Dog Moon
Adventurer
Elemental Blooded
Sooooo... I think this is another part of my attempt to create more elemental variant templates than what currently exist. I guess I've always just like the idea of elementals; maybe a little too much.
So for this, while I focused kind of on the main 4 types, almost any other type would be fitting, assuming there's an elemental creature created for that type for the Summon Elemental ability to work, assuming you want to use that ability.
I don't know if anyone ever reads my opening thoughts, but I came up with a hilarious idea: holy elemental. So whenever you cut yourself, you take damage, but your blood is golden and when it strikes someone, it heals them. So the main tank is down. What do you do? Cut yourself wide open and bleed on them, curing their wounds with said blood. Hehe.
Also, while I do not currently have a base creature, I'm working on an idea of mine for another base creature of which I will then add this template on because I think it works PERFECTLY for it. Yay.
Elemental Blood
There are several ways to become Elemental Blooded, though no matter the how or why, in the end, they all have the same abilities. Their blood retains the quality of the element of their chosen type. The appearance and texture vary depending on the element:
Air: invisible, almost airy blood
Earth: green, bubbly blood
Fire: Bright red, flaming
Water: sheer white, normal, but freezes upon the skin
The first of the ways is probably the most common way: pure experimentation. Sometimes, this occurs on purpose as stories of the Elemental Blooded have passed through the ears of many a caster who desire to replicate the procedure. Most are unsuccessful in their endeavors, though frequently, when the subject is not killed, other forms of elemental beings are created. A rare few become Elemental Blooded. Other times, this occurs by accident, such as the mage creating too many grafts of a single element and the body mutates itself into an Elemental Blooded with elemental parts grafted onto the body.
The second of the ways is through divine grace. The four Elemental Lords grant this gift to loyal subjects. This is thought to be done by the Elemental Lord sucking out the blood of the subject and then placing a small amount of the Lord's physical elemental being within the veins of the subject, creating an Elemental Blood while taking the power of the blood for their own, evil purposes. Whether true or not, few know, and those few who do have not spoken of the nature of their transformation to outsiders or those beyond their most trusted of allies.
"Elemental Blooded" is a gained template which can be applied to any living creature with veins. The size and type remain unchanged, though the being gains the [Augmented] subtype as well as the corresponding element type.
Size and type: Gains the appropriate subtype depending on which type of elemental is infused in their blood; [Air], [Earth], [Fire], or [Water]
Special Qualities:
Summon Elemental (Su): As a full-round action, an Elemental Blooded can cut arteries and veins, causing enough blood to flow that an elemental is burst free. The creature loses an amount of hit points equal to one-quarter of it's maximum. The elemental summoned forth has a number of Hit Dice equal to 1/2 the creature's.
Blood Spray (Su): Every hit against the Elemental Blooded causes it's blood to burst forth. This has the effect of dealing 1d6 damage of the appropriate elemental damage in the direction the attack came from. The distance depends on the weapon. Piercing causes a 5' splurt, slashing causes a 10' cone, and bludgeoning weapons do not cause anything.
Blood Shake (Ex): When the Elemental Blooded reaches 1/2 hp, it can vigorously shake it's body as a full round action. All creature's within 15 feet takes 1d6 damage of the appropriate elemental type equal to 1/2 the creature's HD, rounded down. Reflex save DC 10 + 1/2 HD + dex modifier.
Blood Sacrifice (Su): An Elemental Blood can choose to cut it's own veins and arteries in an attack separate from that to summon an elemental. For every 5 points of damage it chooses to take, it deals 1d6 points of damage to a single creature within 10 feet as a touch attack.
Immunity to Element
Abilities: +2 Con.
CR: +2
LA: +2
Special:
Sorcerers sometimes desire to choose to cause this effect to themselves by channeling the very element within their body. It is a risky business and many perish in the attempt, but those who are successful are allowed to take the following feats:
Elemental Attunement
These Sorcerers can feel the element within their blood at all times and use this to better fuel their spells.
Prerequisites: Ability to cast any spell of their appropriate element, Elemental Blooded template.
Benefit: They gain a +1 caster level on all spells with the subtype equal to their appropriate element.
Elemental Blood Familiar
While Sorcerers gain the ability to summon creatures as a Familiar, some can call forth their very own blood.
Prerequisites: Ability to summon a familiar, Caster Level 7th, Elemental Blooded template.
Benefit: By cutting even the slightest cut in their arms, they can summon forth a Small Elemental of the appropriate type. This deals them but a single damage. They do not take damage as the Elemental Summon Ability as above unless the Familiar dies; THEN they take that damage.
