Elemental: Difference between revisions

30 bytes removed ,  15 November 2023
fixed spacing on headings, assigned headings, added/removed punctuation, bolded features.
No edit summary
(fixed spacing on headings, assigned headings, added/removed punctuation, bolded features.)
Line 1: Line 1:
Elementals are humanoids that are deeply connected to the Everwilds, especially the domain of Chaos. While many sublineages of elemental exist, the four most common are air, earth, fire, and water. Elementals are actually indigenous to the Everwilds. As the Tear opened in the skies above, and Ancerra came into contact with the other planes of existence for the first time in living memory, some elementals were curious about the newly rediscovered solar system and ventured forth to explore it.
Elementals are humanoids that are deeply connected to the Everwilds, especially the domain of Chaos. While many sublineages of elemental exist, the four most common are air, earth, fire, and water. Elementals are actually indigenous to the Everwilds. As the Tear opened in the skies above, and Ancerra came into contact with the other planes of existence for the first time in living memory, some elementals were curious about the newly rediscovered solar system and ventured forth to explore it.
Elementals can reliably trace their lineage back to the Ashyidir Archfae. There are ten Ashyidir Archfae, but the four who represent the fundamental elements are listed here. All of the ten Ashyidir can appear masculine, feminine, or androgynous, but their preferred state is listed.
Elementals can reliably trace their lineage back to the Ashyidir Archfae. There are ten Ashyidir Archfae, but the four who represent the fundamental elements are listed here. All of the ten Ashyidir can appear masculine, feminine, or androgynous, but their preferred state is listed.


Line 8: Line 9:
'''Gaard.''' Masculine-presenting; Exemplar of Earth. Slow to action, tries to keep everyone (especially Aeshir) from making rash decisions.
'''Gaard.''' Masculine-presenting; Exemplar of Earth. Slow to action, tries to keep everyone (especially Aeshir) from making rash decisions.


'''Sheryn.''' Feminine-presenting; Exemplar of Water. Strong- willed and unwilling to quickly or recklessly change her views on something, but Sheryn is also extremely emotional and prone to bouts of manic rage. Even so, she is also
'''Sheryn.''' Feminine-presenting; Exemplar of Water. Strong-willed and unwilling to quickly or recklessly change her views on something, but Sheryn is also extremely emotional and prone to bouts of manic rage. Even so, she is also deeply passionate and caring about the other Ashyidir.
deeply passionate and caring about the other Ashyidir.


Elementals have varying opinions on the Ashyidir. Some view them as patriarchal figures, much like many humanoids view their grandparents. Others venerate them as gods, and still others don’t have a strong opinion one way or the other provided that the Ashyidir leave the elementals alone to live their own lives.
Elementals have varying opinions on the Ashyidir. Some view them as patriarchal figures, much like many humanoids view their grandparents. Others venerate them as gods, and still others don’t have a strong opinion one way or the other provided that the Ashyidir leave the elementals alone to live their own lives.




==='''E L E M E N TA L T R A I T S'''===
==='''Elemental Traits'''===


'''Height:''' 5’0” - 6’4”
'''Height:''' 5’0” - 6’4”
'''Weight:''' 100-400lbs (Typically, earth is the heaviest and air is the lightest)
 
'''Weight:''' 100-400 lbs (Typically, earth is the heaviest and air is the lightest)
 
'''Size:''' Medium
'''Size:''' Medium
'''Base Speed:''' 20 ft
'''Base Speed:''' 20 ft
'''Appearance:''' Elementals generally look like humans with inhuman-colored skin. Their digits, skin patterning, hair, and facial features reflect the element of their sublineage.
'''Appearance:''' Elementals generally look like humans with inhuman-colored skin. Their digits, skin patterning, hair, and facial features reflect the element of their sublineage.
'''Lifespan:''' Elementals tend to reach maturity around age 30
and live for 200 to 300 years.


