Author Topic: Creature - Elemental Shapers  (Read 5481 times)

Offline DonQuixote

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Creature - Elemental Shapers
« on: March 20, 2012, 07:02:09 PM »
Elemental Shapers

So, about two weeks ago, I ended up rewriting the four elementals and the four paraelementals.  The reasons for this are long and complex and essentially boil down to the fact that air elementals had a natural armor bonus and that was just silly.

It was, of course, inevitable that I would eventually end up writing a sub-set of spellshaping elementals, and here they are!  First thing's first, though: the fluid and solid subtypes.

The Fluid Subtype
(click to show/hide)


The Solid Subtype
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Index
« Last Edit: July 27, 2012, 01:02:09 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Re: Creature - Elemental Shapers
« Reply #1 on: March 20, 2012, 07:02:19 PM »
Elemental Shaper
Elemental shapers are beings of elemental force that possess a natural connection to the arcane circles of spellshaping.  Channeling spellshape attacks through their bodies, these elementals and paraelementals are as wild and dangerous as the forces from which they are formed.

Combat
Elemental shapers have varied combat abilities and tactics, but all have the same elemental qualities.  All elemental shapers know some formulae, shaping them through melee attacks.
   Elemental Traits: An elemental shaper is immune to poison, sleep effects, paralysis, and stunning.  It is not subject to critical hits or flanking, and it cannot be raised or resurrected by spells that restore souls to their bodies.  An elemental shaper also has darkvision out to 60 ft.
   Spellshaping: An elemental shaper has a shaper level equal to its Hit Dice, and it learns a new formula every time it gains a new Hit Die.  Additionally, at every even-numbered Hit Die, an elemental shaper can choose to learn a new formula in place of one it already knows.  In effect, it loses the old formula in exchange for the new one.  It can choose a new formula of any level it likes, as long as it observes the normal restriction on the highest-level formula that it can know according to its shaper level; it need not replace the old formula with a formula of the same level.  Like any spellshaper, an elemental shaper must meet a formula's prerequisites in order to learn it.
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Air Elemental Shaper
« Reply #2 on: March 20, 2012, 07:02:44 PM »
Air Elemental Shaper
Size/Type: Medium Elemental (Air, Extraplanar, Fluid)
Hit Dice: 4d8+8 (26 hp)
Initiative: +9
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 18 (+5 Dex, +3 deflection), touch 18, flat-footed 13
Base Attack/Grapple: +3/--
Attack: Claw +8 melee (1d6+5)
Full Attack: Claw +8 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Howling winds, inner tempest, spellshape channeling, spellshaping
Special Qualities: Darkvision 60 ft., elemental traits, fluid traits, gaseous, malleable form
Saves: Fort +3, Ref +9, Will +1
Abilities: Str --, Dex 21, Con 14, Int 6, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Dodge, Flyby Attack, Improved Initiative (B)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium); 8-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: --

This creature possesses a rough outline, almost as though a whirlwind has been given humanoid form.  The creature extends its arms from its body, lashing out with claws of howling wind.

Air elemental shapers are among the swiftest and most agile creatures in existence.  They wield the powers of the Blustering Gale circle.
   Air elemental shapers speak Auran, though they rarely choose to do so.  The voice of an air elemental shaper sounds like the high-pitched screech of a tornado or the low moan of a midnight storm.

Combat
Their rapid speed makes air elemental shapers useful on vast battlefields or in extended aerial combat.

   Howling Winds (Ex): The claws of an air elemental shaper are made of fierce winds that slash at opponents with great speed and force.  The elemental adds its Dexterity modifier as a bonus on damage rolls with its claw attacks.

   Inner Tempest (Ex): The heart of an air elemental shaper is a raging tempest that lashes at creatures and holds them in place.  Any creature that begins its turn in the same space as an air elemental shaper or attempts to pass through the elemental's space takes damage as though hit by the elemental's claw attack.  A successful DC 14 Reflex save halves this damage.  The save DC is Constitution-based.
   In addition, if a creature one or more size categories smaller than the elemental fails this save, it must make a second Reflex save (same DC) or be caught in the storm and held within the air elemental shaper's body.  A creature caught in this way is trapped within the air elemental shaper's body and cannot move except to go where the elemental carries them.  Creatures caught in the storm can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell.  Creatures caught in the storm are entangled for as long as they remain caught.  The elemental can have only as many creatures trapped inside its inner tempest at one time as will fit within the elemental's space.
   The elemental can eject any carried creatures whenever it wishes, depositing them in an adjacent space.  A trapped creature is allowed a Reflex save each round to escape the inner tempest.

   Spellshape Channeling (Sp): An air elemental shaper can channel the lashing zephyr, galvanic arc, and kinetic blast spellshape attacks through its claw attack.  This ability functions like the spellshape champion class feature of the same name (see page 24 of The Codex of Spellshaping: The Twelve Circles).

   Spellshaping: An air elemental shaper knows several arcane formulae from the Blustering Gale, Shocking Current, and Unseen Impetus circles (shaper level 4th), using its Charisma to determine its spellshaping ability.  It recovers expended formulae by resting and meditating for 5 minutes.  It can shape each formula once per encounter.
   Major—Jolting Lightning (1st), Lungscour (2nd), Violent Displacement (1st)
   Minor—Baffling Winds (2nd), Gustwall (2nd)

   Fluid Traits: As a creature with the fluid subtype, an air elemental shaper is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, an air elemental shaper takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   An air elemental shaper cannot be tripped, grappled, or bull rushed (nor can it grapple opponents), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  An air elemental shaper is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Gaseous: As a gaseous creature, an air elemental shaper has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.  It also has no weight and does not set off traps that are triggered by weight.  An air elemental shaper is subject to the effects of wind, and it can't manipulate objects or activate items.  An air elemental shaper can occupy the same space as a creature of any size, since its flows around its target, but remains a creature of its normal size.
   An air elemental shaper hisses and howls as it moves, and can be heard normally with Listen checks.  Nonvisual senses such as scent and blindsight are wholly effective with regard to an air elemental shaper.