Sooooo... I think this is another part of my attempt to create more elemental variant templates than what currently exist. I guess I've always just like the idea of elementals; maybe a little too much.

So for this, while I focused kind of on the main 4 types, almost any other type would be fitting, assuming there's an elemental creature created for that type for the Summon Elemental ability to work, assuming you want to use that ability.
I don't know if anyone ever reads my opening thoughts, but I came up with a hilarious idea: holy elemental. So whenever you cut yourself, you take damage, but your blood is golden and when it strikes someone, it heals them. So the main tank is down. What do you do? Cut yourself wide open and bleed on them, curing their wounds with said blood. Hehe.
Also, while I do not currently have a base creature, I'm working on an idea of mine for another base creature of which I will then add this template on because I think it works PERFECTLY for it. Yay.

Elemental Blood
There are several ways to become Elemental Blooded, though no matter the how or why, in the end, they all have the same abilities. Their blood retains the quality of the element of their chosen type. The appearance and texture vary depending on the element:
Air: invisible, almost airy blood
Earth: green, bubbly blood
Fire: Bright red, flaming
Water: sheer white, normal, but freezes upon the skin
The first of the ways is probably the most common way: pure experimentation. Sometimes, this occurs on purpose as stories of the Elemental Blooded have passed through the ears of many a caster who desire to replicate the procedure. Most are unsuccessful in their endeavors, though frequently, when the subject is not killed, other forms of elemental beings are created. A rare few become Elemental Blooded. Other times, this occurs by accident, such as the mage creating too many grafts of a single element and the body mutates itself into an Elemental Blooded with elemental parts grafted onto the body.
The second of the ways is through divine grace. The four Elemental Lords grant this gift to loyal subjects. This is thought to be done by the Elemental Lord sucking out the blood of the subject and then placing a small amount of the Lord's physical elemental being within the veins of the subject, creating an Elemental Blood while taking the power of the blood for their own, evil purposes. Whether true or not, few know, and those few who do have not spoken of the nature of their transformation to outsiders or those beyond their most trusted of allies.
"Elemental Blooded" is a gained template which can be applied to any living creature with veins. The size and type remain unchanged, though the being gains the [Augmented] subtype as well as the corresponding element type.
Size and type: Gains the appropriate subtype depending on which type of elemental is infused in their blood; [Air], [Earth], [Fire], or [Water]
Special Qualities:
Summon Elemental (Su): As a full-round action, an Elemental Blooded can cut arteries and veins, causing enough blood to flow that an elemental is burst free. The creature loses an amount of hit points equal to one-quarter of it's maximum. The elemental summoned forth has a number of Hit Dice equal to 1/2 the creature's.
Blood Spray (Su): Every hit against the Elemental Blooded causes it's blood to burst forth. This has the effect of dealing 1d6 damage of the appropriate elemental damage in the direction the attack came from. The distance depends on the weapon. Piercing causes a 5' splurt, slashing causes a 10' cone, and bludgeoning weapons do not cause anything.
Blood Shake (Ex): When the Elemental Blooded reaches 1/2 hp, it can vigorously shake it's body as a full round action. All creature's within 15 feet takes 1d6 damage of the appropriate elemental type equal to 1/2 the creature's HD, rounded down. Reflex save DC 10 + 1/2 HD + dex modifier.
Blood Sacrifice (Su): An Elemental Blood can choose to cut it's own veins and arteries in an attack separate from that to summon an elemental. For every 5 points of damage it chooses to take, it deals 1d6 points of damage to a single creature within 10 feet as a touch attack.
Immunity to Element
Abilities: +2 Con.
CR: +2
LA: +2
Special:
Sorcerers sometimes desire to choose to cause this effect to themselves by channeling the very element within their body. It is a risky business and many perish in the attempt, but those who are successful are allowed to take the following feats:
Elemental Attunement
These Sorcerers can feel the element within their blood at all times and use this to better fuel their spells.
Prerequisites: Ability to cast any spell of their appropriate element, Elemental Blooded template.
Benefit: They gain a +1 caster level on all spells with the subtype equal to their appropriate element.
Elemental Blood Familiar
While Sorcerers gain the ability to summon creatures as a Familiar, some can call forth their very own blood.
Prerequisites: Ability to summon a familiar, Caster Level 7th, Elemental Blooded template.
Benefit: By cutting even the slightest cut in their arms, they can summon forth a Small Elemental of the appropriate type. This deals them but a single damage. They do not take damage as the Elemental Summon Ability as above unless the Familiar dies; THEN they take that damage.