Showing posts with label Elemental. Show all posts
Showing posts with label Elemental. Show all posts

Wednesday, May 22, 2019

Campaign Design - Bloodlines: Yuan-ti Blooded

Yuan-ti Blooded
(adapted from Unearthed Arcana)

At the direction of Louviar and sometimes even of their own volition, these ruthless serpentfolk frequently engage in intimate relations with untainted humanoids, believing this to be a means of corrupting other races. he descendants of such activities are often indistinguishable from purebloods, having subtle snakelike features such as scaly patches or unblinking eyes.

Yuan-ti Bloodline Traits

Character Level
MinorIntermediate
2nd
—+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
—Strength +1
8th
Skill Augmentation (Listen and Spot)Detect poison, once per day (Sp)
10th
—Yuan-ti affinity +21
12th
Charisma +1 Blind-Fight
14th
—+2 on Disguise checks
16th
Detect poison, once per day (Sp)Chameleon power, once per day (Sp)2
18th
—Intelligence +1
20th
Yuan-ti affinity +21+1 to natural armor
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with yuan-ti.
2 As the yuan-ti special ability.

Exclusive Class:Yuan-ti Blooded individuals must replace their racial exclusive class with the Beguiler class.

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Sunday, March 18, 2018

Campaign Design - Bloodlines: Dæmon-Blooded

Dæmon-Blooded

A character with a dæmonic bloodline has one or more ancestors of daemonic origin. The most common source of such a bloodline is a mezzodæmon, but any dæmon capable of taking humanoid form (and even some who cannot) might be responsible for for the character's unusual traits. Though very rare, some dæmon-blooded individuals claim to actually be descended from one of the Lords of Hell, most often Ishi or Vaßatar, but very rarely someone will assert they are a descendant of Lyßa.

Characters with a dæmonic bloodline may bear some minor characteristic reminiscent of such an ancestor such as a very subtle dark aura that surrounds them, a faint smell of burning ash, or a love of duplicity.

Dæmonic Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Move Silently checks
2nd
-+2 on Move Silently checksImproved Initiative
3rd
--Strength +1
4th
+2 on Move Silently checksImproved InitiativeAcid resistance 5 (Ex)
5th
--Dæmon affinity +21
6th
-Strength +1Invisibility, once per day (Sp)
7th
--+2 on Hide checks
8th
Improved InitiativeAcid resistance 5 (Ex)Electricity resistance 5 (Ex)
9th
--Charisma +1
10th
-Dæmon affinity +21+2 on saves vs. poison (Ex)
11th
--Dæmon affinity +41
12th
Strength +1Smite good, once per day (Su)2Cold resistance 5 (Ex)
13th
--+2 on Bluff checks
14th
-+2 on Hide checksSpell Focus or Weapon Focus2
15th
--Intelligence +1
16th
Acid resistance 5 (Ex)Electricity resistance 5 (Ex)Fire resistance 5 (Ex)
17th
--Dæmon affinity +61
18th
-Charisma +1+1 to natural armor
19th
--+2 on Sense Motive checks
20th
Dæmon affinity +21+2 on saves vs. poison (Ex)Damage reduction 5/good
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with dæmons.
2 You can select Spell Focus for the Enchantment, Illusion, Necromancy, or Transmutation schools, or Weapon Focus with any weapon, including Weapon Focus (Ranged Spell) or Weapon Focus (Touch Spell).

Favored Class: Dæmon-Blooded individuals can replace their racial favored class with the Unholy Warrior class.

Exclusive Class: Dæmon-Blooded individuals can replace their racial exclusive class with the Hexblade class.

Special: A Dæmon-Blooded character may never take levels in the Paladin class.

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Saturday, November 18, 2017

Campaign Design - Bloodlines: Marid-Blooded

Marid-Blooded
(adapted from Unearthed Arcana)

The marid are mercurial and capricious, in many ways as unpredictable as the sea itself. Consequently, the reasons that a marid may choose to take a mortal companion are so incredibly varied that trying to pinpoint a particular theme is a fool's errand. For rather obvious reasons most of those who have descended from these water genies hail from families of mariners or coast-dwellers, but given the chaotic nature of their progenitors, marid-blooded individuals are apt to turn up in the unlikeliest of places.

