Zhure
First Post
Hope this is helpful. I'm playing a Shugenja and just took this spell. It's not terribly powerful, but kind of flexible. Since I went to the trouble to block this all up, I figured someone else might get use of it as well.
Small Air Elemental Small Elemental; CR 1; HD 2d8; HP 9;
Init +7 (+3 Dex, Improved Initiative +4); Spd 100 ft fly (perfect);
AC 17 (+1 size, +3 dex, +3 natural); Atks Slam +5 melee (1d4);
Face/Reach: 5 ft x 5 ft; 5 ft;
SA Air Mastery, Whirlwind;
SQ Elemental (immune to poison, sleep, paralysis, stunning; not subject to critical hits or flanking; Darkvision)
AL N; SV Fort +0, Ref +6, Will +0
Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11;
Skills: Listen +5, Spot +5;
Feats: Flyby Attack; Improved Initiative; Weapon Finesse (slam)
Air Mastery(Ex): Airborne creatures suffer a -1 to attack and damage rolls against air elementals.
Whirlwind(Su): 4 feet high, up to 1 pound weight, Save DC 11, 1d4 damage, 10-20 feet high
Small Earth Elemental Small Elemental; CR 1; HD 2d8+2; HP 11;
Init -1 (-1 Dex); Spd 20 ft;
AC 17 (+1 size, -1 dex, +7 natural); Atks Slam +5 melee (1d6+4);
Face/Reach: 5 ft x 5 ft; 5 ft;
SA Earth Mastery, Push;
SQ Elemental (immune to poison, sleep, paralysis, stunning; not subject to critical hits or flanking; Darkvision)
AL N; SV Fort +4, Ref -1, Will +0
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11;
Skills: Listen +5, Spot +5;
Feats: Power Attack;
Earth Mastery(Ex): An earth elemental gains a +1 attach and damage bonus if both it and its foe touch the ground. If a foe is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage.
Push(Ex): An earth elemental can start a bull rush without provoking an AoO. Earth Mastery modifiiers also apply to these STR checks.
Small Fire Elemental Small Elemental; CR 1; HD 2d8; HP 9;
Init +5 (+1 Dex, +4 Improved Initiative); Spd 50 ft;
AC 15 (+1 size, +1 dex, +3 natural); Atks Slam +3 melee (1d4+1d4 fire);
Face/Reach: 5 ft x 5 ft; 5 ft;
SA Burn;
SQ Elemental (immune to poison, sleep, paralysis, stunning; not subject to critical hits or flanking; Darkvision), Fire Subtype (Fire Immunity, double damage from cold except on a successful save)
AL N; SV Fort +0, Ref +4, Will +0
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11;
Skills: Listen +5, Spot +5;
Feats: Weapon Finesse (Slam), Improved Initiative;
Burn (Su): Those hit by a slam attack must succeed at a Reflex save (DC 11) or catch fire and burn for 1d4 rounds for 1d4 fire damage. The target can take an MEA to extinguis the flame. Those hitting the fire elemental with natural weapons take 1d4 fire damage and catch fire unless they succeed at a DC 11 Reflex save.
Small Water Elemental Small Elemental; CR 1; HD 2d8+2; HP 11;
Init +0 ; Spd 20 ft, Swim 90 ft;
AC 17 (+1 size, +0 dex, +6 natural); Atks Slam +4 melee (1d6+3);
Face/Reach: 5 ft x 5 ft; 5 ft;
SA Water Mastery, Drench, Vortex;
SQ Elemental (immune to poison, sleep, paralysis, stunning; not subject to critical hits or flanking; Darkvision);
AL N; SV Fort +4, Ref +0, Will +0
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11;
Skills: Listen +5, Spot +5;
Feats: Power Attack;
Water Matery (Ex): A water elemental gains +1 attack and damage if both it and its opponent are touching water. If the foe or the elemental is landbound, the elemental suffers a -4 to attack and damage.
Drench (Ex): The elemental's touch extinguishes torches, campfires, exposed lanterns and other open nonmagical flames. It dispels magical fire as if it were a Dispel Magic cast by a Sorcerer of it's HD total.
