Fire ElementalCLASSHit Die: d8
FIRE ELEMENTALLevel BAB Fort Ref Will Special
1st +0 +0 +2 +0 Body of Fire, Burn
2nd +1 +0 +3 +0 Bonus Feat, +1 Cha or +1 Con
3rd +2 +1 +3 +1 Growth, Spitfire, +1 Dex
4th +3 +1 +4 +1 Flame Skin, +1 Cha or +1 Con
5th +3 +1 +4 +1 Bonus Feat, Leap of Flames, +1 Dex
6th +4 +2 +5 +2 Holocaust Cloak
7th +5 +2 +5 +2 Blistering Heat, +1 Cha or +1 Con
8th +6 +2 +6 +2 Bonus Feat, +1 Dex
9th +6 +3 +6 +3 Oppressing Heat, +1 Cha or +1 Con
10th +7 +3 +7 +3 Nova, +1 Dex
11th +8 +3 +7 +3 Bonus Feat, Elder Elemental
Class Skills: (2 + Int. Mod.) x4 at first level. The Fire Elemental's class skills are Concentration, Escape Artist, and Intimidate.
Class FeaturesProficiencies: An Elemental is proficient with its own natural weapons.
Body of Fire: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Not subject to critical hits or flanking.
• Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
• Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.
The Fire Elemental is a small Elemental with a base land speed of 30ft. Despite being made of flames, fire elementals are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally. Fire elementals have the fire subtype meaning they are immune to fire damage and take +50% more damage from cold damage.
The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge.
Burn (Ex): A Fire Elemental’s slam attack deals bludgeoning damage plus additional 1d6 fire damage from the Elemental’s flaming body. The additional damage done by this ability increases by an additional d6 for every 4 HD the elemental possesses. Those hit by a Fire Elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC for this effect is 10 + ½ the Elemental’s HD + The Elemental’s Charisma Modifier or Constitution Modifier (whichever is greater). The additional damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, or Maximize Blaze feats.
Meta Blaze: At second, fifth, eighth, and eleventh level, the Elemental may choose from the following list of Meta-Blaze feats. These feats can be used to modify many of the Elemental’s abilities. Any use of a power may only be enhanced by one meta-blaze feat at a time.
- Maximize Blaze – The damage die dealt by an ability enhanced by this meta-blaze feat are treated as if all die had rolled the maximum value possible. The fire elemental may only use this ability to enhance 3 abilities per day.
- Empower Blaze – The damage dealt by an ability enhanced by this meta-blaze feat is increased by one half. The fire elemental may only use this ability to enhance 5 abilities per day.
- Intensify Blaze – The damage dealt by an ability enhanced by this meta-blaze feat ignores resistance to fire damage and deals half damage to creatures immune to fire damage. The fire elemental may only use this ability to enhance 3 abilities per day.
- Lingering Blaze – This feat causes the attack to cling to the target dealing damage over time. Creatures who are dealt damage by an ability enhanced by this feat must succeed at fortitude save (DC = 10 + ½ The Elementals HD + the Elemental Charisma Modifier or Constitution Modifier (whichever is higher)) or take ¼ of the damage dealt by the attack. The target must continue making saves to prevent this damage each round for a number of rounds equal to the elemental charisma modifier or constitution modifier (whichever is higher) (to a minimum of 1 round.)The fire elemental may only use this ability to enhance 3 ability per day.
- Quicken Blaze - An ability enhanced with this feat requires only a swift action to activate. An elemental may use this feat to enhance 3 abilities per day, though may only use one quickened blaze during any given round.
*More meta-blaze feats needed.*
Ability Increase: The Fire Elemental burns brightly in both body and soul. A Fire Elemental receives a permanent increase to either his charisma score or constitution at 2nd, 4th, 7th, and 9th level. It chooses which one to increase at each instance is isn't forced to make the same ability increase each time. Additionally, the Elemental receives an increase to his dexterity score at 3rd, 5th, 8th, and 10th level. These increases total to be +4 to Charisma and/or Constitution and +4 to Dexterity by 11th level.
Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size. It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.
Spitfire (Su): At 3rd level, a Fire Elemental gains the ability to hurl balls of fire at his enemies. This is a ranged touch attack which has a range of 60ft. with no range increment. Using this ability requires one standard action and deals 1d8 for every 4 HD the elemental possesses and an additional point of damage for every point of the elemental charisma modifier or constitution modifier (whichever is greater). The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.
Flame Skin (Ex): At 4th level, The elemental gains DR/-, equal its 1/2 HD. Additionally, Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage and are subject to being caught on fire as though they were hit with the elemental's slam attack.
Leap of Flames (Su): In a burst of fire and speed, the fire elemental surges forth, leaving a trail of flames in its wake. As a full-round action, the elemental transform itself into a ball of fire and may hurl itself in a straight line in any direction. This line can be of any length from 10 feet to up to 5ft/HD. The Elemental reappears in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of its heavy load limit). Creatures in occupying any square the line travels through takes ld6 points fire damage for every 2 HD the elemental possesses. A successful Reflex save halves this damage. The fire elemental may use this ability once per day for every 2 HD it possesses. The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.
Holocaust Cloak (Su): At 6th level, the incredible heat of the elementals body can even turn away attacks. The elemental receives a bonus to his AC equal to his Charisma modifier or Constitution modifier (whichever is higher) in the form of a deflection bonus. Additionally, whenever an opponent attacks the elemental with a natural attack or unarmed strike, they take one point of fire damage for each point of the Elemental’s charisma modifier or constitution modifier (whichever is higher.)
Blistering Heat (Su): At 7th level, the flame of the Elemental’s soul begins to burn with even greater intensity. Each round on the fire elementals turn, All creatures within 10ft. for every 4 HD the Elemental possesses must make a successful fortitude save or take 1 point fire damage for every point of the Elemental’s charisma modifier or constitution modifier (whichever is greater.) The Elemental can suppress or activate this ability as a free action.
Oppressive Heat (Su): The blistering heat created by the elemental is a burden to all creatures near the elemental. At 9th level, the Fire Elemental produces an incredible aura of intense heat. This aura extends in all directions from the elemental 10ft. for every 4 HD the elemental possesses. Creatures within this aura who are not immune to fire or do not possess fire resistance greater than the Elemental's HD, must succeed on a fortitude save (DC = 10 + 1/2 the elementals HD + the elementals charisma modifier or constitution modifier (whichever is greater.)) or take a penalty to all attack rolls, saving throws, skill checks, and ability checks equal to the elementals charisma modifier or constitution modifier (whichever is greater.) for as long as they remain in the radius of the aura. Any creature who succeeds on the save is immune to the effects of this ability for 24 hours. Creatures who are affected by this ability but move out of its area due to its own movement or the movement of the elemental are entitled to a new save each time they re-enter the aura's radius. An Elemental can suppress or activate this ability as a free action.
Nova (Su): The Culmination of the elementals power, at 10th level, the elemental gains the ability to, once per day for every 10 HD it possesses, erupt into a brilliant explosion of flame and light. The explosion fills a radius that extend 5ft./HD and deals 2d6 for every HD the Elemental possesses. Creatures within the area are entitled to a reflex save. Those that succeed take only half damage. Additionally, any creature within this area must also succeed on a fortitude save or be blinded for a number of rounds equal to the elementals charisma modifier or constitution modifier. The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.
Elder Elemental (Su): At 11th level, The Fire Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the fire subtype. Additionally, the Elemental can call fire to its aid. The Fire Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon fire elementals. At 13th level, and every two levels thereafter, the fire elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.
Done by AustontheGreat1 from GITP