   Malleable Form (Ex): An air elemental shaper's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  An air elemental shaper moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, an air elemental shaper could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.



Advancement
Whenever an air elemental shaper gains a new Hit Die, it learns a new formula from the Blustering Gale circle.  Additionally, at every even-numbered Hit Die, an air elemental shaper can choose to learn a new formula in place of one it already knows.  In effect, it loses the old formula in exchange for the new one.  It can choose a new formula of any level it likes, as long as it observes the normal restriction on the highest-level formula that it can know according to its shaper level; it need not replace the old formula with a formula of the same level.  Like any spellshaper, an air elemental shaper must meet a formula's prerequisites in order to learn it.

   When an air elemental shaper reaches 8 Hit Dice, it becomes Large, and its statistics change as follows: +4 Dexterity, +2 Constitution, +2 Intelligence, +1 Charisma.  In addition, it gains a second claw attack (which it makes at its highest base attack bonus).

   When an air elemental shaper reaches 16 Hit Dice, it becomes Huge, and its statistics change as follows: +4 Dexterity, +2 Constitution, +1 Charisma.

   For the purpose of determining the Challenge Rating of an advanced air elemental shaper, treat its elemental Hit Dice as though they were associated class levels.
« Last Edit: March 29, 2012, 05:11:58 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Earth Elemental Shaper
« Reply #3 on: March 20, 2012, 07:03:04 PM »
Earth Elemental Shaper
Size/Type: Medium Elemental (Earth, Extraplanar, Solid)
Hit Dice: 4d8+22 (40 hp)
Initiative: -1
Speed: 20 ft. (4 squares), burrow 50 ft.
Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d8+7)
Full Attack: Slam +8 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spellshape channeling, spellshaping
Special Qualities: Darkvision 60 ft., earth glide, elemental traits, hardness 8, solid traits
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 17, Int 6, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium); 8-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: --

Moving slowly, the creature plods nearer on two featureless legs of rock and earth.  Its clublike arms swing at its sides as the stone figure draws ever closer.

Earth elemental shapers are immensely strong and tough.  The larger ones can pound almost anything into rubble.  They wield the powers of the Crushing Stone circle.
   Earth elemental shapers speak Terran but rarely choose to do so.  An earth elemental shaper's voice sounds like an echo in a deep tunnel, the rumbling of an earthquake, or the grinding of plates of stone.

Combat
Though an earth elemental shaper moves slowly when above ground, it is a relentless opponent.  It can travel through solid ground or stone as easily as humans walk on the earth's surface.

   Spellshape Channeling (Sp): An earth elemental shaper can channel the rockslam, caustic spray, and sonorous pulse spellshape attacks through its slam attack.  This ability functions like the spellshape champion class feature of the same name (see page 24 of The Codex of Spellshaping: The Twelve Circles).

   Spellshaping: An earth elemental shaper knows several arcane formulae from the Crushing Stone, Deteriorating Corrosion, and Screeching Roc circles (shaper level 4th), using its Charisma to determine its spellshaping ability.  It recovers expended formulae by resting and meditating for 5 minutes.  It can shape each formula once per encounter.
   Major—Armor-Eating Acid (1st), Earthbreaker (2nd), Pulsing Wave (1st)
   Minor—Animated Stone (1st), Overwhelming Slam (2nd)

   Earth Glide (Ex): An earth elemental shaper can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.  Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.  A move earth spell cast on an area containing a burrowing earth elemental shaper flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

   Solid Traits: As a creature with the solid subtype, an earth elemental shaper is not subject to critical hits, nonlethal damage, or ability drain, and it is immune to damage to its physical ability scores.  Due to the solid structure of its body, an earth elemental shaper is affected by energy attacks and ranged weapons in the same way that an object would be (see page 165 of the Player’s Handbook).  In addition, an earth elemental shaper is immune to any effect that requires a Fortitude save, unless the effect also works on objects or is harmless, and is never at risk of death from massive damage.
   An earth elemental shaper gains bonus hit points based on its size (as though it were a construct), as well as hardness 8.  These modifiers are already included in the statistics block.



Advancement
Whenever an earth elemental shaper gains a new Hit Die, it learns a new formula from the Crushing Stone circle.  Additionally, at every even-numbered Hit Die, an earth elemental shaper can choose to learn a new formula in place of one it already knows.  In effect, it loses the old formula in exchange for the new one.  It can choose a new formula of any level it likes, as long as it observes the normal restriction on the highest-level formula that it can know according to its shaper level; it need not replace the old formula with a formula of the same level.  Like any spellshaper, an earth elemental shaper must meet a formula's prerequisites in order to learn it.

   When an earth elemental shaper reaches 8 Hit Dice, it becomes Large, and its statistics change as follows: +4 Strength, +2 Constitution, +2 Intelligence, +1 Charisma.  In addition, it gains a +1 increase to its natural armor bonus and it gains a second slam attack (which it makes at its highest base attack bonus).

   When an earth elemental shaper reaches 16 Hit Dice, it becomes Huge, and its statistics change as follows: +4 Strength, +2 Constitution, +1 Charisma.  In addition, it gains a +1 increase to its natural armor bonus.

   For the purpose of determining the Challenge Rating of an advanced earth elemental shaper, treat its elemental Hit Dice as though they were associated class levels.
« Last Edit: March 29, 2012, 05:14:16 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Fire Elemental Shaper
« Reply #4 on: March 20, 2012, 07:03:28 PM »
Fire Elemental Shaper
Size/Type: Medium Elemental (Extraplanar, Fire, Fluid)
Hit Dice: 4d8+8 (26 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple: +3/--
Attack: Burning touch +6 melee touch (2d6 fire)
Full Attack: Burning touch +6 melee touch (2d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fiery form, fire mastery, spellshape channeling, spellshaping
Special Qualities: Darkvision 60 ft., elemental traits, fluid traits, gaseous, immunity to fire, malleable form, vulnerability to water
Saves: Fort +3, Ref +7, Will +1
Abilities: Str --, Dex 17, Con 14, Int 6, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Dodge, Improved Initiative (B), Mobility
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium); 8-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: --

A tall, human-shaped creature composed of pure flame races across the ground.  As the mass of flame flickers and sparks, the air shimmers around it.

