Combat

Water drakes are determined if forced to fight. They will generally attack any humanoid if cor nered.

Water drakes are determined if forced to fight. They will generally attack any humanoid if cor nered.

At twenty-eight years of age, Atalenta is the youngest of the Elemental Masters. Atalenta enjoys her independence and is the most individualistic of the four; she is also the most headstrong. She often feels that the Elemental Council relies too heavily on the authority of their teachers and on tradition. In contrast, she pushes the other Masters to allow personal exploration on the part of students, and strives to find unorthodox teaching methods to enhance learning. She also emphasizes the importance of the social sciences and humanities in the curriculum of young elementalists. Her feelings for Arthwys de Bath run deep, though he takes no notice.

SlippeR, WATER DRAKE FAMILIAR

CR 2; SZ T (dragon); HD 14d12; hp 37; Init +5 (+1 Dex, +4 Improved Init); Spd 15 ft., swim 30 ft.; AC 24 (+2 size, + 1 Dex, +11 natural); Atk melee +10/+5 (1d4—1, bite), melee +5/+0 (1d3-1, 2 flipper slaps); Face 2 '/2 ft. X 2 '/2 ft.; Reach 0 ft.; SA Breath Weapon; SQ Alertness, Empathic Link, Improved Evasion, Share Spells, Speak with Dragons, Speak with Master, SR 17, Touch; AL N; SV Fort +4, Ref+7, Will +10; Str 9, Dex 12, Con 10, Int 10, Wis 11, Cha 13

Skills: Balance +5, Bluff + 10, Climb +4, Concentration +9, Decipher Script +8, Diplomacy +2, Gather Information +10, Hide +6, Knowledge (arcana) +10, Knowledge (the planes) +15, Knowledge (the sea) +17, Listen +4, Profession (sailor) +8, Search +8, Sense Motive + 13, Spellcraft +15, Spot +8, Swim +12, Tumble +4, Use Magic Device +13

Feats: Improved Initiative

Alertness: While in the presence of her familiar, the familiar's master gains the Alertness feat (this is worked into Atalenta's stats already).

Breath Weapon (Su): The water drake can spit out a concentrated, high-pressure stream of water at her opponent. The breath weapon does 1d6 points of subdual damage, and allows a Reflex save DC 11 for half damage.

Dragon: Water drakes are immune to sleep and paralysis effects. They have Darkvision with a range of 60 ft. and Low-light Vision.

Empathic Link (Su): The master and familiar can communicate telepathically to a distance of up to one mile.

Improved Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The familiar's master may have any spells she casts on herself also affect the familiar as long as it is within five feet of its master.

Speak with Dragons: The familiar can communicate with animals of the same type of itself, including dire variants.

Speak with Master: A familiar and master can communicate verbally as if they were using a common language, though others cannot understand the communication without magical help.

Spell Resistance: The water drake can avoid the effects of spells and spell-like abilities. The spellcaster makes a level check (1d20 + caster level), and if the result equals or exceeds 17, the spell works normally.

Touch: The familiar can deliver touch spells for its master.

ARTHWyS DE BATH

Arthwys de Bath was born the illegitimate son of a nobleman. His father intended to do well by him by training him in the ways of knighthood, but the boy didn't take to it — he was constantly found studying scriptures when he should have been practicing his swordsmanship. So his father sent him to train as a priest of the sun god. However, Arthwys found clerical training to be stifling at best. Frustrated, the boy began looking elsewhere for truth.

He found it at a wizard's academy, where he finally applied himself earnestly in his studies. His magical talents surfaced quickly, and an air elementalist at the college noticed and took the boy as an apprentice. He was astounded at the Arthwys' genius, and his aptitude for learning through experimentation and experience rather than from the discoveries of others.

Arthwys' power and fame grew, as did his interest in experimentation and invention, as he matured into a dashingly handsome young man. The day came when a horde of goblins attacked the academy in search of food. Arthwys summoned a thick fog that confused the creatures and allowed the knights to decimate them. Two weeks afterwards, the Elemental Master of Air came to see Arthwys and took over his training. For years, the Master of Air trained Arthwys, and the half-elf's fascination with science grew as he immersed himself in the hard sciences of engineering, algebra, and geometry.

When the Elemental Master of Air retired, Arthwys assumed the post. He is a powerful member among the Elemental Masters, however, his journey to discover truth and his love of mechanical invention often take him away from his administrative duties. He deeply believes that there is more to existence than becoming an air elemental, and that scientific innovation is the key to improving the world.