==='''E L E M E N TA L S TA R T I N G'''===
'''Lifespan:''' Elementals tend to reach maturity around age 30 and live for 200 to 300 years.
FEATURES
 
=== '''Elemental Starting''' Features ===
At level 1, you gain the following features as an elemental.
At level 1, you gain the following features as an elemental.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Feature
!Discreption
!Description
|-
|-
|Primal Ancestry.
|'''Primal Ancestry'''
|As a descendant of the Everwilds, you are innately bound to the Primal Source of magic. Learn two primal chants of your choice. END is your magic attribute for these chants when cast in this way. If you learn to cast primal magic through the Warden of the Primal talent, then you may use END or the attribute given to you by that feature.
|As a descendant of the Everwilds, you are innately bound to the Primal Source of magic. Learn two primal chants of your choice. END is your magic attribute for these chants when cast in this way. If you learn to cast primal magic through the Warden of the Primal talent, then you may use END or the attribute given to you by that feature.
|}
|}


'''Sublineage.''' There are many sublineages of elemental, reflecting the different types of elemental forces found throughout the Everwilds - and thus, the different elemental forces that can be found throughout Ancerra. The four most common elemental sublineage are air, earth, fire, and water. Choose your sublineage from the options below.
===== '''Sublineage''' =====
There are many sublineages of elemental, reflecting the different types of elemental forces found throughout the Everwilds - and thus, the different elemental forces that can be found throughout Ancerra. The four most common elemental sublineage are air, earth, fire, and water. Choose your sublineage from the options below.


'''A I R E L E M E N TA L'''
====== '''Air Elemental''' ======
As an air elemental, you gain the following abilities.
As an air elemental, you gain the following abilities.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Feature
!Discreption
!Description
|-
|-
|Hover.
|'''Hover'''
|Difficult terrain never slows your movement. When falling, you only take 1d4 damage per every 30 ft fallen, instead of every 10 ft.
|Difficult terrain never slows your movement. When falling, you only take 1d4 damage per every 30 ft fallen, instead of every 10 ft.
|-
|-
|Mist.
|'''Mist'''
|Learn the Mist chant, using your Primal Ancestry to determine your magic attribute.
|Learn the Mist chant, using your Primal Ancestry to determine your magic attribute.
|}
|}


'''E A R T H E L E M E N TA L'''
====== '''Earth Elemental''' ======
 
As an earth elemental, you gain the following abilities.
As an earth elemental, you gain the following abilities.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Feature
!Discreption
!Description
|-
|-
|Rock-Solid.
|'''Rock-Solid'''
|When you are not wearing armor, gain +2 to your AR and FORT.
|When you are not wearing armor, gain +2 to your AR and FORT.
|-
|-
|Hardy.
|'''Hardy'''
|Gain 3 additional maximum HP.
|Gain 3 additional maximum HP.
|}
|}


'''F I R E E L E M E N TA L'''
====== '''Fire Elemental''' ======
 
As a fire elemental, you gain the following abilities.
As a fire elemental, you gain the following abilities.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Feature
!Discreption
!Description
|-
|-
|Spark.
|'''Spark'''
|You can light nonmagical fires at will by touching flammable, nonsentient objects (such as a candle wick or kindling in a campfire). You cannot light objects that are being worn or carried, unless the creature carrying the object willingly lets you light it.
|You can light nonmagical fires at will by touching flammable, nonsentient objects (such as a candle wick or kindling in a campfire). You cannot light objects that are being worn or carried, unless the creature carrying the object willingly lets you light it.
|-
|-
|Flamehand.
|'''Flamehand'''
|Learn the Beam of Fire cantrip, using your Primal Ancestry to determine your magic attribute.
|Learn the Beam of Fire cantrip, using your Primal Ancestry to determine your magic attribute.
|}
|}


'''WAT E R E L E M E N TA L'''
====== '''Water Elemental''' ======
 
As a water elemental, you gain the following abilities.
As a water elemental, you gain the following abilities.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Feature
!Discreption
!Description
|-
|-
|Amphibious.
|'''Amphibious'''
|You can breathe air and water.  
|You can breathe air and water.  
|-
|-
|Salve (1/Recoup).
|'''Salve (1/Recoup)'''
|When Recouping, you may expend 1 gallon of water in your possession to restore 1d6 HP to a Bloodied creature that you touch (which can be yourself).
|When Recouping, you may expend 1 gallon of water in your possession to restore 1d6 HP to a Bloodied creature that you touch (which can be yourself).
|}
|}


==='''E L E M E N TA L F E AT U R E S'''===
==== '''Elemental Features''' ====
 
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below.
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below.


