Creatures infused with one of the classical elements, either through a bloodline, exposure to strange magic or some other means, are transformed by that influence and granted a measure of power over the element. While the transformation is not a drastic enough change to make them count as a different race, these individuals nevertheless possess a drastically altered appearance to match their array of elemental abilities.
Characters with these tracks have the [Primordial] creature type in addition to any other types they may have.
- 1 Air Elemental
- 2 Earth Elemental
- 3 Fire Elemental
- 4 Water Elemental
Creatures with a connection to the element of Air tend to rush into things, but that does not mean they are unprepared! Their vast array of elemental abilities gives them more than enough power to toss aside anyone foolish enough to stand in their way. Creatures with the Air Elemental track ignore the effects of Suffocation.
1st Circle - GustSLA
As either a standard action, or once per [Round] in place of a single attack in an attack action, you may unleash a small but powerful burst of wind against target creature within [Medium] range. The gust deals damage equal to your level plus your KOM, and reduces movement speed by 5 ft. This penalty stacks to a maximum of 5 ft + 5 ft per circle of Air Elemental you possess, and lasts for one [Round] per circle of Air Elemental you possess.
When you activate Gust by sacrificing an attack in an attack action (but not when you activate it as any other action), you may sacrifice additional attacks, up to a maximum of 1 per 5 levels you possess, to increase damage dealt through that activation of Gust by your Key Offensive Modifier and its movement speed penalty by 5 ft for every attack you give up.
2nd Circle - PressureSU
Pressing down on you, pushing down on them... As a free action, if you do not already have an active pressure spread, you may create a pressure spread with a radius of your [Melee] range originating from you that lasts and remains active until it is dismissed. The pressure spread moves with you and deals damage equal to your KOM to opponents within its area at the end of your turn and removes any Stealth check results they may have. You cannot benefit from Stealth skill checks while you have an active pressure spread. As a free action, you may dismiss the pressure spread.
3rd Circle - FlyEX
You gain the Fly movement mode.
4th Circle - WindstormSU
Whenever you use your Gust ability, you may target all opponents within [Close] range instead of a single creature within [Medium] range. In addition, once per [Round], you can activate your Gust ability as a move action.
5th Circle - Vacuum WaveSU
Twice per [Encounter], as a swift action, you may move up to your movement speed. You may move through occupied squares and do not provoke attacks of opportunity at any point during this movement. Opponents in squares through which you move lose their next swift action.
6th Circle - Ominous WindSU
7th Circle - HurricaneSU
Whenever you activate your Gust ability, you may target all opponents within [Medium] range.
Creatures linked to the element of Earth wield a great power, for the very ground on which they stand is their greatest weapon. They prefer to consider their options carefully before acting, and their adversaries should likewise think twice before engaging an Earth Elemental in battle.
1st Circle - EarthspikeSU
The ground heeds your call, biting into nearby enemies. Once per [Round], as a move action, you may create a 5 ft radius spread originating from you, dealing damage equal to your character level plus your KOM to opponents within the area as a [Ground] effect. The radius increases to 10 ft at 5th level, and to your [Close] range at 10th level.
2nd Circle - Earth AffinityEX
3rd Circle - Earthen PullSU
As a standard action, you may deal damage equal to twice your character level plus your KOM to target opponent within [Medium] range, and cause the opponent to lose the [Flying] condition, the Fly movement mode, and any further access the opponent may gain to that movement mode until the end of the [Encounter]. This requires a successful ranged attack roll. In addition, you may choose to ignore any effect that would grant you [Flying].
4th Circle - Core Principles
Pick one of the following abilities (this choice is permanent):
- Digger's InstinctsEX: You dive into the earth, and it parts way like water. You gain the Burrow movement mode. Additionally, you gain [Tremorsense] out to 25 ft, or if you already possess [Tremorsense], you increase its range by 25 ft.
- Mass DriverEX: A sudden, momentary rearrangement of gravitational fields hits your foe as hard as any hammer. You may make melee attacks at [Close] range. You may make melee attacks against [Flying] creatures when you are not [Flying], and if you hit a [Flying] creature with a melee attack, you may cause it to lose the [Flying] condition (but not the Fly movement mode).
5th Circle - Striking GraniteSU
Once per [Round], when you hit an opponent with a melee attack, you may immediately perform the Bull Rush combat maneuver against that opponent. You do not need to be adjacent to this opponent or move with them and you can continue to push the opponent without moving. In addition, the opponent is knocked [Prone] at the end of the movement and loses the [Flying] condition if they possess it.
6th Circle - Gravity WellSU
Once per [Encounter], as a standard action, you may create a spread with a radius of your [Close] range originating from you that pulls all opponents in its area to squares adjacent to you, or as close as possible to adjacent in the event that all adjacent squares are occupied. If you do so, you may then create a spread with a radius of your [Close] range originating from you, dealing damage equal to your character level plus your KOM to opponents not adjacent to you within the area as a [Ground] effect and dealing damage equal to twice your character level to opponents adjacent to you as a [Ground] effect.
7th Circle - Superior EarthspikeEX
Earthspike can now be activated as a swift action.
A creature in tune with the element of Fire can bask and flourish in conditions that few others can barely survive. Hard to pin down and even harder to take out, a Fire Elemental is a dangerous foe and a valuable, if somewhat volatile, ally. The abilities of the Fire Elemental track cannot inflict the [Burning] condition on creatures with the Fire Elemental track. Creatures with the Fire Elemental track cannot gain the [Burning] condition from abilities and effects that deal energy damage with the [Fire] descriptor.
