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| cog_n_taz07-11-07, 08:52 PM | Narfaedian: Some call it a taint, others, a blessing. Narfadians are humans who have lived near an area with a strong tie to an elemental plane for several generations. Over time, elemental energies leak across the planes, affecting those who live in the area. After over a hundred years, the residents slowly become Narfaedians, near-humans with strong ties to an elemental plane and a host of magical abilities. Narfaedians tend to be somewhat uncomfortable with places and creatures tied with the opposite element. GAME RULE INFORMATION Four kinds of Narfaedians exist, and though they all have different abilities, they still share some traits. Shared : Narfaedians take double damage (half on a successful save, if any) from the opposite element, and half damage(none on a successful save, if any) from their element. Additionally, Narfaedians know the language of the element they are tied to (Ignan, Auran, Aquan or Terran). Fire: +2 dexterity, -2 wisdom. Fire Narfaedians are as nimble as the flame they are linked to, but are usually brash and impatient. Additionally, they gain +2 to their initiatives, and deal an added 1d4 fire damage with all unarmed attacks they make. Finally, a fire narfaedian glows as though affected by a light spell, though they may suppress the effect, and also possess the burn ability (as a fire elemental). Water:+10 racial bonus to swim, may always take 10 while swimming.+2 charisma, -2 constitution. While water Narfaedians are an impressive presence, they, like their elemental kin, struggle to maintain one form at the best of times. A water Narfaedian may extinguish a fire of up to Large size merely by touching it, and may use dispel magic as a sorcerer against any spell with the fire descriptor 1/day (caster level equal to character level). Finally, they may cast Create water as a cleric equal to their character level once per day. Air: +2 wisdom, -2 strength. Air narfaedians are somewhat detached from the rest of the world, allowing them a greater degree of insight. however, they are as wispy and insubstantial as the air they are tied to. May cast fly once per day as a sorcerer (caster level equal to character level). Additionally, air Narfaedians may speak with birds (as the speak with animals spell), and gain +2 to their initiative. Earth: +2 strength, -2 dexterity. Though earth Narfaedians are blessed with the strength of the earth itself, they are slow and clumsy. Earth Narfaedians gain a +5 racial bonus on craft checks relating to stone or earth, and gain improved bull rush as a bonus feat at 1st level. Finally, once per day, they may conjure and launch a boulder at any opponent within 30 feet, dealing 1d6 bludgeoning damage per 2 character levels (rounded up). LA+1 |