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Half-elemental human race
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<blockquote data-quote="ryryguy" data-source="post: 4336257" data-attributes="member: 64945"><p><strong>the balanced version</strong></p><p></p><p><strong>Half-elemental Human Racial Traits:</strong></p><p> </p><p><strong>Ability Scores</strong> by element:</p><p><strong>Air: </strong>+2 Dex, +2 any mental</p><p><strong>Earth</strong>: +2 Str, +2 Con</p><p><strong>Fire</strong>: +2 Dex, +2 any mental</p><p><strong>Water:</strong> +2 Int, +2 Wis</p><p><strong>Size:</strong> Medium</p><p><strong>Speed</strong>: 6 squares</p><p><strong>Vision:</strong> Normal</p><p> </p><p><strong>Languages</strong>: Common, choice of one-other</p><p><strong>Half Elemental Defense Bonuses</strong>: +1 Fortitude, Reflex and Will</p><p><strong>Elemental Extra:</strong></p><p><strong>Air: ? </strong>(still trying to come up with something here!)</p><p><strong>Earth</strong>: +1 AC</p><p><strong>Fire</strong>: Speed 7</p><p><strong>Water:</strong> Aquatic, Swim 4</p><p><strong>Channel Element</strong>:</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>You know the Elemental Resistance and Terrain Walk powers, and may choose one additional power according to your element:</p><p> </p><p>Air: Obscuring Mist or Feather Fall</p><p>Earth: Magic Stone or Rock to Mud</p><p>Fire: Burning Hands or Flaming Sphere</p><p>Water: Obscuring Mist or Freezing Cloud</p><p> </p><p>[d]huh[/d]</p><p><strong><em><u><span style="color: #ff0000">Channel Element: Elemental Resistance</span></u></em></strong></p><p><em>You draw upon your elemental nature to shrug off damage from an elemental damage type.</em></p><p><strong>Encounter * Elemental (All)</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Effect: </strong>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.</p><p> </p><p><strong><em><u><span style="color: #ff0000">Channel Element: Terrain Walk</span></u></em></strong></p><p><em>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.)</em></p><p><strong>Encounter * Elemental (All)</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Effect: </strong>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.</p><p><strong>Sustain Minor:</strong> The effect persists.</p><p> </p><p>[d]huh[/d]</p><p><strong><em><u><span style="color: #ff0000">Channel Element: Obscuring Mist</span></u></em></strong></p><p><em>You conjure a small cloud of thick white mist that blocks vision.</em></p><p><strong>Encounter * Elemental (Air, Water), Zone</strong></p><p><strong>Standard Action Area </strong>burst 2 within 20 squares</p><p><strong>Effect: </strong>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.</p><p><strong>Sustain Minor</strong>: The zone persists.</p><p> </p><p><strong><u><em>Channel Element: Feather Fall</em></u></strong></p><p><strong>Daily * Elemental (Air)</strong></p><p>As the Wizard 2 power.</p><p><strong>Special: </strong>You must be at least 2nd level to use this ability. </p><p> </p><p><strong><em><u>Channel Element: Gaseous Form</u></em></strong></p><p><strong>Daily * Elemental (Air), Polymorph</strong></p><p>As the Warlock 10 power "Shadow Form", except your fly speed is 4.</p><p><strong>Special: </strong>You must be at least 9th level to use this ability.</p><p> </p><p><strong><u><em><span style="color: #ff0000">Channel Element: Burning Hands</span></em></u></strong> </p><p><strong>Encounter</strong> <strong>* Elemental (Fire)</strong></p><p>As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses.</p><p> </p><p><strong><em><u>Channel Element: Flaming Sphere</u></em></strong></p><p><strong>Daily * Elemental (Fire)</strong></p><p>As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses.</p><p> </p><p><strong><em><u><span style="color: #ff0000">Channel Element: Magic Stone</span></u></em></strong></p><p><em>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.</em></p><p><strong>Encounter * Elemental (Earth), Weapon</strong></p><p><strong>Standard Action Ranged </strong>weapon (improvised thrown)</p><p><strong>Primary Target: </strong>One creature or object</p><p><strong>Attack: </strong>Strength vs. Reflex</p><p><strong>Hit: </strong>2d8 + Strength damage. Make a secondary attack.</p><p><strong>Secondary Target: </strong>Each enemy adjacent to the primary target</p><p><strong>Secondary Attack: </strong>Strength vs. Reflex</p><p><strong>Hit:</strong> 1d10 + Strength damage.</p><p><strong>Special: </strong>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.