1st Circle - Flame KissSU
Additionally, if you would take energy damage with the [Fire] descriptor, you are instead healed for half the damage you would have taken. This counts as a form of [Immunity], so you take damage as normal and are not healed by any effects that specifically ignore [Immunity] to [Fire]. Any [Resistance] or [Vulnerability] you have against the [Fire] descriptor is ignored if you would be healed by that damage with the [Fire] descriptor.
2nd Circle - Persistent InfernoSU
Additionally, you may activate Flame Kiss as a move action.
3rd Circle - Fire's EmbraceSU
Flame Kiss now heals you for all the damage you would have taken instead of half the damage.
Additionally, you may use Flame Kiss as part of another move action, or instead spend a single move action to hurl two separate Flame Kiss fireballs at two different targets.
4th Circle - FirewalkerEX
Furthermore, once per move action you take, you may transport yourself adjacent to any creature within [Close] range that is [Burning]. This movement does not provoke attacks of opportunity, and is not a [Teleport] effect.
5th Circle - Unbearable RadianceSU
At will, as a swift action, if you do not already have a heat spread, you may create a heat spread with a radius of your [Melee] range originating from you that moves with you and lasts until it is dismissed as an immediate action. Opponents who begin their turn in this spread are dealt energy damage with the [Fire] descriptor equal to your character level, inflicted with [Burning], and rendered [Fatigued] until the [Burning] condition is removed. A successful Fortitude save (DC 10 + 1⁄2 your level + your KOM) negates the damage and the [Fatigued] condition.
6th Circle - Sudden InfernoSU
Once per [Encounter], as a standard action, you can raise an inferno from nothing, creating a Blaze marker in each of up to seven different target squares within [Medium] range, which last until the end of the [Encounter]. You can establish line of sight as though you occupied any square with a Blaze marker that you created in it. As long as you occupy a square with a Blaze marker that you created in it, you may enter any square with a Blaze marker that you created in it as though it were adjacent to any square you occupy with a Blaze marker you created in it and as though you had line of effect to it. A Blaze marker has no HP or AC, does not impede sight or movement, and cannot be attacked or targeted.
At the end of each opponent's turn, if that opponent is within 15 ft of a square with a Blaze marker you created in it, Sudden Inferno deals energy damage with the [Fire] descriptor equal to your character level plus your Key Offensive Modifier to that opponent and inflicts the [Burning] condition on that opponent.
7th Circle - SiroccoSU
Your passing causes the air itself to ignite, choking the battlefield in a wake of cinders and devastating heat. Whenever you enter or exit a square, except as the result of a [Teleport] effect, you may create an Ember marker with no game statistics in that square that lasts until the end of the [Encounter].
Whenever you enter a square with a Blaze marker that you created in it from another square with an Blaze marker that you created in it, you may create an Ember token with no game statistics in each square that a straight line between those squares crosses that lasts until the end of the [Encounter].
For each creature, the first seven times each [Round] that creature begins its turn in or enters a square with one or more Ember markers created by this ability in it, Sirocco deals energy damage with the [Fire] descriptor equal to your character level to that creature and inflicts the [Burning] condition on that creature.
A Water Elemental creature is a slippery fighter that's tough to pin down. Water Elementals win fights through attrition, battering their opponents about while avoiding retaliation.
1st Circle - Agile SeaEX
2nd Circle - Hungry OceanSU
Once per [Round], when you take an offensive action that deals damage, you may inflict [HP reduction] equal to twice your character level to a single opponent that would be dealt damage by that offensive action before that damage is dealt. You then heal HP equal to half the [HP reduction] inflicted by this ability.
3rd Circle - Mist AuraSU
You can wrap yourself in veils of mist. As a swift or move action, you may create a spread with a radius of your [Melee] range originating from you that lasts for one [Round]. This spread moves with you. Allies are [Concealed] while within this spread.
4th Circle - Viscous
You gain the following abilities:
- SurfingEX: You embody the crashing waves of the ocean. Once per [Round] when you activate Mist Aura during your turn, you may move to any unoccupied square within your [Close] range. This movement does not provoke an attack of opportunity, and ignores all obstacles.
- Tidal WaveSU: You can transform into a wave of water. As a standard action, you may create a 60 ft wedge originating from you, dealing 1d8 energy damage with the [Cold] descriptor per character level you possess to creatures in the area, and rendering them [Knocked down]. A successful Reflex save (DC 10 + 1/2 your level + your KOM) halves the damage and negates the [Knocked down] condition. You may then move to any unoccupied square within the wedge.
5th Circle - Thickening MistSU
Squares within your spread from your Mist Aura ability are treated as difficult terrain for opponents. [Flying], [Swimming], and [Burrowing] opponents in these squares treat this difficult terrain as if they did not have those conditions.
6th Circle - MaelstromSU
Once per [Encounter], as a standard action, you may create two 60 ft radius vortex spreads originating from target square(s) within [Medium] range, which last for the rest of the [Encounter] and whose squares are considered difficult terrain for all creatures except yourself. As a move action, you may move from one square within one vortex spread to an unoccupied square in the other vortex spread without provoking attacks of opportunity.
An opponent who begins their turn in a square within a vortex spread cannot be affected by [Teleport] effects for one [Round] and is moved up to 30 ft toward the center of the spread (if this opponent began its turn in a square within both vortex spreads, you may choose to which vortex spread center that opponent is moved). A successful Fortitude save (DC 10 + 1⁄2 your character level + your Key Offensive Modifier) negates this effect.