Vortex (Su): The elemental can transform itself into a whirlpool once per ten minutes, provided it is underwater, and remain in that for for up to 1 round per 2 HD. 4 feet high, up to 34 pound weight, Save DC 13, 1d4 damage, 10-20 feet high
Small Air Elemental Small Elemental; CR 1; HD 2d8; HP 9;
Init +7 (+3 Dex, Improved Initiative +4); Spd 100 ft fly (perfect);
AC 17 (+1 size, +3 dex, +3 natural); Atks Slam +5 melee (1d4);
Face/Reach: 5 ft x 5 ft; 5 ft;
SA Air Mastery, Whirlwind;
SQ Elemental (immune to poison, sleep, paralysis, stunning; not subject to critical hits or flanking; Darkvision)
AL N; SV Fort +0, Ref +6, Will +0
Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11;
Skills: Listen +5, Spot +5;
Feats: Flyby Attack; Improved Initiative; Weapon Finesse (slam)
Air Mastery(Ex): Airborne creatures suffer a -1 to attack and damage rolls against air elementals.
Whirlwind(Su): 4 feet high, up to 1 pound weight, Save DC 11, 1d4 damage, 10-20 feet high
Small Earth Elemental Small Elemental; CR 1; HD 2d8+2; HP 11;
Init -1 (-1 Dex); Spd 20 ft;
AC 17 (+1 size, -1 dex, +7 natural); Atks Slam +5 melee (1d6+4);
Face/Reach: 5 ft x 5 ft; 5 ft;
SA Earth Mastery, Push;
SQ Elemental (immune to poison, sleep, paralysis, stunning; not subject to critical hits or flanking; Darkvision)
AL N; SV Fort +4, Ref -1, Will +0
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11;
Skills: Listen +5, Spot +5;
Feats: Power Attack;
Earth Mastery(Ex): An earth elemental gains a +1 attach and damage bonus if both it and its foe touch the ground. If a foe is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage.
Push(Ex): An earth elemental can start a bull rush without provoking an AoO. Earth Mastery modifiiers also apply to these STR checks.
Small Fire Elemental Small Elemental; CR 1; HD 2d8; HP 9;
Init +5 (+1 Dex, +4 Improved Initiative); Spd 50 ft;
AC 15 (+1 size, +1 dex, +3 natural); Atks Slam +3 melee (1d4+1d4 fire);
Face/Reach: 5 ft x 5 ft; 5 ft;
SA Burn;
SQ Elemental (immune to poison, sleep, paralysis, stunning; not subject to critical hits or flanking; Darkvision), Fire Subtype (Fire Immunity, double damage from cold except on a successful save)
AL N; SV Fort +0, Ref +4, Will +0
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11;
Skills: Listen +5, Spot +5;
Feats: Weapon Finesse (Slam), Improved Initiative;
Burn (Su): Those hit by a slam attack must succeed at a Reflex save (DC 11) or catch fire and burn for 1d4 rounds for 1d4 fire damage. The target can take an MEA to extinguis the flame. Those hitting the fire elemental with natural weapons take 1d4 fire damage and catch fire unless they succeed at a DC 11 Reflex save.
Small Water Elemental Small Elemental; CR 1; HD 2d8+2; HP 11;
Init +0 ; Spd 20 ft, Swim 90 ft;
AC 17 (+1 size, +0 dex, +6 natural); Atks Slam +4 melee (1d6+3);
Face/Reach: 5 ft x 5 ft; 5 ft;
SA Water Mastery, Drench, Vortex;
SQ Elemental (immune to poison, sleep, paralysis, stunning; not subject to critical hits or flanking; Darkvision);
AL N; SV Fort +4, Ref +0, Will +0
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11;
Skills: Listen +5, Spot +5;
Feats: Power Attack;
Water Matery (Ex): A water elemental gains +1 attack and damage if both it and its opponent are touching water. If the foe or the elemental is landbound, the elemental suffers a -4 to attack and damage.
Drench (Ex): The elemental's touch extinguishes torches, campfires, exposed lanterns and other open nonmagical flames. It dispels magical fire as if it were a Dispel Magic cast by a Sorcerer of it's HD total.
Vortex (Su): The elemental can transform itself into a whirlpool once per ten minutes, provided it is underwater, and remain in that for for up to 1 round per 2 HD. 4 feet high, up to 34 pound weight, Save DC 13, 1d4 damage, 10-20 feet high