Those with a marid bloodline are often tall and somewhat slender for their race, although they have a wiry frame that is often stronger than they look. Their eyes tend to be blue or green, and often their hair or skin has a slight bluish or greenish tinge as well. Like their forebears, marid-blooded characters are often wildly unpredictable.

Marid Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Swim checks
2nd
-+2 on Swim checksPower Attack
3rd
--Strength +1
4th
+2 on Swim checksPower AttackCold resistance 5 (Ex)
5th
--Marid affinity +21
6th
-Strength +1+1 to natural armor
7th
--+2 on Knowledge: the Planes checks
8th
Power AttackCold resistance 5 (Ex)Cleave
9th
--Intelligence +1
10th
-Marid affinity +21Invisibility, once per day (Sp)
11th
--Marid affinity +41
12th
Strength +1+1 to natural armorCold resistance 10 (Ex)
13th
--+2 on Move Silently checks
14th
-+2 on Knowledge: the Planes checksWater breathing, once per day (Sp)
15th
--Dexterity +1
16th
Cold resistance 5 (Ex)CleaveControl water, once per week (Sp)
17th
--Marid affinity +61
18th
-Intelligence +1+1 to natural armor
19th
--+2 on Spot checks
20th
Marid affinity +21Invisibility, once per day (Sp)Immunity to cold (Ex)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with marid.

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Campaign Design - Bloodlines: Dao-Blooded

Dao-Blooded
(adapted from Unearthed Arcana)

Of all the genies, the dao are the most commercially-minded, seeking out opportunities to trade precious gemstones and exquisitely crafted metalwork objects. The dao are also, like most of their brethren, quite paranoid, and as a result many have chosen to sire a line of children so they can have a cadre of trusted business partners and allies. Even though the dao are probably the rarest of all the genies, their bloodline shows up just as frequently as the others.

Dao-blooded individuals are usually powerfully built for their race, usually with dark hair. Some may even have eyes the color of rubies or emeralds. Those descended from the dao tend to have an acquisitive nature, and are sharp hagglers and bargainers.

Dao Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Craft checks1
2nd
-+2 on Craft checks1Power Attack
3rd
--Strength +1
4th
+2 on Craft checks1Power AttackAcid resistance 5 (Ex)
5th
--Dao affinity +22
6th
-Strength +1+1 to natural armor
7th
--+2 on Appraise checks
8th
Power AttackAcid resistance 5 (Ex)Improved Sunder
9th
--Charisma +1
10th
-Dao affinity +22Invisibility, once per day (Sp)
11th
--Dao affinity +42
12th
Strength +1+1 to natural armorAcid resistance 10 (Ex)
13th
--+2 on Sense Motive checks
14th
-+2 on Appraise checksWall of stone, once per day (Sp)
15th
--Constitution +1
16th
Acid resistance 5 (Ex)Improved SunderTransmute rock to mud, once per week (Sp)
17th
--Dao affinity +62
18th
-Charisma +1+1 to natural armor
19th
--+2 on Knowledge: the Planes checks
20th
Dao affinity +22Invisibility, once per day (Sp)Immunity to acid (Ex)
1 You must select one Craft skill related to earth, metal, or stone. The indicated bonus applies to that Craft skill.
2 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with dao.

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Campaign Design - Bloodlines: Efreeti-Blooded

Efreeti-Blooded
(adapted from Unearthed Arcana)

Characters with the bloodline of the efreet are most likely descended from slaves of that terrible and powerful race, although there are stories that tell of despotic fire genies who set up small kingdoms and took human spouses to found a dynasty beholden to their power. In some stories the city of Camocim was founded in exactly this way. The efreeti-blooded are most commonly found in the Tozlu Desert or  Calder, especially in the region near Mount Fire, and some say the dwarves of the Aidake Mountains and the Red Wizards of Valentia derive their mastery of the arcane arts as a result of efreeti influence.

The efreeti-blooded typically have reddish skin and a cruel disposition and may display tiny horns or bronze colored eyes.