Fire elemental shapers are fast and agile.  They wield the powers of the Searing Flame circle.
   Fire elemental shapers speak Ignan, though they rarely choose to do so.  When one speaks, its voice sounds like the crackle and hiss of a great fire.

Combat
A fire elemental shaper is a fierce opponent that attacks its enemies directly and savagely.  It takes joy in burning the creatures and objects of the Material Plane to ashes.

   Burning Touch (Ex): As an attack action, a fire elemental shaper can make a touch attack that deals 2d6 points of fire damage.
   A fire elemental shaper's burning touch attack counts as a natural attack for the purpose of feats such as Weapon Focus and Improved Natural Attack.

   Fiery Form (Ex): A fire elemental shaper's body consists of searing flames that illuminate the elemental's surroundings and burn all within reach.  A fire elemental shaper's body provides bright illumination out to 15 feet and shadowy illumination out to 30 feet.
   A fire elemental shaper sets fire to any combustibles in a space it occupies or passes through.  In addition, any creature that begins its turn in the same space as a fire elemental shaper or attempts to pass through the elemental's space takes damage as though hit by the elemental's burning touch attack, and also catches on fire unless it succeeds on a DC 14 Reflex save.  The save DC is Constitution-based.
   Finally, unlike most creatures with the fire subtype, a fire elemental shaper is not vulnerable to cold damage.  It takes normal damage from cold effects, rather than half again as much damage.

   Fire Mastery (Ex): A fire elemental shaper's burning touch attack and other fire effects ignore resistance to fire, and they still deal half damage to creatures with immunity to fire.

   Spellshape Channeling (Sp): A fire elemental shaper can channel the sunfire, fireblast, and galvanic arc spellshape attacks through its burning touch attack.  This ability functions like the spellshape champion class feature of the same name (see page 24 of The Codex of Spellshaping: The Twelve Circles).

   Spellshaping: A fire elemental shaper knows several arcane formulae from the Brilliant Dawn, Searing Flame, and Shocking Current circles (shaper level 4th), using its Charisma to determine its spellshaping ability.  It recovers expended formulae by resting and meditating for 5 minutes.  It can shape each formula once per encounter.
   Major—Blistering Flames (2nd), Brilliant Radiance (1st), Jolting Lightning (1st)
   Minor—Inflame (2nd), Scorching Blast (1st)

   Fluid Traits: As a creature with the fluid subtype, a fire elemental shaper is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a fire elemental shaper takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   A fire elemental shaper cannot be tripped, grappled, or bull rushed (nor can it grapple opponents), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A fire elemental shaper is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Gaseous: As a gaseous creature, a fire elemental shaper has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.  It also has no weight and does not set off traps that are triggered by weight.  A fire elemental shaper is subject to the effects of wind, and it can't manipulate objects or activate items.  A fire elemental shaper can occupy the same space as a creature of any size, since its flows around its target, but remains a creature of its normal size.
   A fire elemental shaper crackles and pops as it moves, and can be heard normally with Listen checks.  Nonvisual senses such as scent and blindsight are wholly effective with regard to a fire elemental shaper.

   Malleable Form (Ex): A fire elemental shaper's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A fire elemental shaper moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a fire elemental shaper could flow through a wooden wall (igniting it in the process) by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.

   Vulnerability to Water (Ex): A fire elemental shaper is vulnerable to water, taking 1d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
   Damage dealt by weapons or attack forms made of water (such as a water elemental's slam attack) is not halved by a fire elemental shaper's fluid nature; instead, such attacks deal half again as much (+50%) damage to a fire elemental.  In addition, a create water spell (or another spell that creates water) cast into a fire elemental shaper's space deals 1d6 damage per caster level to the elemental.  The fire elemental shaper receives no saving throw against such a spell.



Advancement
Whenever a fire elemental shaper gains a new Hit Die, it learns a new formula from the Searing Flame circle.  Additionally, at every even-numbered Hit Die, a fire elemental shaper can choose to learn a new formula in place of one it already knows.  In effect, it loses the old formula in exchange for the new one.  It can choose a new formula of any level it likes, as long as it observes the normal restriction on the highest-level formula that it can know according to its shaper level; it need not replace the old formula with a formula of the same level.  Like any spellshaper, a fire elemental shaper must meet a formula's prerequisites in order to learn it.

   When a fire elemental shaper reaches 8 Hit Dice, it becomes Large, and its statistics change as follows: +4 Dexterity, +2 Constitution, +2 Intelligence, +1 Charisma.  In addition, it gains a second burning touch attack (which it makes at its highest base attack bonus), and the damage dealt by its burning touch attack increases to 3d6 fire damage.  The body of a Large fire elemental shaper provides bright illumination out to 30 feet and shadowy illumination out to 60 feet.

   When a fire elemental shaper reaches 16 Hit Dice, it becomes Huge, and its statistics change as follows: +4 Dexterity, +2 Constitution, +1 Charisma.  In addition, the damage dealt by its burning touch attack increases to 4d6 fire damage.  The body of a Huge fire elemental shaper provides bright illumination out to 60 feet and shadowy illumination out to 120 feet.

   For the purpose of determining the Challenge Rating of an advanced fire elemental shaper, treat its elemental Hit Dice as though they were associated class levels.
« Last Edit: March 29, 2012, 05:17:17 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Water Elemental Shaper
« Reply #5 on: March 20, 2012, 07:03:47 PM »
Water Elemental Shaper
Size/Type: Medium Elemental (Extraplanar, Fluid, Water)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 90 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d8+3)
Full Attack: Slam +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Churn, drench, engulf, spellshape channeling, spellshaping
Special Qualities: Darkvision 60 ft., elemental traits, fluid traits, malleable form
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 16, Dex 12, Con 17, Int 6, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium); 8-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: --

A large creature formed wholly of water, rolls across the ground.  Without crashing or losing its shape, the watery creature surges forward like a tidal wave.