</p><p> </p><p><strong><em><u><span style="color: #ff0000">Channel Element: Rock to Mud</span></u></em></strong></p><p><em>Undress that stone!</em></p><p><strong>Encounter * Elemental (Earth)</strong></p><p><strong>Standard Action Ranged </strong>10</p><p><strong>Target: </strong>1 creature</p><p><strong>Attack</strong>: Constitution vs. Reflex</p><p><strong>Hit: </strong>The target is immobilized until the end of your next turn.</p><p><strong>Effect: </strong>The target square and all adjacent squares become difficult terrain. The affected terrain must consist of earth or stone.</p><p> </p><p><strong><em><u><span style="color: #ff0000">Channel Element: Freezing Cloud</span></u></em></strong></p><p><strong>Encounter * Elemental (Water)</strong></p><p>As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses.</p></blockquote><p></p>
[QUOTE="ryryguy, post: 4336257, member: 64945"] [b]the balanced version[/b] [B]Half-elemental Human Racial Traits:[/B] [B]Ability Scores[/B] by element: [B]Air: [/B]+2 Dex, +2 any mental [B]Earth[/B]: +2 Str, +2 Con [B]Fire[/B]: +2 Dex, +2 any mental [B]Water:[/B] +2 Int, +2 Wis [B]Size:[/B] Medium [B]Speed[/B]: 6 squares [B]Vision:[/B] Normal [B]Languages[/B]: Common, choice of one-other [B]Half Elemental Defense Bonuses[/B]: +1 Fortitude, Reflex and Will [B]Elemental Extra:[/B] [B]Air: ? [/B](still trying to come up with something here!) [B]Earth[/B]: +1 AC [B]Fire[/B]: Speed 7 [B]Water:[/B] Aquatic, Swim 4 [B]Channel Element[/B]: 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] [B][I][U][COLOR=#ff0000]Channel Element: Elemental Resistance[/COLOR][/U][/I][/B] [I]You draw upon your elemental nature to shrug off damage from an elemental damage type.[/I] [B]Encounter * Elemental (All)[/B] [B]Minor Action Personal[/B] [B]Effect: [/B]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. [B][I][U][COLOR=#ff0000]Channel Element: Terrain Walk[/COLOR][/U][/I][/B] [I]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.)[/I] [B]Encounter * Elemental (All)[/B] [B]Minor Action Personal[/B] [B]Effect: [/B]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. [B]Sustain Minor:[/B] The effect persists. [d]huh[/d] [B][I][U][COLOR=#ff0000]Channel Element: Obscuring Mist[/COLOR][/U][/I][/B] [I]You conjure a small cloud of thick white mist that blocks vision.[/I] [B]Encounter * Elemental (Air, Water), Zone[/B] [B]Standard Action Area [/B]burst 2 within 20 squares [B]Effect: [/B]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. [B]Sustain Minor[/B]: The zone persists. [B][U][I]Channel Element: Feather Fall[/I][/U][/B] [B]Daily * Elemental (Air)[/B] As the Wizard 2 power. [B]Special: [/B]You must be at least 2nd level to use this ability. [B][I][U]Channel Element: Gaseous Form[/U][/I][/B] [B]Daily * Elemental (Air), Polymorph[/B] As the Warlock 10 power "Shadow Form", except your fly speed is 4. [B]Special: [/B]You must be at least 9th level to use this ability. [B][U][I][COLOR=#ff0000]Channel Element: Burning Hands[/COLOR][/I][/U][/B] [B]Encounter[/B] [B]* Elemental (Fire)[/B] As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses. [B][I][U]Channel Element: Flaming Sphere[/U][/I][/B] [B]Daily * Elemental (Fire)[/B] As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses. [B][I][U][COLOR=#ff0000]Channel Element: Magic Stone[/COLOR][/U][/I][/B] [I]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.[/I] [B]Encounter * Elemental (Earth), Weapon[/B] [B]Standard Action Ranged [/B]weapon (improvised thrown) [B]Primary Target: [/B]One creature or object [B]Attack: [/B]Strength vs. Reflex [B]Hit: [/B]2d8 + Strength damage. Make a secondary attack. [B]Secondary Target: [/B]Each enemy adjacent to the primary target [B]Secondary Attack: [/B]Strength vs. Reflex [B]Hit:[/B] 1d10 + Strength damage. [B]Special: [/B]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. [B][I][U][COLOR=#ff0000]Channel Element: Rock to Mud[/COLOR][/U][/I][/B] [I]Undress that stone![/I] [B]Encounter * Elemental (Earth)[/B] [B]Standard Action Ranged [/B]10 [B]Target: [/B]1 creature [B]Attack[/B]: Constitution vs. Reflex [B]Hit: [/B]The target is immobilized until the end of your next turn. [B]Effect: [/B]The target square and all adjacent squares become difficult terrain. The affected terrain must consist of earth or stone. [B][I][U][COLOR=#ff0000]Channel Element: Freezing Cloud[/COLOR][/U][/I][/B] [B]Encounter * Elemental (Water)[/B] As the Wizard 1 power, except you may choose any mental ability score to determine attack and damage bonuses. [/QUOTE]
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