008-04-30 at 12:14 PM.

  2. - Top - End - #2
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    Default Re: Elementals of Life and Death [MitP]

    Oh, the fourth question on the poll should read "No (Life Elemental)". I wonder if I can fix that...

  3. - Top - End - #3
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    Default Re: Elementals of Life and Death [MitP]

    The Small elementals have a very slight problem in the tables. =P
    Belkar's Bad to the Bone.
    Dispossible a fetter hein and bemay kine a sinder's tock.

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    Default Re: Elementals of Life and Death [MitP]

    can two Death Elementals give each other temp HP?
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    Default Re: Elementals of Life and Death [MitP]

    ^^: ... ARG!

    ^: Yes.

    Ok, here's a link to the thread where I first created these beasties. You can find the stats there (stupid tables), and I'll try to fix to tables later...
    Last edited by Lord Iames Osari; 2007-04-03 at 08:59 AM.

  6. - Top - End - #6
    Bugbear in the Playground
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    Default Re: Elementals of Life and Death [MitP]

    Do the positive/negative touches apply when grappling? That'd make sense, and then the life elemental could hug you to dying by awesome.

  7. - Top - End - #7
    Barbarian in the Playground
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    Default Re: Elementals of Life and Death [MitP]

    I'd like to see some descriptions of the creatures themselves. Also, if these are being of pure positive and negative energy, then how exactly do normal weapons effect them? Do I have to have magic to kill one?

    Give me some flavor text.

  8. - Top - End - #8
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    Default Re: Elementals of Life and Death [MitP]

    I'll get on that, but ask yourself: How exactly do normal weapons hurt air/fire/water elementals, when those beings are composed of pure X energy?

  9. - Top - End - #9
    Barbarian in the Playground
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    Default Re: Elementals of Life and Death [MitP]

    Earth elementals are easy, water is liquid but has substenance, and you can hack some of it away, I always imagined fire elementals kind of like, magma, and I've never actually fought/used Air elementals, but I suppose if you whack it enough you could break it apart.

    These are all different however, because these things exist in a form that can be manipulated by non-magical means on the material plane, unlike that of positive and negative energy.

  10. - Top - End - #10
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    Default Re: Elementals of Life and Death [MitP]

    Life is a manipulation of positive energy.

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    Barbarian in the Playground
     
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    Default Re: Elementals of Life and Death [MitP]

    how could the elementals possibly make slam attacks without delivering their touch attacks, which i'm assuming are just them touching the other guy, which is the same as a slam attack but kind of different, but you get it.

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    Bugbear in the Playground
     
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    Default Re: Elementals of Life and Death [MitP]

    WHy didnt you call them positive and negative elementals?

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    Default Re: Elementals of Life and Death [MitP]

    Because this way is more poetic, and probably what people would end up calling them anyway?

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    Default Re: Elementals of Life and Death [MitP]

    Fixed the tables (yay)

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    Bugbear in the Playground
     
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    Default Re: Elementals of Life and Death [MitP]

    Wow. I have never seen ANY of your creations receive this much criticism, Iames. Not even these, when they were put out at first. In any case, I really like their beneficial-to-an-extent uses. After playing Twilight Princess, I really need to ask: can you bottle the life elemental and drink it as a healing potion, or maybe let it come out and wrap around your leg as you fight, giving hit points as per touch attack each turn?
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  16. - Top - End - #16
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    Default Re: Elementals of Life and Death [MitP]

    None? Really? Or are you referring only to monsters here?

    And to answer your question: No drinking it as a potion, although that leg-wrapping thing may be feasible, though I doubt it.

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