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3.5 Elemental Savant (fire) help
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<blockquote data-quote="Nezkrul" data-source="post: 6088503" data-attributes="member: 6682154"><p>Your creature type is Elemental (fire, augmented humanoid, <insert race>, native), you are not a fire elemental you just have similarities so you don't have to worry about the whole "can't go for a swim" bit. Your soul is bound to your body like a living creature, nothing in the description of the class says you lose it or are destroyed utterly when you die or that you cannot be raised from the dead like normal.</p><p></p><p>This is what you get from level 10:</p><p><strong>Speed:</strong> 50 ft.</p><p><strong>Attacks:</strong> Slam (1d6 + Str mod; if you change size this damage changes to the appropriate sized elemental)</p><p>Immunity to critical hits/precision based damage, flanking, stunning, poison, sleep effects, paralysis</p><p>Darkvision 60 ft.</p><p>Do not eat, sleep, or breathe (but you still have to get 8 hours of rest to regain spell slots)</p><p><strong>Special Attacks</strong></p><p> <u>Burn</u> (<a href="http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities" target="_blank">Ex</a>)</p><p> A fire elemental (elemental's) savant's (slam attack) natural attacks deal (bludgeoning damage) their normal damage type plus <strong>1d6</strong> fire damage from the elemental savant’s flaming body. Those hit by a fire elemental savant’s (slam) natural attack(s) also must succeed on a <a href="http://www.d20srd.org/srd/combat/combatStatistics.htm#reflex" target="_blank">Reflex save</a> or catch on fire. The flame burns for 1d4 rounds. The save DC is (10 + half HD + Con mod). A burning creature can take a <a href="http://www.d20srd.org/srd/combat/actionsInCombat.htm#moveActions" target="_blank">move action</a> to put out the flame. The save DC is Constitution-based. </p><p></p><p> Creatures hitting a fire elemental savant with <a href="http://www.d20srd.org/srd/specialAbilities.htm#naturalWeapons" target="_blank">natural weapons</a> or unarmed attacks take <strong>1d6</strong> fire damage as though hit by the fire elemental savant’s attack, and also catch on fire unless they succeed on the same <a href="http://www.d20srd.org/srd/combat/combatStatistics.htm#reflex" target="_blank">Reflex save</a>. </p><p><strong>Special Qualities</strong></p><p>Immunity to fire, vulnerability to cold; other qualities listed above</p><p></p><p>You aren't a fire elemental. The class feature doesn't say you emit flames or acid or gusts of wind/lightning bolts, or freeze the area around you when you hit level 10, so why would you assume you do? Keep it simple, you get what it tells you you get, nothing more (without dm fiat)</p></blockquote><p></p>
[QUOTE="Nezkrul, post: 6088503, member: 6682154"] Your creature type is Elemental (fire, augmented humanoid, <insert race>, native), you are not a fire elemental you just have similarities so you don't have to worry about the whole "can't go for a swim" bit. Your soul is bound to your body like a living creature, nothing in the description of the class says you lose it or are destroyed utterly when you die or that you cannot be raised from the dead like normal. This is what you get from level 10: [B]Speed:[/B] 50 ft. [B]Attacks:[/B] Slam (1d6 + Str mod; if you change size this damage changes to the appropriate sized elemental) Immunity to critical hits/precision based damage, flanking, stunning, poison, sleep effects, paralysis Darkvision 60 ft. Do not eat, sleep, or breathe (but you still have to get 8 hours of rest to regain spell slots) [B]Special Attacks[/B] [U]Burn[/U] ([URL="http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities"]Ex[/URL]) A fire elemental (elemental's) savant's (slam attack) natural attacks deal (bludgeoning damage) their normal damage type plus [B]1d6[/B] fire damage from the elemental savant’s flaming body. Those hit by a fire elemental savant’s (slam) natural attack(s) also must succeed on a [URL="http://www.d20srd.org/srd/combat/combatStatistics.htm#reflex"]Reflex save[/URL] or catch on fire. The flame burns for 1d4 rounds. The save DC is (10 + half HD + Con mod). A burning creature can take a [URL="http://www.d20srd.org/srd/combat/actionsInCombat.htm#moveActions"]move action[/URL] to put out the flame. The save DC is Constitution-based. Creatures hitting a fire elemental savant with [URL="http://www.d20srd.org/srd/specialAbilities.htm#naturalWeapons"]natural weapons[/URL] or unarmed attacks take [B]1d6[/B] fire damage as though hit by the fire elemental savant’s attack, and also catch on fire unless they succeed on the same [URL="http://www.d20srd.org/srd/combat/combatStatistics.htm#reflex"]Reflex save[/URL]. [B]Special Qualities[/B] Immunity to fire, vulnerability to cold; other qualities listed above You aren't a fire elemental. The class feature doesn't say you emit flames or acid or gusts of wind/lightning bolts, or freeze the area around you when you hit level 10, so why would you assume you do? Keep it simple, you get what it tells you you get, nothing more (without dm fiat) [/QUOTE]
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