GUCNTCR DCiaCRLUDQ

A dwarf who has lost all hope, all belief, all faith in any of his people's gods, Günter Neiderlung has retreated into science and became the Elemental Master of Fire. Once he was a young dwarf born into a family of priests to the chief dwarven deity. Günter displayed talents for blacksmithing early in life. His father was very pleased, for he saw that the god of the dwarves blessed his son. So he apprenticed Günter to the dwarven smith Beorn Ashfeldung.

The boy's skill with the forge grew, and so did his fascination with fire. But Beorn, though he was a master blacksmith and good teacher, was also a harsh taskmaster. When Günter could no longer stand his abuse, and

ArtHwys de BatH, ClemenTAl Master of Air

9th-Level Half-Elf Air Elementalist/5th-Level Aristocrat

CR 13; SZ M (humanoid); HD 9d4+9 + 5d8+5; hp 66; Init +6 (+2 Dex, +4 Improved Init); Spd 30 ft., run 150 ft.; AC 12 (+2 Dex); Atk melee +6/+1 (1d4-1/19-20/crit x2, dagger), ranged +10/+5 or +8/+3/+8 (1d8+1/19-20/crit x2, light crossbow); Face 5 ft. X 5 ft.; Reach 5 ft.; SA Spells; SQ Elemental Affinity, Elemental Familiar, Elemental Resistance +6/-6, Elemental Transfiguration (sleep, paralysis, stun), Half-Elven Traits; AL NG; SV Fort +4, Ref +4, Will +10; Str 9, Dex 14, Con 12, Int 20, Wis 16, Cha 18.

Skills: Alchemy +10, Appraise +8, Concentration +16, Craft (gizmos) +12, Diplomacy +12, Gather Information +10, Handle Animal +4, Innuendo +6, Knowledge (engineering) +15, Knowledge (nobility) +4, Knowledge (religion) +3, Knowledge (the planes) +12, Listen +3, Ride +6, Search +1, Sense Motive +14, Spellcraft +8, Spot +9, Tumble +4, Wilderness Lore +6

Feats: Scribe Scroll, Quicken Spell, Improved Initiative, Run, Point Blank Shot, Rapid Shot, Alertness

Languages: Common, Elven, Dwarven, Gnome, Halfling, Draconic, Auran

Half-Elven Traits (Ex): Half-elves are immune to magic sleep spells/effects, have a +2 racial bonus to Will saves against enchantment spells/effects, and have Low-light Vision that lets them see twice as far as a human in starlight, moonlight, or torchlight. For all special abilities and effects, a half-elf is considered an elf.

Elemental Affinity: Elementalists gain a +2 circumstance bonus on all Charisma-based skills and Charisma ability checks when interacting with elemental creatures.

Elemental Familiar: Arthwys has a small air elemental named Cliothesia as his familiar.

Elemental Resistance (Ex): Arthwys gains a +6 bonus to saving throws against all air elementalist spells, but also takes a -6 penalty to saving throws against earth elemental-ist spells.

Elemental Transfiguration: Arthwys is immune to magical sleep, paralysis, and stun.

Spells: 4+1/6+1/4+1/4+1/3+1/2+1 Arthwys dislikes combat, but he will enter into it if anyone's life is threatened. He's fast and can cast spells with accuracy, but he will negotiate with his attackers first, trying to dissuade them from fighting. Arthwys concentrates on using his element to confuse or disable his attackers. He often uses stinking cloud and fog cloud to press his advantage — the "+1" in his spells per day indicates one extra spell from the air school that he can cast per day. Because of his school specialization, Arthwys takes a -2 penalty to Fortitude saves vs. cold, and cannot learn earth elementalist spells. Arthwys knows the following spells:

0 Level — All elementalist spells except those from the earth school, all common elementalist spells, and all universal spells

1st Level — charm person, create air endure elements, expeditious retreat, feather fall, magic missile, obscuring mist, summon elemental I, unseen servant

2nd Level — blur, fog cloud, intense air, summon swarm, whispering wind

3rd Level — gaseous form, invisibility sphere, lightning bolt, protection from elements, stinking cloud

4th Level — air walk, improved invisibility, solid fog, wind wall

5th Level — cloudkill, improved weather prediction

ClioTHesiA, Air ClemenTAl FamiLiar

CR 1; SZ S (elemental); HD 14d8; hp 33; Init +7 (+3 Dex, +4 Improved Init); Spd fly 100 ft. (perfect); AC 22 (+1 size, +3 Dex, +8 natural); Atk melee +11/+6 (1d4, slam); Face 5 ft. X 5 ft.; Reach 5 ft.; SA Air Mastery, Whirlwind; SQ Alertness, Elemental, Empathic Link, Improved Evasion, Share Spells, Speak with Elementals, Speak with Master, Touch; AL N; SV Fort +4, Ref +7, Will +10; Str 10, Dex 17, Con 10, Int 10, Wis 11, Cha 11