G E N E R A L E L E M E N TA L A B I L I T I E S
===== '''General Elemental Abilities''' =====
 
Any elemental may take these abilities.
Any elemental may take these abilities.
{| class="wikitable"
{| class="wikitable"
Line 110: Line 109:
!Description
!Description
|-
|-
|Environmental Attunement.
|'''Environmental Attunement'''
|
|
|Repeatable. Gain Resist Elemental 1 (p. 325). Furthermore, when making END checks against the effects of extreme weather, add +2 to your rolls.
|Repeatable. Gain Resist Elemental 1 (p. 325). Furthermore, when making END checks against the effects of extreme weather, add +2 to your rolls.
|-
|-
|Meteorological Attunement.
|'''Meteorological Attunement'''
|
|
|You learn the Predict Weather invocation and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute.
|You learn the Predict Weather invocation and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute.
|-
|-
|Primal Magnificence.
|'''Primal Magnificence'''
|
|
|Repeatable. Learn two primal chants of your choice, using your Primal Ancestry to determine your magic attribute.
|Repeatable. Learn two primal chants of your choice, using your Primal Ancestry to determine your magic attribute.
|-
|-
|Tempestuous Recovery.
|'''Tempestuous Recovery'''
|
|
|Gain +2 Tumbling. When you are Prone, you may stand from Prone for 0 AP, but can only
|Gain +2 Tumbling. When you are Prone, you may stand from Prone for 0 AP, but can only
Line 128: Line 127:
|}
|}


'''AIR ABILITIES'''
====== '''Air Abilities''' ======
 
All abilities in this section have the prerequisite that your sublineage is air.
All abilities in this section have the prerequisite that your sublineage is air.
{| class="wikitable"
{| class="wikitable"
Line 137: Line 135:
!Description
!Description
|-
|-
|Fly.
|'''Fly'''
|Prerequisites: Air Sublineage; Character Level 10.
|Air Sublineage, Character Level 10  
|You can cast the Fly spell. This counts as a primal spell for you. Use your Primal Ancestry to determine your magic attribute.
|You can cast the Fly spell. This counts as a primal spell for you. Use your Primal Ancestry to determine your magic attribute.
You can cast this once without spending SP, regaining the ability to do so when you Take a Rest.
You can cast this once without spending SP, regaining the ability to do so when you Take a Rest.
|-
|-
|Fly II.
|'''Fly II'''
|Prerequisite: Fly.
|Fly  
|Regain the ability to use this feature when you Recoup.
|Regain the ability to use this feature when you Recoup.
|-
|-
|Slowfall.
|'''Slowfall'''
|Prerequisite: Air Sublineage.
|Air Sublineage  
|You are immune to Falling damage while conscious and can reduce the speed at which you fall to 60 ft per round.
|You are immune to Falling damage while conscious and can reduce the speed at which you fall to 60 ft per round.
|}
|}


'''EARTH ABILITIES'''
====== '''Earth Abilities''' ======
 
All abilities in this section have the prerequisite that your sublineage is earth.
All abilities in this section have the prerequisite that your sublineage is earth.
{| class="wikitable"
{| class="wikitable"
Line 160: Line 157:
!Description
!Description
|-
|-
|Earth Glide.
|'''Earth Glide'''
|Prerequisite: Earth Sublineage.
|Earth Sublineage  
|You ignore difficult terrain if it is made difficult due to loose sand, gravel, or other mineral-based phenomena. Furthermore,
|You ignore difficult terrain if it is made difficult due to loose sand, gravel, or other mineral-based phenomena. Furthermore,
when you hit with a melee attack, you may use the special Earth Punch effect. Earth Punch: Knock a creature Prone. You may do so a number of times equal to your END/Recoup.
when you hit with a melee attack, you may use the special Earth Punch effect. Earth Punch: Knock a creature Prone. You may do so a number of times equal to your END/Recoup.
|-
|-
|Grit.
|'''Grit'''
|Prerequisites: Earth Sublineage; Character Level 15.
|Earth Sublineage, Character Level 15
|When you take damage, you may spend 2 Reactive AP to gain Shield HP equal to the damage taken. You may use this feature once, regaining the ability to use it when you Take a Rest.
|When you take damage, you may spend 2 Reactive AP to gain Shield HP equal to the damage taken. You may use this feature once, regaining the ability to use it when you Take a Rest.
|}
|}


