Elemental Lycanthrope [Archive] - Wizards Community

Post/Author/DateTimePost
The Admiral

10-22-04, 01:14 PM
Would it be possible to instead have a base elemental instead of a base animal? It could be cool, ya know you come across some bandits and they shift into some earth elementals? Or is there no reasoning behind my idea?
Teron Gorefiend

10-22-04, 01:26 PM
Elemanthropes... sure, why not? Sounds pretty cool.
Garith Dragonborn

10-22-04, 07:43 PM
sweet idea but what about characters? also it could be a good campaigne thing. everyone is elementhropes and sailors are water miners are earth etc.
good idea
The Admiral

10-22-04, 08:06 PM
Well I came up with the idea because of the campaign where everyone was a lycanthrope but I didnt want just animals. Thats were I would put in the elementhropes. Though I dont know which size of elemental that would be the base. I though I would just use the medium size one, and larger ones would be the "dire" versions of the normals. Though what would the plus be in? Like a werewolf has +6 I think for a natural, 3 of lycanthrope and 3 for wolf(though I could be off one).
Garith Dragonborn

10-23-04, 03:12 AM
they would resonably have better abilities in some areas than others, while weaker in others. like fire elementhropes would have to roll damage for their armour(if still worn) each turn, making the DC higher and higher. But they would also get to do damage to items they touch. they would get to have bonuses when dealing damage to cold( but would get weakness to cold). Earth could have BOOSTED AC, with the weakness of negatives with swimming jumping climbing(except maybe up cliffs) etc. just be creative. when you finally start this game pls privy me and tell me how it works out.
Demonfey

10-23-04, 03:40 PM
What about air?
The Admiral

10-24-04, 04:29 PM
Well we tested a fire elementhope vs. a werewolf and they were fairly balanced. How can we make this something a PC would choose to be, instead of choosing a lower level adjustment lycanthrope? Below is what I have so far of a fire elementhrope using savage species rules for taking levels in monster classes. Any comments for changes and additions would help me with this design.

Fire Elementhrope



Table SP-10: The Fire Elementhrope Template
Class Level CR Special
1st +1 Wis +2, natural armor +2, alternate form (fire elemental),
Darkvision 30ft, shapechanger subtype, fire elementhrope
feats (Dodge, Improved Initiative)
2nd +1 Alternate form (hybrid), fire subtype, damage reduction
5/silver), fire elementhrope feats (Mobility, Iron Will)
3rd +2 Curse of lycanthropy, damage reduction (10/silver)


Table SP-11: The Fire Elemental (Lycanthrope) Class
Cl HD BAB Fort. Ref. Will Skill Points Special
1st 1d8 +0 +0 +2 +0 2 + Int mod. Dex +2, natural armor +1, slam, fire
elemental abilites
2nd 2d8 +1 +0 +3 +0 2 + Int mod. Str +2, Con +2, fortification
(light),Weapon Finesse
3rd 3d8 +2 +1 +3 +1 2 + Int mod. Dex +2, natural armor +1, Immunity,
Fortification (medium)
4th 4d8 +3 +1 +4 +1 2 + Int mod. Dex +2, Con +2, natural armor +1,
Fortification (heavy), Burn

Fire Elemental Class Features:

All of the following are class features of the fire elemental class.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.
Natural Armor Improvements: At 1st level, the character's natural armor bonus increases by +2. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative.
Fire Elemental Abilities (Ex): Upon taking a level in the brown bear animal class, the character gains the animal's Hit Dice (in all forms), base attack bonus (in all forms), base saving throw bonuses (in all forms), ability score modifiers (in hybrid and animal forms), skill points (in all forms), and natural armor bonus (in hybrid and animal forms), as well as the special abilities indicated on Table SP-11.

In fire elemental form, the fire elementhrope’s speed changes to 50 feet. Class skills for the fire elemental racial Hit Dice are Control Shape, Listen, Spot.
Slam: The fire elemental class gives the fire elementhrope a slam attack in his elemental and hybrid forms. The slam is a natural weapon that deals 1d6 points of damage.
Fortification (Ex): When the fire elementhrope reaches 2nd level, his internal organs begin to cease functioning as they become unnecessary to his altered metabolism. This process makes him less vulnerable to critical hits, sneak attacks, and other attacks that target a creature's vital spots. The fire elementhrope is treated as if he had the light fortification armor property active at all times only in full elemental form. This ability gives him a 25% chance to turn a critical hit or sneak attack against him into a normal attack. If the fire elementhrope already has fortification from another source (such as a spell or magic item), use the better value. At 3th level this fortification becomes medium in full elemental form and his hybrid form gains light fortification. At 4th level the fortication becomes heavy in full elemental and medium in hybrid form.
Weapon Finesse: At 2nd level the fire elementhrope gains Weapon Finesse as a bonus feat.

Immunity (Ex): Being in a fire elemental form has its benefits. A normal fire elemental is immune to poison, sleep effects, paralysis, and stunning. The fire elementhrope becomes closer to his elemental lineage and may choose one of the four immunities. This immunity is active only during the elemental and hybrid forms.

Burn (Ex): Acts like the same ability as the fire elemental. A fire elemthropes slam attack deals bludgeoning damage plus fire damage from the fire elementhrope’s flaming body. Those hit by a fire elementhrope’s also must succeed on a Relfex save DC 14 or catch on fire. The flame burns for 1d4 rounds. A burn creature can spend a move action to put out the flames. The save DC is Constitution-based. Creatures hitting a fire elementhrope in its elemental form with natural weapons or unarmed attacks take fire damage as though hit by the fire elementhrope’s attack, and also catch on fire unless they succeed on a Reflex save. The bonus fire damage applies to both the elemental and hybrid forms. The catching on fire trait is only in the elemental form.
Raistlin1245

10-25-04, 09:56 PM
You might look at changing the immunies to resistances, and make them stair step like what you did with the fortification. What type of things are you going to do for the other elementals? Like water might get healling and air is lightning what about earth? Cant think of anything right now but something will come, and when it does I will post it here. tremersense maybe