Efreeti Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Bluff checks
2nd
-+2 on Bluff checksImproved Initiative
3rd
--Strength +1
4th
+2 on Bluff checksImproved InitiativeFire resistance 5 (Ex)
5th
--Efreeti affinity +21
6th
-Strength +1+1 to natural armor
7th
--+2 on Knowledge: the Planes checks
8th
Improved InitiativeFire resistance 5 (Ex)Dodge
9th
--Charisma +1
10th
-Efreeti affinity +21Produce flame, once per day (Sp)
11th
--Efreeti affinity +41
12th
Strength +1+1 to natural armorFire resistance 10 (Ex)
13th
--+2 on Concentration checks
14th
-+2 on Knowledge: the Planes checksScorching ray, once per day (Sp)
15th
--Dexterity +1
16th
Fire resistance 5 (Ex)DodgeWall of fire, once per week (Sp)
17th
--Efreeti affinity +61
18th
-Charisma +1+1 to natural armor
19th
--+2 on Intimidate checks
20th
Efreeti affinity +21Produce flame, once per day (Sp)Immunity to fire (Ex)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with efreet.
 
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Friday, November 17, 2017

Campaign Design - Bloodlines: Djinni-Blooded

Djinni-Blooded
(adapted from Unearthed Arcana)

Though few sages put much stock in myths that humanoids and genies share a common ancestor, there is no denying that the races are very similar in form. Although there are reports of djinn-blooded individuals from almost everywhere, they are most commonly found in Camocim and the surrounding Tozlu Desert, but some have shown up in the Minzoku Republics, and several local legends tell of people with djinn heritage in Hatalom, Zeme, Calder, and Roholukraj.

Characters with a djinn bloodline are often haughty but display great guile.

Djinni Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Concentration checks
2nd
-+2 on Concentration checksImproved Initiative
3rd
--Dexterity +1
4th
+2 on Concentration checksImproved InitiativeElectricity resistance 5 (Ex)
5th
--Djinni affinity +21
6th
-Dexterity +1+1 to natural armor
7th
--+2 on Knowledge: the Planes checks
8th
Improved InitiativeElectricity resistance 5 (Ex)Dodge
9th
--Wisdom +1
10th
-Djinni affinity +21Invisibility, once per day (Sp)
11th
--Djinni affinity +41
12th
Dexterity +1+1 to natural armorElectricity resistance 10 (Ex)
13th
--+2 on Appraise checks
14th
-+2 on Knowledge: the Planes checksCreate food and water, once per day (Sp)
15th
--Strength +1
16th
Electricity resistance 5 (Ex)DodgeGaseous form, once per week (Sp)
17th
--Djinni affinity +61
18th
-Wisdom +1+1 to natural armor
19th
--+2 on Sense Motive checks
20th
Djinni affinity +21Invisibility, once per day (Sp)Immunity to electricity (Ex)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with djinn.
 
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Thursday, November 16, 2017

Campaign Design - Bloodlines: Fæy-Blooded

Fæy-Blooded
(adapted from Unearthed Arcana)

Every culture tells stories of fæy creatures taking mortal lovers, so it is no surprise that individuals display fæy bloodlines from time to time. Alternatively, some mortals have earned Brid's favor and her influence has infused the power of the fæy into their bloodline.

Regardless of whether it descended from a dryad, nymph, satyr, or other kind of fæy, a creature with a fæy bloodline often has a personality that is both aloof and carefree.

Fæy Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Hide checks
2nd
-+2 on Hide checksIron Will
3rd
--Charisma +1
4th
+2 on Hide checksIron WillCharm person, once per day (Sp)
5th
--Fæy affinity +21
6th
-Charisma +1Low-light vision
7th
--+2 on Move Silently checks
8th
Iron WillCharm person, once per day (Sp)Skill Augmentation (Listen and Spot)
9th
--Dexterity +1
10th
-Fæy affinity +21Speak with animals, once per day (Sp)
11th
--Fæy affinity +41
12th
Charisma +1Low-light visionInvisibility, once per day (Sp)
13th
--+2 on Perform checks
14th
-+2 on Move Silently checksDamage reduction 1/cold iron
15th
--Wisdom +1
16th
Charm person, once per day (Sp)Skill Augmentation (Listen and Spot)Deep slumber, once per day (Sp)
17th
--Fæy affinity +61
18th
-Dexterity +1Speak with plants, once per day (Sp)
19th
--+2 on Bluff checks
20th
Fæy affinity +21Speak with animals, once per day (Sp)Damage reduction 5/cold iron
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fæy.

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Campaign Design - Bloodlines: Demon-Blooded

Demon-Blooded
(adapted from Unearthed Arcana)

A character with a demonic bloodline has one or more ancestors of demonic origin. The most common source of such a bloodline is a succubus, but any demon capable of taking humanoid form (and even some who cannot) might be responsible for for the character's unusual traits. Some demon-blooded individuals claim descent from the very Lords of Hell, with Gangyn, Halpas, Khil, Kivutar, Oxossi, and Sethra being the most frequently named culprits.

