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Half-elemental human race

ryryguy

First Post
Hello...

I'm in the early stages of converting a 3.5 campaign over to 4e. This is the "ETeam" campaign, involving a team of four half-elemental humans, with one coming from each element.

I'll present a couple different versions of the half-elemental race. The first version is intended to be like a standard race and is hopefully fairly balanced.

The second version is an "ECL/LA" version that I am planning to actually use to convert the ETeam. This version is decidedly not balanced. Keep in mind that the 3e half-elemental was a +3 level adjustment template. Although 4e does not have the level adjustment mechanic, I want to carry over the sense that these guys are extra-special, with their half-elemental nature giving them strength and power that's a cut above even other heroic types. And perhaps more importantly, there are specific powers and features that I want to carry over for the sake of continuity.

So, even though the second version is definitely more powerful than a standard race, I still want the different elemental versions to be relatively equal with each other. Also, I'm shooting for a "pseudo" level adjustment of around +1ish. If you think it's even better than that, I'd love to hear why.

Finally, I'm working on a half-elemental paragon path too. That's not quite ready yet.
 

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ryryguy

First Post
the balanced version

Half-elemental Human Racial Traits:

Ability Scores by element:
Air: +2 Dex, +2 any mental
Earth: +2 Str, +2 Con
Fire: +2 Dex, +2 any mental
Water: +2 Int, +2 Wis
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, choice of one-other
Half Elemental Defense Bonuses: +1 Fortitude, Reflex and Will
Elemental Extra:
Air: ? (still trying to come up with something here!)
Earth: +1 AC
Fire: Speed 7
Water: Aquatic, Swim 4
Channel Element:

Once per encounter you can invoke elemental power, filling yourself with the might of your elemental nature. With this elemental might you can wield special powers, as described below. You can only use Channel Element powers that match your element. You might gain additional uses for this power through feats or the Half Elemental paragon path.

Regardless of how many different uses for Channel Element you know, you can only use one such ability per encounter. In addition, some Channel Element powers can be used only once per day. Use of these powers counts against the one per encounter limit normally, but that particular power also cannot be used again until you take an extended rest.

You know the Elemental Resistance and Terrain Walk powers, and may choose one additional power according to your element:

Air: Obscuring Mist or Feather Fall
Earth: Magic Stone or Rock to Mud
Fire: Burning Hands or Flaming Sphere
Water: Obscuring Mist or Freezing Cloud

[d]huh[/d]
Channel Element: Elemental Resistance
You draw upon your elemental nature to shrug off damage from an elemental damage type.
Encounter * Elemental (All)
Minor Action Personal
Effect: Gain resist 10 to the damage type associated with your element (Air = Lightning, Earth = Acid, Fire = Fire, Water = Cold) until the end of your next turn.

Channel Element: Terrain Walk
Tricky terrain doesn't slow you down when you're made of the same stuff. (Or, in the case of fire, when you melt right through it.)
Encounter * Elemental (All)
Minor Action Personal
Effect: Gain the terrain walk property for the type of terrain appropriate for your element (Air = Forest Walk, Earth = Earth Walk, Fire = Ice Walk, Water = Swamp Walk) until the end of your next turn.
Sustain Minor: The effect persists.

[d]huh[/d]
Channel Element: Obscuring Mist
You conjure a small cloud of thick white mist that blocks vision.
Encounter * Elemental (Air, Water), Zone
Standard Action Area burst 2 within 20 squares
Effect: The burst creates a zone of thick mist that blocks line of sight and provides concealment to creatures in its area until the end of your next turn.
Sustain Minor: The zone persists.

Channel Element: Feather Fall
Daily * Elemental (Air)
As the Wizard 2 power.
Special: You must be at least 2nd level to use this ability.

Channel Element: Gaseous Form
Daily * Elemental (Air), Polymorph
As the Warlock 10 power "Shadow Form", except your fly speed is 4.
Special: You must be at least 9th level to use this ability.

Channel Element: Burning Hands
Encounter * Elemental (Fire)
As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses.

Channel Element: Flaming Sphere
Daily * Elemental (Fire)
As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses.

Channel Element: Magic Stone
You concentrate essence of earth into a pebble, imbuing it with unnatural weight and hardness, then hurl it at the foe, where it shatters on impact.
Encounter * Elemental (Earth), Weapon
Standard Action Ranged weapon (improvised thrown)
Primary Target: One creature or object
Attack: Strength vs. Reflex
Hit: 2d8 + Strength damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Strength vs. Reflex
Hit: 1d10 + Strength damage.
Special: You may use a sling to throw the magic stone. In this case, use the sling's range, proficiency and enhancement bonuses, and all attacks are Dexterity vs. Reflex.

Channel Element: Rock to Mud
Undress that stone!
Encounter * Elemental (Earth)
Standard Action Ranged 10
Target: 1 creature
Attack: Constitution vs. Reflex
Hit: The target is immobilized until the end of your next turn.
Effect: The target square and all adjacent squares become difficult terrain. The affected terrain must consist of earth or stone.

Channel Element: Freezing Cloud
Encounter * Elemental (Water)
As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses.
 