A water elemental shaper can be as ferocious and powerful as a stormy sea.  It wields the powers of the Roaring Tide circle.
   Water elemental shapers speak Aquan but rarely choose to do so.  When one speaks, its voice sounds like the crashing of waves on a rocky shore or the howls of an ocean gale.

Combat
A water elemental shaper prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.

   Churn (Ex): The body of a water elemental shaper is filled with churning currents that grind creatures trapped within the elemental.  Each round, at the beginning of the water elemental shaper's turn, any creatures that it has engulfed take 2d6 points of bludgeoning damage.  An engulfed creature that succeeds on a DC 15 Fortitude save takes half damage.  The save DC is Strength-based.

   Drench (Ex): A water elemental shaper's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller.  The elemental can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

   Engulf (Ex): As a standard action, a water elemental shaper can flow over creatures at least one size category smaller than it, entrapping them within its form.  The elemental simply moves into the opponents' space; any creature whose space it completely covers is subject to the engulf attack.  The elemental cannot make attacks during a round in which it engulfs.  It can engulf as many creatures as fit in its space.
   Opponents can make attacks of opportunity against the elemental, but if they do so they are not entitled to a saving throw.  Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward.  The save DC is Constitution-based.
   Engulfed creatures are considered to be pinned and trapped within the water elemental shaper's body and are subject to the effects of its churn ability (see above).  An engulfed creature that breathes air might drown (see page 304 of the Dungeon Master’s Guide).  To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the elemental.  The victim can choose to make Escape Artist checks in place of grapple checks.  If the water elemental shaper is killed, any engulfed victims are freed.

   Spellshape Channeling (Sp): A water elemental shaper can channel the caustic spray, frostray, and surging jet spellshape attacks through its slam attack.  This ability functions like the spellshape champion class feature of the same name (see page 24 of The Codex of Spellshaping: The Twelve Circles).

   Spellshaping: A water elemental shaper knows several arcane formulae from the Deteriorating Corrosion, Perfect Freeze, and Roaring Tide circles (shaper level 4th), using its Charisma to determine its spellshaping ability.  It recovers expended formulae by resting and meditating for 5 minutes.  It can shape each formula once per encounter.
   Major—Billowing Fog (2nd), Ice Glaze (1st), Water Pulse (1st)
   Minor—Rainstorm (2nd), Sickening Fumes (1st)

   Fluid Traits: As a creature with the fluid subtype, a water elemental shaper is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a water elemental shaper takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   A water elemental shaper cannot be tripped, grappled, or bull rushed, nor can it grapple opponents normally (though it can make grapple checks to keep an engulfed creature from escaping), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A water elemental shaper is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Malleable Form (Ex): A water elemental shaper's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A water elemental shaper moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a water elemental shaper could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.

   Skills: A water elemental shaper has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.  It can always choose to take 10 on a Swim check, even if distracted or endangered.  It can use the run action while swimming, provided it swims in a straight line.



Advancement
Whenever a water elemental shaper gains a new Hit Die, it learns a new formula from the Roaring Tide circle.  Additionally, at every even-numbered Hit Die, a water elemental shaper can choose to learn a new formula in place of one it already knows.  In effect, it loses the old formula in exchange for the new one.  It can choose a new formula of any level it likes, as long as it observes the normal restriction on the highest-level formula that it can know according to its shaper level; it need not replace the old formula with a formula of the same level.  Like any spellshaper, a water elemental shaper must meet a formula's prerequisites in order to learn it.

   When a water elemental shaper reaches 8 Hit Dice, it becomes Large, and its statistics change as follows: +4 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +1 Charisma.  In addition, it gains a +1 increase to its natural armor bonus, it gains a second slam attack (which it makes at its highest base attack bonus), and the damage dealt to engulfed creatures by its churn ability increases to 3d6 bludgeoning damage.

   When a water elemental shaper reaches 16 Hit Dice, it becomes Huge, and its statistics change as follows: +4 Strength, +4 Dexterity, +2 Constitution, +1 Charisma.  In addition, the damage dealt by its churn ability increases to 4d6 bludgeoning damage.

   For the purpose of determining the Challenge Rating of an advanced water elemental shaper, treat its elemental Hit Dice as though they were associated class levels.
« Last Edit: March 29, 2012, 05:19:35 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Ice Paraelemental Shaper
« Reply #6 on: March 20, 2012, 07:04:07 PM »
Ice Paraelemental Shaper
Size/Type: Medium Elemental (Air, Cold, Extraplanar, Solid, Water)
Hit Dice: 4d8+28 (46 hp)
Initiative: +3
Speed: 20 ft. (6 squares), climb 30 ft.
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +6 melee (1d6+1 plus 1d6 cold)
Full Attack: Claw +6 melee (1d6+1 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chill, spellshape channeling, spellshaping
Special Qualities: Darkvision 60 ft., elemental traits, icewalking, immunity to cold, solid traits, vulnerability to fire
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 12, Dex 17, Con 14, Int 6, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Combat Reflexes (B), Dodge, Weapon Finesse
Environment: Elemental Planes of Air and Water
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium); 8-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: --

This creature, formed of pure ice, moves across the ground delicately.  Light flashes from sharpened icicles as it advances.

These icy monoliths seek to drape the planes in a curtain of cold.  They dwell on the elemental Plane of Air and the Elemental Plane of Water, but find neither place frigid enough for their tastes.  They wield the powers of the Blustering Gale, Perfect Freeze, and Roaring Tide circles.
   Ice paraelemental shapers speak Aquan and Auran.  Their voices have a serene, tinkling quality at odds with their fearsome appearance.

Combat
Ice paraelemental shapers are patient combatants, often waiting for foes to come to them.  The paraelemental might pretend to be flat-footed, delaying its action in hopes of luring opponents within reach of its attacks of opportunity.

   Chill (Ex): An ice paraelemental shaper's claw attack deals slashing damage plus cold damage from the paraelemental's freezing body.  Creatures hitting an ice paraelemental shaper with natural weapons or unarmed attacks take cold damage as though hit by the paraelemental's normal attack.

