Elementals: Difference between revisions
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==Earth Elemental== | ==Earth Elemental== | ||
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. | |||
===Circles=== | ===Circles=== | ||
====1<sup>st</sup> Circle - {{Ability}}==== | ====1<sup>st</sup> Circle - {{Ability|Earthspike|SU}}==== | ||
The ground heeds your call, biting into nearby enemies. Once per {{Bracket|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 {{Bracket|Ground}} effect. The radius increases to 10 ft at 5th level, and to your {{Bracket|Close}} range at 10th level. | |||
====2<sup>nd</sup> Circle - {{Ability|Earth Affinity}}==== | |||
You gain {{Bracket|Damage reduction}} equal to your [[Constitution]] modifier (minimum 1). In addition, moving out of a square of difficult terrain does not cost you extra movement. | |||
==== | ====3<sup>rd</sup> Circle - {{Ability|Earthen Pull|SU}}==== | ||
As a [[standard action]], you may deal damage equal to twice your character [[level]] plus your [[KOM]] to target opponent within {{Bracket|Medium}} range, and cause the opponent to lose the {{Bracket|Flying}} condition, the [[Fly]] movement mode, and any further access the opponent may gain to that movement mode until the end of the {{Bracket|Encounter}}. This requires a successful ranged [[attack roll]]. In addition, you may choose to ignore any effect that would grant you [Flying]. | |||
====4<sup>th</sup> Circle - Core Principles==== | |||
Pick one of the following abilities (this choice is permanent): | |||
* '''{{Ability|Digger's Instincts}}:''' You dive into the earth, and it parts way like water. You gain the [[Burrow]] movement mode. Additionally, you gain {{Bracket|Tremorsense}} out to 25 ft, or if you already possess [Tremorsense], you increase its range by 25 ft. | |||
* '''{{Ability|Mass Driver}}:''' A sudden, momentary rearrangement of gravitational fields hits your foe as hard as any hammer. You may make melee attacks at {{Bracket|Close}} range. You may make melee attacks against {{Bracket|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). | |||
==== | ====5<sup>th</sup> Circle - {{Ability|Striking Granite|SU}}==== | ||
Once per {{Bracket|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 {{Bracket|Prone}} at the end of the movement and loses the {{Bracket|Flying}} condition if they possess it. | |||
====6<sup>th</sup> Circle - {{Ability|Gravity Well|SU}}==== | |||
Once per {{Bracket|Encounter}}, as a [[standard action]], you may create a [[spread]] with a radius of your {{Bracket|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 {{Bracket|Ground}} effect and dealing damage equal to twice your character level to opponents adjacent to you as a [Ground] effect. | |||
====7<sup>th</sup> Circle - {{Ability|Superior Earthspike}}==== | |||
Earthspike can now be activated as a [[swift action]]. | |||
====7<sup>th</sup> Circle - {{Ability}}==== | |||
==Fire Elemental== | ==Fire Elemental== |
Revision as of 20:46, 3 August 2017
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.
Air 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.
Circles
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
Once per [Encounter], when you use your Gust ability, all opponents damaged by that ability are [Battered] for 3 [Rounds] and are [Blown away].
7th Circle - HurricaneSU
Whenever you activate your Gust ability, you may target all opponents within [Medium] range.
Earth Elemental
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.
Circles
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
You gain [Damage reduction] equal to your Constitution modifier (minimum 1). In addition, moving out of a square of difficult terrain does not cost you extra movement.
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.