Elementals
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.
4st 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.
5st 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.
6st 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].
7st Circle - HurricaneSU
Whenever you activate your Gust ability, you may target all opponents within [Medium] range.