Skills: Alchemy +10, Appraise +8, Concentration +16, Craft (gizmos) +12, Diplomacy +12, Gather Information +10, Handle Animal +4, Innuendo +6, Knowledge (engineering) +15, Knowledge (nobility) +4, Knowledge (religion) +3, Knowledge (the planes) +12, Listen +5, Ride +6, Search +1, Sense Motive +14, Spellcraft +8, Spot +9, Tumble +4, Wilderness Lore +6

Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)

Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.

Alertness: While in the presence of his familiar, the master gains the Alertness feat (this is already worked into his stats, above).

Elemental: Immune to poison, sleeep, paralysis, and stun. Not subject to critical hits.

Empathic Link (Su): The master and familiar can communicate telepathically to a distance of up to one mile.

Improved Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The familiar's master may have any spells she casts on herself also affect the familiar as long as it is within five feet of its master.

Speak with Elementals: The familiar can communicate with animals of the same type of itself, including dire variants.

Speak with Master: A familiar and master can communicate verbally as if they were using a common language; others cannot understand the communication without magical help.

Touch: The familiar can deliver touch spells for its master.

Whirlwind (Su): Cliothesia can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round.

chapter three: eiemedtallsm was faced with his father's desire to send him into a priesthood that he felt no affinity for, he ran away, hoping to find some peace.

He soon found himself at Worms, a human city where he joined the magistrates and began to receive instruction in the way of elemental fire. As a magistrates of Worms, he hunted criminals and struck them down with his fire spells. He only wounded most of the criminals with burns, but he rained fire down on child abusers until they burned, and burned, and burned.

He grew callous and destructive, researching the most powerful fire spells so that he could teach criminals "the error of their ways." It was then the Master of Fire tried to make the young dwarf see the error of his ways.

ÇÛEDTER DEidERlanq, CIEMENTAI MASTER OF FIRE

13th-Level Fire Elementalist (Transformed)/ 3rd-Level Expert (Blacksmith)

CR 18, SZ M (elemental); HD 13d4+39 + 3d6+9; hp 102, Init +4 (Dex); Spd 40 ft.; AC 14; Atk melee +10/+5 (1d4+2/19-20/crit x2, dagger), melee +8/+3 +8/+3 (1d4+2/1d4+2/19-20/crit x2, 2 daggers), melee +8/+3 +8/+3 (1d8+2/ld6+2/crit x3, dwarven urgrosh as double weapon); Face 5 ft. X 5 ft., Reach 5 ft.; SA Spells; SQ Dwarven Traits, Elemental Affinity, Elemental Familiar, Elemental Mastery, Elemental Resistance +6/—6, Elemental Transfiguration (sleep, paralysis, stun), Elemental Vulnerability, Improved Elemental Affinity; AL LN; SV Fort +9, Ref + 11, Will +12; Str 14, Con 17, Dex 18, Int 17, Wis 12, Cha 10

Skills: Appraise +4 (+6 rare or exotic items), Alchemy +12, Concentration +4, Craft (armorsmith) +12, Craft (weapon-smith) + 12, Knowledge (arcana) +8, Knowledge (metallurgy) + 10, Knowledge (the planes) +10, Knowledge (law) +8, Profession (blacksmith) +6, Profession (magistrate) +6, Spellcraft +8, Bluff +8, Diplomacy +2, Intimidate +15, Gather Information +4

Feats: Alertness, Ambidexterity, Cleave, Empower Spell, Exotic Weapon Proficiency (dwarven urgrosh), Power Attack, Scribe Scroll, Two-Weapon Fighting.

Languages: Common, Dwarven, Orc, Gnome, Ignan, Draconic

Dwarven Traits (Ex): Dwarves have +1 racial bonus to attack rolls against orcs and goblinoids, +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to Fortitude saves against all poisons, +4 dodge bonus against giants, and Darkvision that lets them see with no light source at all, to a range of 60 feet. Darkvision is black and white only. Dwarves also receive a +2 racial bonus to checks to notice unusual stonework. A dwarf who merely comes within ten feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can.

Elemental: An elemental is composed of one of the four elements, and is immune to poison, sleep, paralysis, and stunning. Elementals have Darkvision with a range of 60 feet. A slain elemental cannot be raised or resurrected, though a wish or miracle spell can restore its life. Transformed elementalists do have a clear front and back, and so are still subject to critical hits and flanking.