Characters with a demonic bloodline may bear some minor characteristic reminiscent of such an ancestor such as sinister glowing eyes, a faint smell of brimstone, or a love of brutality.

Demonic Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Move Silently checks
2nd
-+2 on Move Silently checksPower Attack
3rd
--Strength +1
4th
+2 on Move Silently checksPower AttackElectricity resistance 5 (Ex)
5th
--Demon affinity +21
6th
-Strength +1Smite good, once per day (Su)2
7th
--+2 on Hide checks
8th
Power AttackElectricity resistance 5 (Ex)Acid resistance 5 (Ex)
9th
--Constitution +1
10th
-Demon affinity +21+2 on saves vs. poison (Ex)
11th
--Demon affinity +41
12th
Strength +1Smite good, once per day (Su)2Fire resistance 5 (Ex)
13th
--+2 on Intimidate checks
14th
-+2 on Hide checksCleave
15th
--Charisma +1
16th
Electricity resistance 5 (Ex)Acid resistance 5 (Ex)Cold resistance 5 (Ex)
17th
--Demon affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Spot checks
20th
Demon affinity +21+2 on saves vs. poison (Ex)Damage reduction 5/good
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons.
2 You can smite a good creature with a melee attack as a blackguard of your character level once per day.

Favored Class: Demon-Blooded individuals can replace their racial favored class with the Unholy Warrior class.

Exclusive Class: Demon-Blooded individuals can replace their racial exclusive class with the Hexblade class.

Special: A Demon-Blooded character may never take levels in the Paladin class.

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Campaign Design - Bloodlines: Celestial-Blooded

Celestial-Blooded
(adapted from Unearthed Arcana)

A character with a celestial bloodline can trace her heritage to beings of the Heavens. Most angels, archons, guardinals, and eladrins have the ability to interbreed with humanoids, and examples of celestial creatures descending from the heavens to live with mortals often appear in the myths and legends of the Three Worlds. Some even claim descent from the Lords of Heaven themselves, and many myths describe various Celestial Lords fathering (or, more rarely, Celestial Mistresses giving birth to) half-mortal children. Caire, Füllar, Hler, Lódur, and Vali are credited with many half-mortal children, while Heim, Forseti, and Tiwas each have a handful of stories attributing mortal children to them.

Those with celestial heritage often have silver or golden hair, a proud bearing, or a piercing stare.

Celestial Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Sense Motive checks
2nd
-+2 on Sense Motive checksSkill Augmentation (Listen and Spot)
3rd
--Wisdom +1
4th
+2 on Sense Motive checksSkill Augmentation (Listen and Spot)Protection from evil, once per day (Sp)
5th
--Celestial affinity +21
6th
-Wisdom +1Smite evil, once per day (Su)2
7th
--+2 on Concentration checks
8th
Skill Augmentation (Listen and Spot)Protection from evil, once per day (Sp)Electricity resistance 5 (Ex)
9th
--Charisma +1
10th
-Celestial affinity +21+2 on saves vs. poison (Ex)
11th
--Celestial affinity +41
12th
Wisdom +1Smite evil, once per day (Su)2Cold resistance 5 (Ex)
13th
--+2 on Listen checks
14th
-+2 on Concentration checksImproved Initiative
15th
--Constitution +1
16th
Protection from evil, once per day (Sp)Electricity resistance 5 (Ex)Acid resistance 5 (Ex)
17th
--Celestial affinity +61
18th
-Charisma +1+1 to natural armor
19th
--+2 on Spot checks
20th
Celestial affinity +21+2 on saves vs. poison (Ex)Damage reduction 5/evil
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with celestials.
2 You can smite an evil creature with a melee attack as a paladin of your character level once per day.

Special: A celestial-blooded character may never take levels in the Unholy Warrior class.

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Campaign Design - Bloodlines: Ignan-Blooded

Ignan-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental fire often crossbreed with the inhabitants of the world, resulting in progeny with abilities and affinities that reflect their elemental ancestry. Sometimes those with elemental blood show up immediately, and in some places they are common enough to form their own communities and breed true among themselves. In others the effect of such crossbreeding can lie fallow for generations, only to come to the fore after many generations of dormancy.

