3,080
edits
m (bolded headers) |
Nathan Heard (talk | contribs) No edit summary |
||
| Line 3: | Line 3: | ||
<u>Lifespan</u>: 200 - 300 years|image=elemental.png}} | <u>Lifespan</u>: 200 - 300 years|image=elemental.png}} | ||
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 54: | Line 54: | ||
|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. | ||
|} | |} | ||
| Line 81: | Line 81: | ||
|- | |- | ||
|'''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. This counts as a primal chant for you. | ||
|} | |} | ||
| Line 94: | Line 94: | ||
|- | |- | ||
|'''Salve''' | |'''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). | |(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). | ||
|} | |} | ||
| Line 109: | Line 109: | ||
|'''Environmental Attunement''' | |'''Environmental Attunement''' | ||
| | | | ||
|''Repeatable.'' Gain Resist Elemental 1. Furthermore, when making END checks against the effects of extreme weather, add +2 to your rolls. | |''Repeatable.'' Gain Resist Elemental 1. 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''' | ||
| Line 155: | Line 155: | ||
|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. | |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. | ||
* <u>Earth Punch</u>: (END/Recoup) | * <u>Earth Punch</u>: When you hit a creature with a melee attack, you may spend 1 additional AP to knock it Prone. (END/Recoup) | ||
|- | |- | ||
|'''Grit''' | |'''Grit''' | ||
| Line 191: | Line 191: | ||
|'''Curse of Corrosion''' | |'''Curse of Corrosion''' | ||
|Water Sublineage | |Water Sublineage | ||
|You learn the Acid Pool spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute. | |You learn the [[Acid Pool]] spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute. | ||
|- | |- | ||
|'''Gift of Piscism''' | |'''Gift of [[Piscism]]''' | ||
|Water Sublineage | |Water Sublineage | ||
|You learn the Piscism spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute. | |You learn the Piscism spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute. | ||