   Spellshape Channeling (Sp): An ice paraelemental shaper can channel the lashing zephyr, surging jet, and frostray spellshape attacks through its claw attack.  This ability functions like the spellshape champion class feature of the same name (see page 24 of The Codex of Spellshaping: The Twelve Circles).

   Spellshaping: An ice paraelemental shaper knows several arcane formulae from the Blustering Gale, Perfect Freeze, and Roaring Tide circles (shaper level 4th), using its Charisma to determine its spellshaping ability.  It recovers expended formulae by resting and meditating for 5 minutes.  It can shape each formula once per encounter.
   Major—Billowing Fog (2nd), Flattening Gust (1st), Hoarfrost (2nd)
   Minor—Dragging Tide (1st), Piercing Chill (1st)

   Icewalking (Ex): An ice paraelemental shaper can move normally on any icy surface.  It need not make Balance checks to traverse an icy surface, and it need not make Climb checks to traverse a vertical or horizontal surface (even upside down).  An ice paraelemental shaper retains its Dexterity bonus to Armor Class while moving or climbing along ice, and opponents get no special bonus to their attacks against it.

   Solid Traits: As a creature with the solid subtype, an ice paraelemental shaper is not subject to critical hits, nonlethal damage, or ability drain, and it is immune to damage to its physical ability scores.  Due to the solid structure of its body, an ice paraelemental shaper is affected by energy attacks (except for fire attacks, as described below) and ranged weapons in the same way that an object would be (see page 165 of the Player’s Handbook).  In addition, an ice paraelemental shaper is immune to any effect that requires a Fortitude save, unless the effect also works on objects or is harmless, and is never at risk of death from massive damage.
   An ice paraelemental shaper gains bonus hit points based on its size (as though it were a construct), but gains no hardness (as ice has hardness 0).  These modifiers are already included in the statistics block.

   Vulnerability to Fire (Ex): An ice paraelemental shaper's solid traits do not reduce fire damage that would be dealt to it.  Instead, an ice paraelemental shaper takes half again as much (+50%) damage from an effect that deals fire damage, regardless of whether a saving throw is allowed, or if the save is a success or failure.

   Skills: An ice paraelemental shaper has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.



Advancement
Whenever an ice paraelemental shaper gains a new Hit Die, it learns a new formula from the Blustering Gale, Perfect Freeze, or Roaring Tide circles.  Additionally, at every even-numbered Hit Die, an ice paraelemental shaper can choose to learn a new formula in place of one it already knows.  In effect, it loses the old formula in exchange for the new one.  It can choose a new formula of any level it likes, as long as it observes the normal restriction on the highest-level formula that it can know according to its shaper level; it need not replace the old formula with a formula of the same level.  Like any spellshaper, an ice paraelemental shaper must meet a formula's prerequisites in order to learn it.

   When an ice paraelemental shaper reaches 8 Hit Dice, it becomes Large, and its statistics change as follows: +2 Strength, +4 Dexterity, +2 Constitution, +2 Intelligence, +1 Charisma.  In addition, it gains a +1 increase to its natural armor bonus and it gains a second claw attack (which it makes at its highest base attack bonus).

   When an ice paraelemental shaper reaches 16 Hit Dice, it becomes Huge, and its statistics change as follows: +4 Strength, +4 Dexterity, +2 Constitution, +1 Charisma.

   For the purpose of determining the Challenge Rating of an advanced ice paraelemental shaper, treat its elemental Hit Dice as though they were associated class levels.
« Last Edit: March 21, 2012, 12:49:53 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Magma Paraelemental Shaper
« Reply #7 on: March 20, 2012, 07:04:35 PM »
Magma Paraelemental Shaper
Size/Type: Medium Elemental (Earth, Extraplanar, Fire, Fluid)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+4 plus 1d6 fire)
Full Attack: Slam +6 melee (1d6+4 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf, heat, molten body, spellshape channeling, spellshaping
Special Qualities: Darkvision 60 ft., elemental traits, fluid traits, hardening, immunity to fire, malleable form, vulnerability to cold and water
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 16, Dex 12, Con 17, Int 6, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium); 8-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: --

Magma pours out of the ground, forming a hulking, humanoid figure.  Though the magma forming its chest, arms, and legs begins to cool quickly, the creature’s hands and feet remain a fiery red, and it moves with a decidedly liquid motion.

Birthed in the heart of extraplanar volcanoes, magma paraelemental shapers can erupt into violence without warning.  They wield the powers of the Crushing Stone, Screeching Roc, and Searing Flame circles.
   Magma paraelemental shapers live on the Elemental Planes of Fire and Earth.  Accordingly, they speak both Ignan and Terran in low, rumbling voices.

Combat
Magma paraelemental shapers love to surge into melee combat.  Given a chance, they'll engulf foes smaller than they are.  Though they are easily damaged by water and cold effects, such attacks also serve to harden their bodies, making them tougher to destroy.

   Heat (Ex): A magma paraelemental shaper's slam attack deals bludgeoning damage plus fire damage from the paraelemental's molten body.  Creatures hitting a magma paraelemental shaper with natural weapons or unarmed attacks take fire damage as though hit by the paraelemental's normal attack.

   Engulf (Ex): As a standard action, a magma paraelemental shaper can flow over creatures at least one size category smaller than it, entrapping them within its form.  The paraelemental simply moves into the opponents' space; any creature whose space it completely covers is subject to the engulf attack.  The paraelemental cannot make attacks during a round in which it engulfs.  It can engulf as many creatures as fit in its space.
   Opponents can make attacks of opportunity against the paraelemental, but if they do so they are not entitled to a saving throw.  Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward.  The save DC is Constitution-based.
   Engulfed creatures are considered to be pinned and trapped within the magma paraelemental shaper's body and are subject to the effects of its molten body ability (see below).  An engulfed creature that breathes air might drown (see page 304 of the Dungeon Master’s Guide).  To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the paraelemental.  The victim can choose to make Escape Artist checks in place of grapple checks.  If the magma paraelemental shaper is killed, any engulfed victims are freed.