In most cases, the elemental ancestor can be ascertained, or at least guessed at based upon family histories and legends, but in others it is a mystery. Some scholars have speculated that no interbreeding with an elemental creature is necessary to result in elemental-blooded children - only that the parent be exposed to a powerful enough source of elemental power during conception, pregnancy, or delivery of the child.

Those who bear elemental fire within their veins are often high-strung and quick-tempered. Their eyes often seem to glow like embers, and their skin may take on a reddish hue.

Ignan Bloodline Traits

Character Level
MinorIntermediate
2nd
—+2 on Tumble checks
4th
+2 on Tumble checksDodge
6th
—Dexterity +1
8th
DodgePyrotechnics, once per day (Sp)
10th
—Ignan affinity +21
12th
Dexterity +1Mobility
14th
—+2 on Listen checks
16th
Pyrotechnics, once per day (Sp)Fire Resistance 10 (Ex)
18th
—Constitution +1
20th
Ignan affinity +21Spring Attack
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fire elementals and other creatures from the Elemental Plane of Fire.

Favored Class: Ignan-Blooded individuals may replace their racial favored class with the Sorcerer class. Ignan-Blooded individuals must take the Elemental sorcerous bloodline and select fire as their element type.

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. An Ignan-Blooded shugenja must choose the fire element focus.

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Campaign Design - Bloodlines: Aquan-Blooded

Aquan-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental water often crossbreed with the inhabitants of the world, resulting in progeny with abilities and affinities that reflect their elemental ancestry. Sometimes those with elemental blood show up immediately, and in some places they are common enough to form their own communities and breed true among themselves. In others the effect of such crossbreeding can lie fallow for generations, only to come to the fore after many generations of dormancy.

In most cases, the elemental ancestor can be ascertained, or at least guessed at based upon family histories and legends, but in others it is a mystery. Some scholars have speculated that no interbreeding with an elemental creature is necessary to result in elemental-blooded children - only that the parent be exposed to a powerful enough source of elemental power during conception, pregnancy, or delivery of the child.

The aquan bloodline is most common among sailors and fishermen, and even the occasional character with no link whatsoever to oceans, seas, or large lakes. Such characters are often independent-minded, and generally don't live in any one place for long.

Aquan Bloodline Traits

Character Level
MinorIntermediate
2nd
—+2 on Swim checks
4th
+2 on Swim checksPower Attack
6th
—Strength +1
8th
Power AttackFog cloud, once per day (Sp)
10th
—Aquan affinity +21
12th
Strength +1+1 to natural armor
14th
—+2 on Spot checks
16th
Fog cloud, once per day (Sp)Swim 30 feet2
18th
—Constitution +1
20th
Aquan affinity +21Improved Bull Rush
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with water elementals and other creatures from the Elemental Plane of Water.
2 If you already have a Swim speed, you gain +30 feet to your Swim speed.

Racial Restriction: Dwarves cannot be Aquan-Blooded.

Favored Class: Aquan-Blooded individuals may replace their racial favored class with the Sorcerer class. Aquan-Blooded individuals must take the Elemental sorcerous bloodline and select water as their element type.

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. An Aquan-Blooded shugenja must choose the water element focus.

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Campaign Design - Bloodlines: Auran-Blooded

Auran-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental air often crossbreed with the inhabitants of the world, resulting in progeny with abilities and affinities that reflect their elemental ancestry. Sometimes those with elemental blood show up immediately, and in some places they are common enough to form their own communities and breed true among themselves. In others the effect of such crossbreeding can lie fallow for generations, only to come to the fore after many generations of dormancy.

In most cases, the elemental ancestor can be ascertained, or at least guessed at based upon family histories and legends, but in others it is a mystery. Some scholars have speculated that no interbreeding with an elemental creature is necessary to result in elemental-blooded children - only that the parent be exposed to a powerful enough source of elemental power during conception, pregnancy, or delivery of the child.

The auran bloodline derives its power from a connection to the elemental Plane of Air. Characters with auran bloodlines tend to shift between emotions with surprising quickness, and may have hair or skin tinged with light blue.