'''FIRE ABILITIES'''
====== '''Fire Abilities''' ======
 
All abilities in this section have the prerequisite that your sublineage is fire.
All abilities in this section have the prerequisite that your sublineage is fire.
{| class="wikitable"
{| class="wikitable"
Line 179: Line 175:
!Description
!Description
|-
|-
|Burn.
|'''Burn'''
|Prerequisites: Fire Sublineage; Character Level 10.
|Fire Sublineage, Character Level 10
|Gain a special attack. Burn: 3 AP; melee and unarmed tags. Use your choice of STR or DEX for the attack and damage modifiers. On a hit, you do not deal damage to the creature immediately, but it gains Burning 1d4 for 30 seconds.
|Gain a special attack. Burn: 3 AP; melee and unarmed tags. Use your choice of STR or DEX for the attack and damage modifiers. On a hit, you do not deal damage to the creature immediately, but it gains Burning 1d4 for 30 seconds.
|-
|-
|Fire Affinity.
|'''Fire Affinity'''
|Prerequisite: Fire Sublineage.
|Fire Sublineage  
|Gain Fire Affinity for 1 minute. You can use this feature a number of times equal to your END, regaining all expended uses when
|Gain Fire Affinity for 1 minute. You can use this feature a number of times equal to your END, regaining all expended uses when
you Take a Rest.
you Take a Rest.
|-
|-
|Fire Affinity II.
|'''Fire Affinity II'''
|Prerequisites: Fire Affinity; Character Level 15.
|Fire Affinity, Character Level 15  
|Gain Immune Fire (and still gain the additional damage from your Affinity whenever you would otherwise take fire damage).
|Gain Immune Fire (and still gain the additional damage from your Affinity whenever you would otherwise take fire damage).
|}
|}


'''WAT E R A B I L I T I E S'''
====== '''Water Abilities''' ======
 
All abilities in this section have the prerequisite that your sublineage is water.
All abilities in this section have the prerequisite that your sublineage is water.
{| class="wikitable"
{| class="wikitable"
Line 202: Line 197:
!Description
!Description
|-
|-
|Curse of Corrosion.
|'''Curse of Corrosion'''
|Prerequisite: Water Sublineage.
|Water Sublineage  
|You learn the Acid Pool spell, and can cast it once using this ability. Use your Primal Ancestry to determine your magic
|You learn the Acid Pool spell, and can cast it once using this ability. Use your Primal Ancestry to determine your magic
attribute. Regain the ability to cast this spell when you Take a Rest.
attribute. Regain the ability to cast this spell when you Take a Rest.
|-
|-
|Gift of Piscism.
|'''Gift of Piscism'''
|Prerequisite: Water Sublineage.
|Water Sublineage  
|You learn the Piscism spell, and can cast it once using this ability. Use your Primal Ancestry to determine your magic attribute. Regain the ability to cast this spell when you Take a Rest.
|You learn the Piscism spell, and can cast it once using this ability. Use your Primal Ancestry to determine your magic attribute. Regain the ability to cast this spell when you Take a Rest.
|-
|-
|Vital Salve.
|'''Vital Salve'''
|Prerequisite: Water Sublineage.
|Water Sublineage  
|When you Recoup, you may use your Salve ability on up to three creatures within 10 ft of you (you may still choose yourself
|When you Recoup, you may use your Salve ability on up to three creatures within 10 ft of you (you may still choose yourself
as a target).
as a target).
|}
131

edits