   Molten Body (Ex): A magma paraelemental shaper is made of molten stone that melts metal and lights combustible objects on fire.  The paraelemental's molten body deals 15 points of damage per round to wooden or metal objects, but the paraelemental must remain in contact with the object for 1 full round to deal this damage.  A magma paraelemental shaper sets fire to any combustibles in a space it occupies or moves through, and it sheds shadowy illumination out to 15 feet.  A magma paraelemental shaper can burrow through solid rock or metal.
   Creatures engulfed by a magma paraelemental shaper are also subject to the effects of its molten body.  Each round, at the beginning of the paraelemental's turn, any creatures that it has engulfed take 2d6 points of fire damage.  An engulfed creature that succeeds on a DC 15 Fortitude save takes half damage.  The save DC is Constitution-based.
   Finally, though water damages a magma paraelemental shaper (see below), the intense heat of its body boils water instantly.  A magma paraelemental shaper can evaporate 1 gallon of water per round, but the paraelemental must remain in contact with the water for 1 full round (and take damage accordingly) in order to do so.  Creatures made of water and creatures with the water subtype are unaffected by this ability.

   Spellshape Channeling (Sp): A magma paraelemental shaper can channel the rockslam, sonorous pulse, and fireblast spellshape attacks through its slam attack.  This ability functions like the spellshape champion class feature of the same name (see page 24 of The Codex of Spellshaping: The Twelve Circles).

   Spellshaping: A magma paraelemental shaper knows several arcane formulae from the Crushing Stone, Screeching Roc, and Searing Flame circles (shaper level 4th), using its Charisma to determine its spellshaping ability.  It recovers expended formulae by resting and meditating for 5 minutes.  It can shape each formula once per encounter.
   Major—Blistering Flames (2nd), Earthbreaker (2nd), Pulsing Wave (1st)
   Minor—Overwhelming Slam (2nd), Scorching Blast (1st)

   Fluid Traits: As a creature with the fluid subtype, a magma paraelemental shaper is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a magma paraelemental shaper takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   A magma paraelemental shaper cannot be tripped, grappled, or bull rushed, nor can it grapple opponents normally (though it can make grapple checks to keep an engulfed creature from escaping), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A magma paraelemental shaper is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Hardening (Ex): If a magma paraelemental shaper takes damage equal to half of its full normal hit points from water or cold damage within 1 minute, its body hardens into volcanic rock.  This hardening lasts for 5 rounds, after which the creature returns to its fluid form.  While hardened, the magma paraelemental shaper's statistics change as follows:
   The paraelemental loses the fluid subtype and all fluid traits (including the engulf and malleable form abilities).  It also loses the molten body ability, as well as its vulnerabilities to cold and water.
   It gains the solid subtype and the associated traits (including hardness 8 and bonus hit points based on its size, if the paraelemental is Medium or larger).
   Finally, the paraelemental takes a -4 penalty to its Dexterity score and gains a +4 bonus to its Strength score and a +2 increase to its natural armor.
   Any creatures engulfed by the paraelemental when it hardens become trapped within the paraelemental's solid body and can no longer escape through grappling or Escape Artist checks.  Instead, a trapped creature can escape only by making a DC 15 Strength check.  The check DC is Constitution-based.  On a successful check, the trapped creature breaks out of the paraelemental's body, dealing 1d6 points of damage to the paraelemental.  Any creatures trapped within a hardened paraelemental are freed normally if the paraelemental is killed.

   Malleable Form (Ex): A magma paraelemental shaper's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A magma paraelemental shaper moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a magma paraelemental shaper could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock (though it might be able to burrow through such a barrier).

   Vulnerability to Water (Ex): A magma paraelemental shaper is vulnerable to water, taking 1d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
   Damage dealt by weapons or attack forms made of water (such as a water elemental's slam attack) is not halved by a magma paraelemental shaper's fluid nature; instead, such attacks deal half again as much (+50%) damage to a magma paraelemental shaper.  In addition, a create water spell (or another spell that creates water) cast into a magma paraelemental shaper's space deals 1d6 damage per caster level to the paraelemental.  The magma paraelemental shaper receives no saving throw against such a spell.



Advancement
Whenever a magma paraelemental shaper gains a new Hit Die, it learns a new formula from the Crushing Stone, Screeching Roc, or Searing Flame circles.  Additionally, at every even-numbered Hit Die, a magma paraelemental shaper can choose to learn a new formula in place of one it already knows.  In effect, it loses the old formula in exchange for the new one.  It can choose a new formula of any level it likes, as long as it observes the normal restriction on the highest-level formula that it can know according to its shaper level; it need not replace the old formula with a formula of the same level.  Like any spellshaper, a magma paraelemental shaper must meet a formula's prerequisites in order to learn it.

   When a magma paraelemental shaper reaches 8 Hit Dice, it becomes Large, and its statistics change as follows: +4 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +1 Charisma.  In addition, it gains a +1 increase to its natural armor bonus, it gains a second slam attack (which it makes at its highest base attack bonus), and the damage dealt to engulfed creatures by its molten body ability increases to 3d6 points of fire damage.  When a Large magma paraelemental shaper hardens, its Dexterity penalty is equal to -6, its Strength bonus is equal to +6, and its increase to natural armor is equal to +3.  A Large magma paraelemental shaper provides shadowy illumination out to 30 feet.

   When a magma paraelemental shaper reaches 16 Hit Dice, it becomes Huge, and its statistics change as follows: +4 Strength, +4 Dexterity, +2 Constitution, +1 Charisma.  In addition, the damage dealt to engulfed creatures by its molten body ability increases to 4d6 points of fire damage.  When a Huge magma paraelemental shaper hardens, its Dexterity penalty is equal to -8, its Strength bonus is equal to +8, and its increase to natural armor is equal to +4.  A Huge magma paraelemental shaper provides shadowy illumination out to 60 feet.