Elemental Affinity: Elementalists gain a +2 circumstance bonus on all Charisma-based skills and Charisma ability checks when interacting with elementals, genies, and other elemental creatures. This stacks with Improved Elemental Affinity, giving Günter a +6 total bonus.

Elemental Familiar: Günter has a tiny female fire drake named Flare as his familiar.

Elemental Mastery (Ex): Against Günter, creatures with the "fire" subtype suffer a -1 penalty to attack and damage rolls. Also, Günter is immune to the effects of all fire school spells in the elementalist spell list.

Elemental Resistance (Ex): Günter gains a +6 bonus to saving throws against all fire elementalist spells, but also takes a -6 penalty to saving throws against water elementalist spells.

Elemental Transfiguration: Günter is immune to magical sleep, paralysis, and stun.

Elemental Vulnerability (Ex): Günter suffers double damage from spells powered by water, as listed on the ele-mentalist spell list. If a save is allowed for half damage, a successful save delivers half damage and a failure doubles it. Also, because Günter is an elemental creature, spells targeting elementals and creatures can affect him.

Improved Elemental Affinity (Ex): The transformed elementalist gains a +4 circumstance modifier on all Charisma-based skill and Charisma ability checks when interacting with other elemental creatures and with other elementalists who are attuned to the same element. This stacks with Elemental Affinity, giving Günter a +6 total bonus.

Spells: (4+1/4+1/4+1/4+1/4+1/3+1/2+1/1+1) Günter believes he has nothing to live for, and so will fight to the death, using all of his prepared spells in an effort to destroy his enemies. His favorite spell is flame arrow, however he also likes to cast fireball and prismatic spray at many of his enemies — the "+1" in his spells per day indicates one extra spell from the fire school that he can cast per day. Because of his school specialization, Günter takes double arcane spell failure chances for wearing armor, and cannot learn water elementalist spells. Günter knows the following spells:

0 Level — All elementalist spells except those from the water school, all common elementalist spells, and all universal spells

1st Level —burning hands, magic missile, true strike, unseen servant

2nd Level — continual flame, daylight, flame blade, pyrotechnics 3rd Level — explosive runes, fire walk, fireball, suggestion 4th Level — elemental stride, fire shield, flame strike, waH of fire 5th Level — contact other plane, fire speech, pyrokinesis 6th Level —disintegrate, mass suggestion, touch of frost 7th Level — limited wish, summon elemental VII

OccuLt Lore

Günter told the Master of his suffering at the hands of Beorn, even as the ghettos of Worms burned down to the ground.

Now, a hundred years later, Günter has become the Elemental Master of Fire. He long ago went through his transformation into an elemental, and it changed him radically. His bright hair, once a shiny dark brown, has become golden orange and seems to have a life of its own. His eyes blaze with fiery fury and his skin has become coal black. His sorrow and disbelief has made him callous, but he is no longer destructive. He has difficulty caring about anyone or anything, for he firmly believes that once he dies that will be the end of his existence.

However, what Ms soul truly seeks is justice for the abuse so long ago. To that end, as leader of the Elemental Council he tries to be a political force for justice and good, though this many times slips into vengeance. For the time being, Günter's more violent ideas are out-voted. However, monarchs of other lands frequently call on him to deal with elementalist troublemakers.

OccuLt Lore

Dew Monster: fire ürake

Hit Dice: Initiative: Speed: AC:

Attacks:

Damage:

Face/Reach:

Special Attacks:

Special Qualities:

Saves:

Abilities:

Skills:

Feats:

Climate/Terrain: Organization:

Challenge Rating: Treasure: Alignment: Advancement:

Tiny Dragon (Fire)

+5 (+1 Dex, +4 Improved Init) 20 ft., fly 60 ft. (good) 19 (+2 size, +1 Dex, +6 natural) Bite +1 melee, 2 talons -4 melee Bite 1d4-1, talons 1d3-1 2 1/2 ft. X 2 1/2 ft./0 ft. Breath Weapon SR 17

11, Cha 13

Improved Initiative Tropical forests, geothermal areas Solitary, pair, or clutch (3 - 5 fire drakes) 2

None

Neutral

Fire drakes look like miniature red dragons, but lack fore-limbs. A fire drake's tail is twice as long as its body and is very flexible. Fire drakes lay their eggs near mud pots and other geothermal phenomena. Wizards and ignamancers seek them out for familiars, while some alchemists claim a powder made from their horns is an aphrodesiac.

0 0

Post a comment