NPC Lord said:
Ambrus, i'd proably go for the earth elemental, because airships are VERY expensive, and only the fairly well-off can afford to ride one, let alpne own one.
I see. My only issue is that both Brick-Knuckle Jack and Rolf Panzerbjörn are high-strength bruisers. It'd seem that adding a high-strength earth elemental would simply be adding more of the same to the party. A bit of variety might be desireable. I have some good ideas for the air elemental so I think I'll try statting it up as an alternative. That being said, would you allow me to multi-class out of air elemental after 3rd level; essentially being an advanced Monster Manual Small Air Elemental? I think I'd like to remain a small elemental and possibly take levels in scout.
So who's still playing this game? Looks like Dave–o, Necro_Kinder and possible Rathan (as a goblin rogue) are still around.
Here's a pair of character builds; the first incorporating three levels of scout and the second being a straight class air-elemental. I'd consider switching some ranks into Profession (pilot) if you believe the party is likely to deal with driveable warjacks and other steam-powered vehicles.
Master Gheist
[sblock=Air Elemental 3 / Scout 3]
N Small Elemental [Air]
Init +11;
Senses Spot +8, Listen +8
Darkvision 60 ft.
Languages Auran, Common
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AC 20, touch 17
hp ? (3d8+3d6+18)
Fort +6,
Ref +12,
Will +2
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Spd Fly 110 ft. (perfect)
Melee slam +11 (1d4+2)
Ranged
Base Atk +4; Grp +2
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Abilities Str 14, Dex 22, Con 16, Int 10, Wis 10, Chr 8
Feats Combat Reflexes, Extended Reach, Flyby Attack, Great Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills Hide +19, Listen +8, Move Silently +15, Spot +8
Class features skirmish (1d6, +1 AC), trapfinding, uncanny dodge, trackless step, battle fortitude +1
Special Abilities Air mastery, whirlwind (1d4, Ref save DC 14)
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Possessions
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Treasure
Experience 15,000
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Height 4-ft.
Weight 1 lb[/sblock][sblock=Air Elemental 6]
N Medium Elemental [Air]
Init +11;
Senses Spot +6, Listen +6
Darkvision 60 ft.
Languages Auran, Common
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AC 20, touch 17, flat-footed 13
hp ? (4d8+16)
Fort +5,
Ref +11,
Will +1
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Spd Fly 100 ft. (perfect)
Melee slam +10 (1d6+3)
Ranged
Base Atk +3; Grp +6
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Abilities Str 16, Dex 24, Con 18, Int 10, Wis 10, Chr 8
Feats Extended Reach, Flyby Attack, Great Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills Listen +6, Spot +6
Special Abilities Air mastery, whirlwind (1d6, Ref save DC 16)
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Possessions
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Treasure
Experience 15,000
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Height 8-ft.
Weight 2 lb[/sblock]
Background: Master Gheist started its existence on this plane soon after arcanists began trying to bind elemental spirits into magitech devices. Magic had returned only a short time earlier and skilled practitioners were still refining the process and mistakes were unavoidable. Called from its home plane into a research workshop the entity which would become known as Master Gheist was inadvertently released from a defective device and blew out of the lab window as would any other spring gale.
Being unable to find its way out of this strange material plane, the elemental spirit had spent the following few years blowing about the countryside, learning of this world's peoples, places and customs. The elusive spirit has unintentionally sparked rumors during its travels by rustling curtains and clothing with its passing and whistling its way through empty attics and cellars. Now known as 'Master Gheist', the elemental is a creature of rumor and nursery tales; a bogey spoken of in whispers to overly-curious children who must be scared into avoiding dangerous areas.
Some in the know are aware of the free-willed elemental's true nature and take advantage of its particular talents to covertly perform tasks on their behalf. When called into service, usually by displaying a white banner in a visible area, Master Gheist soon appears to negotiate a contract. People in the city's underworld have, of late, been teaming Master Gheist with Brick-Knuckle Jack to help the ogre pugilist locate deadbeats.