Auran Bloodline Traits

Character Level
MinorIntermediate
2nd
—+2 on Balance checks
4th
+2 on Balance checksImproved Initiative
6th
—Dexterity +1
8th
Improved InitiativeGust of wind, once per day (Sp)
10th
—Auran affinity +21
12th
Dexterity +1Weapon Finesse
14th
—+2 on Spot checks
16th
Gust of wind, once per day (Sp)Air master (Ex)2
18th
—Constitution +1
20th
Auran affinity +21Flyby Attack
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with air elementals and other creatures from the Elemental Plane of Air.
2 Airborne creatures take a -1 penalty on attack and damage rolls against you.

Racial Restriction: Dwarves cannot be Auran-Blooded.

Favored Class: Auran-Blooded individuals may replace their racial favored class with the Sorcerer class. Auran-Blooded individuals must take the Elemental sorcerous bloodline and select air as their element type.

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. An Auran-Blooded shugenja must choose the air element focus.

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Wednesday, September 20, 2017

Campaign Design - Bloodlines: Terran-Blooded

Terran-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental earth often crossbreed with the inhabitants of the world, resulting in progeny with abilities and affinities that reflect their elemental ancestry. Sometimes those with elemental blood show up immediately, and in some places they are common enough to form their own communities and breed true among themselves. In others the effect of such crossbreeding can lie fallow for generations, only to come to the fore after many generations of dormancy.

In most cases, the elemental ancestor can be ascertained, or at least guessed at based upon family histories and legends, but in others it is a mystery. Some scholars have speculated that no interbreeding with an elemental creature is necessary to result in elemental-blooded children - only that the parent be exposed to a powerful enough source of elemental power during conception, pregnancy, or delivery of the child. Such scholars often also believe that the dwarven race owes its terran affinity to the fact that they live underground for so much of their lives, so they and their theories are generally not taken seriously by others.

Creatures that bear a bloodline of elemental earth feel a sense of gravity and stability that ties them to the stones of the world. They have a palpable sense of inertia about them, which sometimes manifests as a slowness to take action.

Terran Bloodline Traits

Character Level
MinorIntermediate
2nd
—+2 on Climb checks
4th
+2 on Climb checksPower Attack
6th
—Strength +1
8th
Power AttackMeld into stone, once per day (Sp)
10th
—Terran affinity +21
12th
Strength +1+1 to natural armor
14th
—+2 on Listen checks
16th
Meld into stone, once per day (Sp)Earth mastery (Ex)2
18th
—Constitution +1
20th
Terran affinity +21Improved Sunder
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with earth elementals and other creatures from the Elemental Plane of Earth.
2 You gain a +1 bonus on attack and damage rolls if both you and your foe touch the ground. If an opponent is airborne or waterborne, you suffer a -4 penalty on attack and damage rolls.

Favored Class: Terran-Blooded individuals may replace their racial favored class with the Sorcerer class. Terran-Blooded individuals must take the Elemental sorcerous bloodline and select earth as their element type.

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. A Terran-Blooded shugenja must choose the earth element focus.

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Monday, January 3, 2011

General Rules: Monsters - Earth Elemental, Small

Earth Elemental, Small (from the Monster Manual)
Small Elemental [Earth, Extraplanar]

Hit Dice: 2d8+2 (11 hit points)
Initiative: -1
Speed: 20 feet
Armor Class: 17 (+1 size, -1 Dexterity, +7 natural); touch 10; flat-footed 17
BAB/Grapple: +1/+0
Attack: Slam +5 melee (1d6+4, bludgeoning, 20 x2)
Full Attack: Slam +5 melee (1d6+4, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Earth mastery, push
Special Qualities: Darkvision 60 feet, earth glide, elemental traits
Saves: Fortitude +4, Reflex -1, Will +0
Abilities: Str 17, Int 4, Wis 11, Dex 8, Con 13, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 Hit Dice (Small)

Earth elementals are immensely strong and tough. They seldom leave their home plane except when summoned elsewhere by a spell. When summoned to the Three Worlds, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from. A Small earth elemental is about 4 feet tall and weighs about 80 pounds.

Earth elementals speak Terran, but rarely choose to do so. An earth elemental's voice sounds like an echo in a deep tunnel, the rumbling or an earthquake, or the grinding of plates of stone.

Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel through solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water, but prefers not to.

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers are not included in the statistics block.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Cannot be raised, reincarnated, or resurrected except by limited wish, wish, miracle, or true resurrection.

Small Earth Elementals as Familiars
Small earth elementals can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be a terran creature, have terran blood, or terran heritage, take the Improved Familiar feat, and be at least a 5th-level caster.

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