   For the purpose of determining the Challenge Rating of an advanced magma paraelemental shaper, treat its elemental Hit Dice as though they were associated class levels.
« Last Edit: March 21, 2012, 12:49:42 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

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Ooze Paraelemental Shaper
« Reply #8 on: March 20, 2012, 07:04:51 PM »
Ooze Paraelemental Shaper
Size/Type: Medium Elemental (Earth, Extraplanar, Fluid, Water)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 90 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+4 plus 1d6 acid)
Full Attack: Slam +6 melee (1d6+4 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, corrosive body, engulf, spellshape channeling, spellshaping
Special Qualities: Darkvision 60 ft., elemental traits, fluid traits, immunity to acid, malleable form
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 16, Dex 12, Con 17, Int 6, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Environment: Elemental Planes of Earth and Water
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium); 8-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: --

As the pool of muck surges forward, it slowly forms a torso, head, and arms.  Gaping black indentations describe rudimentary eyes and a simple mouth, the only features on the otherwise blank figure.

Ooze paraelemental shapers slither and crawl through the Elemental Planes of Earth and Water, which they call home.  They wield the powers of the Crushing Stone, Deteriorating Corrosion, and Roaring Tide circles.
   Ooze paraelementals speak Terran and Aquan in burbling tones.

Combat
Ooze paraelemental shapers relish combat against foes smaller than them, as they can engulf and dissolve such enemies with ease.

   Acid (Ex): An ooze paraelemental shaper's slam attack deal bludgeoning damage plus acid damage from the corrosive muck that forms the paraelemental's body.  Creatures hitting an ooze paraelemental shaper with natural weapons or unarmed strikes take acid damage as though hit by the paraelemental's normal attack.

   Corrosive Body (Ex): An ooze paraelemental shaper is made of caustic mud that eats through wood and metal with ease.  The paraelemental's body deals 15 points of damage per round to wooden or metal objects, but the paraelemental must remain in contact with the object for 1 full round to deal this damage.
   Creatures engulfed by an ooze paraelemental shaper are also subject to the effects of its acidic body.  Each round, at the beginning of the paraelemental's turn, any creatures that it has engulfed take 2d6 points of acid damage.  An engulfed creature that succeeds on a DC 15 Fortitude save takes half damage.  The save DC is Constitution-based.
   Finally, the grime of an ooze paraelemental shaper's body pollutes any water it touches.  An ooze paraelemental shaper can spoil 1 gallon of water (or other water-based liquids) per round, but the paraelemental must remain in contact with the liquid for 1 full round in order to do so.  Creatures made of water and creatures with the water subtype are unaffected by this pollution ability.

   Engulf (Ex): As a standard action, an ooze paraelemental shaper can flow over creatures at least one size category smaller than it, entrapping them within its form.  The paraelemental simply moves into the opponents' space; any creature whose space it completely covers is subject to the engulf attack.  The paraelemental cannot make attacks during a round in which it engulfs.  It can engulf as many creatures as fit in its space.
   Opponents can make attacks of opportunity against the paraelemental, but if they do so they are not entitled to a saving throw.  Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward.
   Engulfed creatures are considered to be pinned and trapped within the ooze paraelemental shaper's body and are subject to the effects of its corrosive body (see above).  An engulfed creature that breathes air might drown (see page 304 of the Dungeon Master’s Guide).  To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the paraelemental.  The victim can choose to make Escape Artist checks in place of grapple checks.  If the ooze paraelemental shaper is killed, any engulfed victims are freed.

   Spellshape Channeling (Sp): An ooze paraelemental shaper can channel the rockslam, caustic spray, and surging jet spellshape attacks through its slam attack.  This ability functions like the spellshape champion class feature of the same name (see page 24 of The Codex of Spellshaping: The Twelve Circles).

   Spellshaping: An ooze paraelemental shaper knows several arcane formulae from the Crushing Stone, Deteriorating Corrosion, and Roaring Tide circles (shaper level 4th), using its Charisma to determine its spellshaping ability.  It recovers expended formulae by resting and meditating for 5 minutes.  It can shape each formula once per encounter.
   Major—Armor-Eating Acid (1st), Draw Tears (2nd), Stonefall (1st)
   Minor—Dragging Tide (1st), Sickening Fumes (1st)

   Fluid Traits: As a creature with the fluid subtype, an ooze paraelemental shaper is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a ooze paraelemental shaper takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   An ooze paraelemental shaper cannot be tripped, grappled, or bull rushed, nor can it grapple opponents normally (though it can make grapple checks to keep an engulfed creature from escaping), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  An ooze paraelemental shaper is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Malleable Form (Ex): An ooze paraelemental shaper's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  An ooze paraelemental shaper moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, an ooze paraelemental shaper could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.

   Skills: An ooze paraelemental shaper has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.  It can always choose to take 10 on a Swim check, even if distracted or endangered.  It can use the run action while swimming, provided it swims in a straight line.



Advancement
Whenever an ooze paraelemental shaper gains a new Hit Die, it learns a new formula from the Crushing Stone, Deteriorating Corrosion, or Roaring Tide circles.  Additionally, at every even-numbered Hit Die, an ooze paraelemental shaper can choose to learn a new formula in place of one it already knows.  In effect, it loses the old formula in exchange for the new one.  It can choose a new formula of any level it likes, as long as it observes the normal restriction on the highest-level formula that it can know according to its shaper level; it need not replace the old formula with a formula of the same level.  Like any spellshaper, an ooze paraelemental shaper must meet a formula's prerequisites in order to learn it.

   When an ooze paraelemental shaper reaches 8 Hit Dice, it becomes Large, and its statistics change as follows: +4 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +1 Charisma.  In addition, it gains a +1 increase to its natural armor bonus, it gains a second slam attack (which it makes at its highest base attack bonus), and the damage dealt to engulfed creatures by its corrosive body ability increases to 3d6 points of acid damage.

   When an ooze paraelemental shaper reaches 16 Hit Dice, it becomes Huge, and its statistics change as follows: +4 Strength, +4 Dexterity, +2 Constitution, +1 Charisma.  In addition, the damage dealt to engulfed creatures by its corrosive body ability increases to 4d6 points of acid damage.