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ryryguy

First Post
the unbalanced version

Half-elemental Human Racial Traits:

Ability Scores by element:
Air: +2 Dex, +2 any mental
Earth: +2 Str, +2 Con
Fire: +2 Dex, +2 any mental
Water: +2 Int, +2 Wis
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Common, appropriate elemental language (Auran/Aquan/Ignan/Terran).
Bonus Feat: Planar Touchstone
Bonus Skill: You gain training in one additional skill from your class skill list.
Half Elemental Defense Bonuses: +1 Fortitude, Reflex and Will
Elemental Extra:
Air: ?
Earth: +1 AC
Fire: Speed 7
Water: Aquatic, Swim 4
Channel Element:

Once per encounter you can invoke elemental power, filling yourself with the might of your elemental nature. With this elemental might you can wield special powers, as described below. You can only use Channel Element powers that match your element. You might gain additional uses for this power through feats or the Half Elemental paragon path.

Regardless of how many different uses for Channel Element you know, you can only use one such ability per encounter. In addition, some Channel Element powers can be used only once per day. Use of these powers counts against the one per encounter limit normally, but that particular power also cannot be used again until you take an extended rest.

All: Telepathic Bond, Elemental Resistance, Terrain Walk
Air: Obscuring Mist, Feather Fall, Gaseous Form
Earth: Magic Stone, Rock to Mud, Stone Shape
Fire: Burning Hands, Flaming Sphere, Wall of Fire
Water: Obscuring Mist, Freezing Cloud, Ice Storm

[D]1[/D]
Channel Element: Telepathic Bond
The elemental ether hums between you and your half-elemental comrades. By tuning in you can share a private mental wavelength.
Encounter * Elemental (All)
Minor Action Close burst 10
Targets: You and each allied half-elemental in burst
Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares.
Special: You must be at least 6th level to use this ability.

Channel Element: Elemental Resistance
You draw upon your elemental nature to shrug off damage from an elemental damage type.
Encounter * Elemental (All)
Minor Action Personal
Effect: Gain resist 10 to the damage type associated with your element (WalkAir = Lightning, Earth = Acid, Fire = Fire, Water = Cold) until the end of your next turn.

Channel Element: Terrain Walk
Tricky terrain doesn't slow you down when you're made of the same stuff. (Or, in the case of fire, when you melt right through it.)
Encounter * Elemental (All)
Minor Action Personal
Effect: Gain the terrain walk property for the type of terrain appropriate for your element (Air = Forest Walk, Earth = Earth Walk, Fire = Ice Walk, Water = Swamp Walk) until the end of your next turn.
Sustain Minor: The effect persists.
[D]2[/D]
Channel Element: Obscuring Mist
You conjure a small cloud of thick white mist.
Encounter * Elemental (Air, Water), Zone
Standard Action Area burst 2 within 20 squares
Effect: The burst creates a zone of thick mist that blocks line of sight and provides concealment to creatures in its area until the end of your next turn.
Sustain Minor: The zone persists.

Channel Element: Feather Fall
Daily * Elemental (Air)
As the Wizard 2 power.
Special: You must be at least 2nd level to use this ability.

Channel Element: Gaseous Form
Daily * Elemental (Air), Polymorph
As the Warlock 10 power "Shadow Form", except your fly speed is 4.
Special: You must be at least 9th level to use this ability.

Channel Element: Burning Hands
Encounter * Elemental (Fire)
As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses.

Channel Element: Flaming Sphere
Daily * Elemental (Fire)
As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses.

Channel Element: Wall of Fire
Daily * Elemental (Fire)
As the Wizard 9 power, except you may choose any mental ability score to determine attack and damage bonuses.
Special: You must be at least 9th level to use this ability.

Channel Element: Magic Stone
You concentrate essence of earth into a pebble, imbuing it with unnatural weight and hardness, then hurl it at the foe, where it shatters on impact.
Encounter * Elemental (Earth), Weapon
Standard Action Ranged weapon (improvised thrown)
Primary Target: One creature or object
Attack: Strength vs. Reflex
Hit: 2d8 + Strength damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Strength vs. Reflex
Hit: 1d10 + Strength damage.
Special: You may use a sling to throw the magic stone. In this case, use the sling's range, proficiency and enhancement bonuses, and all attacks are Dexterity vs. Reflex.

Channel Element: Rock to Mud
Undress that stone!
Encounter * Elemental (Earth)
Standard Action Ranged 10
Target: 1 creature
Attack: Constitution vs. Reflex
Hit: The target is immobilized until the end of your next turn.
Effect: The target square and all adjacent squares become difficult terrain. The affected terrain must consist of earth or stone.

Channel Element: Stone Shape
Your hands shape and stretch the hardest stone as if it were wet clay.
Daily * Elemental (Earth)
Standard Action Melee touch
Target: 1 stone object of your size or smaller, or 1 square of wall, or 1 earth elemental creature
Attack: Strength vs. Reflex (for creatures)
Hit: 4d6 damage.
Effect: If the target is not a creature, you may choose to reshape it instead of dealing damage. DM's judgement, but generally speaking the power should be able to open a small passageway in a wall 1 square or less wide.
Special: You must be at least 9th level to use this ability.

Channel Element: Freezing Cloud (or Chill Strike?)
Encounter * Elemental (Water)
As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses.

Channel Element: Ice Storm
Daily * Elemental (Water)
As the Wizard 9 power, except you may choose any mental ability score to determine attack and damage bonuses.
Special: You must be at least 9th level to use this ability.
 
Last edited:



Cabral

First Post
Just as a quick comment, I would replace the +1 AC of the half-Earth Elemental with a defensive encounter/daily stance or immediate interupt (at the extreme it could Immediate Daily Interupt gain resist X until end of your next turn)
 

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