| Post/Author/DateTime | Post |
|---|---|
| Holy_Beholder03-18-08, 10:33 PM | Fire elemental/Fire Born-d6 hit die, Good BAB. Level 1-Flare touch. 1/encounter. Make a touch attack to deal an additional 3d6 fire damage. Level 2-Fire warp. 1/encounter. Teleport 10 feet per class level, including over, but not through, nonflammable liquids. Level 3-Healing fires. In a fire of the fire elementals size or larger the fire elemental can heal 10 damage per round, but the fires size is reduced by one. Level 4-Pulsing fire. Flare touch gains a range of 30+5 per size category greater than small. Flare touch 3/encounter. Level 5-Explosion 1/day. The fire elemental blows up in a huge radius, dealing HDd6 damage. It also takes 2 temporary con damage, that heals when they next use their healing fire ability. Fire warp 3/encounter. This can be applied to either a fire elemental or someone with the fire born template. Fire Born-Fire resistance 5xHD, 10 HD+ Immune to criticals. A fire born is someone who had a fire elemental stuck in them as a very young child or before they were born. Water Elemental/Waterborn d8 hit die, Good BAB. Level 1-Frozen Blade. Attacks can deal slashing or piercing damage. +1d8 damage. 1/encounter. Level 2-Pressure Jets. When in contact with a body of water two or more sizes larger than the water elemental, they can fire off a pressurized jet. This is a ranged bull rush that knocks someone prone, and does 1/2HD d4 damage. 1/encounter Level 3-Distracting Oasis. On a hide check the water elemental can appear to be an oasis. If someone tries to drink they can make a grapple check at a +8 bonus. If they hold them down for half of their constitution score, they drown. Level 4-Frozen Blade 3/encounter. Level 5-Pressure Jets. 3/encounter. Blood absorbation 1/encounter. Make a touch attack, if it hits deal 1d8 con damage. A DC HD+charisma Fortitude save negates. This can be given to someone with a water born template(Light fortification, Water breathing) |