   For the purpose of determining the Challenge Rating of an advanced ooze paraelemental shaper, treat its elemental Hit Dice as though they were associated class levels.
« Last Edit: March 21, 2012, 12:48:58 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Smoke Paraelemental Shaper
« Reply #9 on: March 20, 2012, 07:05:12 PM »
Smoke Paraelemental Shaper
Size/Type: Medium Elemental (Air, Extraplanar, Fire, Fluid)
Hit Dice: 4d8+8 (26 hp)
Initiative: +9
Speed: Fly 90 ft. (perfect) (18 squares)
Armor Class: 18 (+5 Dex, +3 deflection), touch 18, flat-footed 13
Base Attack/Grapple: +3/--
Attack: Burning touch +8 melee touch (2d6 fire)
Full Attack: Burning touch +8 melee touch (2d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fire mastery, searing smoke, spellshape channeling, spellshaping
Special Qualities: Darkvision 60 ft., elemental traits, fluid traits, gaseous, immunity to fire, malleable form, vulnerability to cold
Saves: Fort +3, Ref +8, Will +1
Abilities: Str --, Dex 21, Con 14, Int 6, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Dodge (B), Flyby Attack, Improved Initiative
Environment: Elemental Planes of Air and Fire
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium); 8-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: --

A cloud of roiling smoke approaches, seeming to take on a humanoid form.  Glaring red-hot cinders serve the creature as eyes, and it reaches out with sickle-shaped claws of smoke.

Smoke paraelementals shapers dwell on the planes of Air and Fire, and they seek to unify the two elements whenever possible.  They wield the powers of the Blustering Gale, Devouring Shadow, and Searing Flame circles.
   Smoke paraelemental shapers speak Ignan and Auran in hissing, crackling voices.

Combat
Smoke paraelemental shapers use their speed to good effect in combat, flying circles around their land-bound foes.

   Burning Touch (Ex): As an attack action, a smoke paraelemental shaper can make a touch attack that deals 2d6 points of fire damage.
   A smoke paraelemental shaper's burning touch attack counts as a natural attack for the purpose of feats such as Weapon Focus and Improved Natural Attack.

   Fire Mastery (Ex): A smoke paraelemental shaper's burning touch attack and other fire effects ignore resistance to fire, and they still deal half damage to creatures with immunity to fire.

   Searing Smoke (Ex): The body of a smoke paraelemental shaper is made up of searing smoke that burns the lungs of those unfortunate enough to inhale it.  Any creature that begins its turn in the same space as a smoke paraelemental shaper or attempts to pass through the paraelemental's space takes damage as though hit by the paraelemental's burning touch attack, and must make a DC 14 Fortitude save or begin to choke on the smoke, becoming sickened for 1d4 rounds.  A choking creature can take a move action to cough out the inhaled smoke, ending this effect.  The save DC is Constitution-based.

   Spellshape Channeling (Sp): A smoke paraelemental shaper can channel the lashing zephyr, withering hand, and fireblast spellshape attacks through its burning touch attack.  This ability functions like the spellshape champion class feature of the same name (see page 24 of The Codex of Spellshaping: The Twelve Circles).

   Spellshaping: A smoke paraelemental shaper knows several arcane formulae from the Blustering Gale, Devouring Shadow, and Searing Flame circles (shaper level 4th), using its Charisma to determine its spellshaping ability.  It recovers expended formulae by resting and meditating for 5 minutes.  It can shape each formula once per encounter.
   Major—Degenerative Necrosis (2nd), Lungscour (2nd), Smoke Cloud (1st)
   Minor—Baffling Winds (2nd), Terrorize (1st)

   Fluid Traits: As a creature with the fluid subtype, a smoke paraelemental shaper is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a smoke paraelemental shaper takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   A smoke paraelemental shaper cannot be tripped, grappled, or bull rushed (nor can it grapple opponents), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A smoke paraelemental shaper is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Gaseous: As a gaseous creature, a smoke paraelemental shaper has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.  It also has no weight and does not set off traps that are triggered by weight.  A smoke paraelemental shaper is subject to the effects of wind, and it can't manipulate objects or activate items.  A smoke paraelemental shaper can occupy the same space as a creature of any size, since its flows around its target, but remains a creature of its normal size.
   A smoke paraelemental shaper crackles and pops as it moves, and can be heard normally with Listen checks.  Nonvisual senses such as scent and blindsight are wholly effective with regard to a smoke paraelemental shaper.

   Malleable Form (Ex): A smoke paraelemental shaper's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A smoke paraelemental shaper moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a smoke paraelemental shaper could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.



Advancement
Whenever a smoke paraelemental shaper gains a new Hit Die, it learns a new formula from the Blustering Gale, Devouring Shadow, or Searing Flame circles.  Additionally, at every even-numbered Hit Die, a smoke paraelemental shaper can choose to learn a new formula in place of one it already knows.  In effect, it loses the old formula in exchange for the new one.  It can choose a new formula of any level it likes, as long as it observes the normal restriction on the highest-level formula that it can know according to its shaper level; it need not replace the old formula with a formula of the same level.  Like any spellshaper, a smoke paraelemental shaper must meet a formula's prerequisites in order to learn it.

   When a smoke paraelemental shaper reaches 8 Hit Dice, it becomes Large, and its statistics change as follows: +4 Dexterity, +2 Constitution, +2 Intelligence, +1 Charisma.  In addition, it gains a second burning touch attack (which it makes at its highest base attack bonus), and the damage dealt by its burning touch attack increases to 3d6 points of fire damage.

   When a smoke paraelemental shaper reaches 16 Hit Dice, it becomes Huge, and its statistics change as follows: +4 Dexterity, +2 Constitution, +1 Charisma.  In addition, the damage dealt by its burning touch attack increases to 4d6 points of fire damage.

   For the purpose of determining the Challenge Rating of an advanced smoke paraelemental shaper, treat its elemental Hit Dice as though they were associated class levels.
« Last Edit: March 21, 2012, 12:54:32 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”