| Post/Author/DateTime | Post |
|---|---|
| savant_warlord1308-15-06, 08:59 PM | checklist: snow paraelemental storm monolith mist paraelemental steam paraelemental dust paraelemental We also need to adjust the ice paraelemental to not have the air subtype. Then we need element creature templates for all of those paraelementals. Lets get started! And I will be helping personally later. |
| dok08-15-06, 09:57 PM | You're confusing Quasi-Elementals and Para-Elementals. The Paralemental Planes are Ooze, Magma, Ice, and Smoke. The Quasielemental planes are Void, Brine, Dust, and Ash (negative), and Lightning, Crystals, Steam, and Radiance. (postive) There is no paraelemental plane of Snow, and Storm Elementals are a composite of multiple elements. Dicefreaks has a nice layout of many para- and quasi-elementals (http://community.dicefreaks.com/viewtopic.php?t=3089), including Ash, Mineral, Salt, Ice, Magma, Ooze, and Smoke. Planewalker.com (http://www.planewalker.com/codex/monsters.php) has Ash and Vacuum quasielementals. We also need to adjust the ice paraelemental to not have the air subtype. Why not? The Paraelemental Plane of Ice is between Water & Air. What's the harm? Then we need element creature templates for all of those paraelementals. I disagree. The para- and quasi-elemental regions are considerably smaller and more barren than the major elemental planes. The quasi-elemental planes are especially hostile to living creatures, given their fluid borders with the energy planes. |
| savant_warlord1308-16-06, 11:31 AM | There is no elemental plane of ice, dok. Just an elemental plane of cold. I just liked the distinction between ice weirds and snow weirds in frostburn. Ice weirds have the cold and water subtypes, while snow wierds have the air and cold subtypes. |
| Arganis08-16-06, 11:42 AM | Elemental Planes: Earth Air Fire Water Paraelemental Planes: Ooze (Earth + Water) Magma (Fire + Earth) Ice (Air + Water) Smoke (Fire + Air) Quasielemental Planes: Ash (Fire + Negative) Dust (Earth + Negative) Lightning (Air + Positive) Mineral (Earth + Positive) Radiance (Fire + Positive) Salt (Water + Negative) Steam (Water + Positive) Vacuum (Air + Negative) I've also seen... the Quasiparaelemental Planes: Crystal (Ice + Positive) Frost (Ice + Negative) Clay (Ooze + Positive) Silt (Ooze + Negative) Obsidian (Magma + Positive) Pumice (Magma + Negative) Spark (Smoke + Positive) Fumes (Smoke + Negative) |
| savant_warlord1308-16-06, 11:43 AM | I disagree. The para- and quasi-elemental regions are considerably smaller and more barren than the major elemental planes. The quasi-elemental planes are especially hostile to living creatures, given their fluid borders with the energy planes. First of all, maybe they aren't in my game. Second, you suggested using quasi elementals in the first place. Finally, they actually are smaller in my game, which is why I didn't bring up primal paraelementals. |
| savant_warlord1308-16-06, 11:46 AM | In my campaign setting, the elemental planes are arranged in a tetrahedron, not a ring. This means that each elemental plane borders every other elemental plane. hence the steam and dust paraelementals. |
| savant_warlord1308-16-06, 12:15 PM | Storm Monolith CR 18 Gargantuan Elemental (Air, Extraplanar) Init +5; Senses Listen , Spot ; darkvision 60 ft. Languages Auran ---------------------------------------------------------- AC 28 (-4 size, +21 natural), touch 7, flat-footed 27 hp 453 (36 HD); DR 15/- Immune Resist Fort +19, Ref +23, Will +14 Weakness ---------------------------------------------------------- Speed 50 ft, fly 100 ft (perfect) Melee 2 slams, +42 melee (CAN'T FIGURE OUT DAMAGE) Space 20 ft; Reach 20 ft Base Atk +27; Grp + Atk Options Shock, Special Actions Thunder and lightning ---------------------------------------------------------- Abilities Str 42, Dex 13, Con 25, Int 12, Wis 11, Cha 11 SQ Air Mastery Feats Ability Focus (Thunder and Lightning), Alertness, Blind-Fight, Cleave, Great Cleave, Improved Critical (Slam), Improved Initiative, Improved Natural Attack (Slam), Improved Toughness, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Slam) Skills Advancement 37-54 HD (Gargantuan) ---------------------------------------------------------- Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against a storm monolith Shock (Su) Once per round as a free action, a storm monolith can deliver an electrical shock to a single opponent within 10 feet. This deals 1d4 points of nonlethal electricity damage to the opponent for every 2 HD the storm monolith has. A successful DC 34 fortitude save halves the damage. The save DC is constitution based. Thunder and Lightning (Su) Once per minute as a full-round action, a storm monolith can emit a blast of thunder accompanied by a bolt of lightning. The thunder deals 1d6 points of sonic damage per 2 HD the storm monolith possesses to all within 60 feet of the storm monolith. A successful DC 36 fortitude save halves the sonic damage. The lightning is a 120 foot line that deals 1d6 points of electricity damage per hit die the storm monolith possesses. A successful DC 36 reflex save halves the electricity damage. Both save DCs are consitution based. Please note that storm elementals have a CR one higher than other elementals of the same "age category" (aka small, elder, etcetera). I have continued this with the monolith. HELP!! Where do I put electric and sonic healing in the new format? |