Milo v3
2012-03-27, 06:53 AM
Positive Elementals are fast and agile. The slightest touch can heal the wounds of the living, or burn new ones on the dead. Strangely it seems repulsed and disgusted by living creatures and undead seem to be drawn to it. If this elemental sees a Negative Elemental the two will instantly begin to fight. This is said to be the beginning of the Duality Elementals.
Positive Elementals speak Novas, though they rarely choose to do so. When one does speak it sounds kind and angelic regardless of its intentions.
Combat
If a Positive Elemental sees a living creature they will generally attack it. If there is more than one, then they will always strike the one with the lowest health as they aren't as repulsed by them. They seldom attack undead. They react strangely to plants, either ignoring them completely or going berserk and trying to destroy it at all costs.
Elemental Reaction (Ex): When submited to elemental energy an positive elemental reacts differently than most. When dealt by elemental damage the Negative Elemental is dealt the damage and then this ability takes affect.
Acid: Acid damage represents earth and causes a Positive Elemental to be slowed for one round per 5 points of acid damage, minimum 1 round.
Cold: Cold damage represents water and causes a Positive Elemental to be affected by the Haste spell for one round per 5 points of cold damage, minimum 1 round.
Electric: Electric damage represents air and causes a Positive Elemental's Fly Speed to be doubled for one round per 5 points of electric damage, minimum 1 round.
Fire: Fire damage represents fire and causes a Positive Elemental's Fly Speed to be halved for one rounded per 5 points of fire damage, minimum 1 round.
Positive: Positive damage represents positive energy and causes a Positive Elemental to be healed two point's of damage for every point of positive damage dealt, the extra damage dealt by this ability isn't affected by this ability.
Negative: Negative damage represents negative energy and causes a Positive Elemental to be dealt two point's of damage for every point of negative damage dealt, the extra damage dealt by this ability isn't affected by this ability.
Polarised (Ex): Unlike other positive energy creatures, positive energy elementals are polarised in their relation to other creatures. This causes all intelligent living creatures in a 10- foot radius to be Shaken for as long as they are in the vicinity of it. Living creatures with intelligence of 2 or less flee from the area for 1d4 rounds. There is no save.
This causes all intelligent undead creatures in a 10- foot radius to gain a +2 Morale bonus on skill checks as long as they are in the vicinity of it. Undead creatures with intelligence of 2 or less are drawn to the Elemental for 1d4 rounds. There is no save.
Any negative energy elementals within 20 feet are drawn to positive elementals. If they connect, one of the following occurs:
If the elementals have the same Hit Dice, they merge and form a duality elemental.
If the negative elemental has more Hit Dice, they merge and become a negative elemental with one additional Hit Die.
If the positive elemental has more Hit Dice, they merge and become a positive elemental with one additional Hit Die.
Touch of Life (Ex): A Positive elemental’s slam attack deals bludgeoning damage plus positive damage from the elemental’s nebulus body. This attack counts as a touch attack.
Creatures hitting a positive elemental with natural weapons or unarmed attacks take positive damage as though hit by the elemental’s attack.
Tiny Positive Elemental
Tiny Elemental (Positive)
Hit Dice:1d8-1 (3 HP)
Initiative:+2
Speed: 5ft (1 Square); Fly 20ft
Armor Class:15 (+3 natural, +2 size), touch 12, flat-footed 15
Base Attack/Grapple:+0/-9
Attack: Slam +0 (1d2 + 1d2 Positive)
Full Attack: Slam +0 (1d2 + 1d2 Positive)
Space/Reach:2-1/2 ft./0 ft.
Special Attacks: Touch of Life
Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort -1, Ref +2, Will +0
Abilities: Str 8, Dex 10, Con 8, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Dodge, Improved InitiativeB, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating:1/2
Treasure:None
Alignment:Usually Neutral
Advancement: -
Level Adjustment:-
Small Positive Elemental
Small Elemental (Positive)
Hit Dice:2d8 (9 HP)
Initiative:+5
Speed: 10ft (2 Squares); Fly 30ft
Armor Class:15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple:+1/-3
Attack: Slam +3 melee (1d4 plus 1d4 Positive)
Full Attack: Slam +3 melee (1d4 plus 1d4 Postive)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of Life
Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort 0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Dodge, Improved InitiativeB, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 1
Treasure:None
Alignment:Usually Neutral
Advancement: 3 (Small)
Level Adjustment:-
Medium Positive Elemental
Medium Elemental (Positive)
Hit Dice:4d8+6 (26 HP)
Initiative:+7
Speed: 10ft (2 Squares); Fly 30ft
Armor Class:16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple:+3/+4
Attack: Slam +6 melee (1d6+1 plus 1d6 Positive)
Full Attack: Slam +6 melee (1d6+1 plus 1d6 Positive)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of Life
Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort 3, Ref +7, Will +1
Abilities: Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 3
Treasure:None
Alignment:Usually Neutral
Advancement: 5-7 (Medium)
Level Adjustment:-
Large Positive Elemental
Large Elemental (Positive)
Hit Dice:8d8+24 (60 HP)
Initiative:+9
Speed: 10ft (2 Squares); Fly 30ft
Armor Class:18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple:+6/+12
Attack: Slam +10 melee (2d6+2 plus 2d6 Positive Energy)
Full Attack: 2 slams +10 melee (2d6+2 plus 2d6 Positive Energy)
Space/Reach: 10 ft./10 ft.
Special Attacks: Touch of Death
Special Qualities: Damage Reduction 5/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort +5, Ref +11, Will +2
Abilities: Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 5
Treasure:None
Alignment:Usually Neutral
Advancement: 9-15 (Large)
Level Adjustment:-
Huge Positive Elemental
Huge Elemental (Positive)
Hit Dice:16d8+64 (136 HP)
Initiative:+11
Speed: 15ft (3 Squares); Fly 40ft
Armor Class: 19 (–2 size, +7 Dex, +4 natural), touch 15, flat-footed 12
Base Attack/Grapple:+12/+24
Attack: Slam +17 melee (2d8+4 plus 2d8 Positive Energy)
Full Attack: 2 slams +17 melee (2d8+4 plus 2d8 Positive Energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Touch of Life
Special Qualities: Damage Reduction 5/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort +9, Ref +17, Will +7
Abilities: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 7
Treasure:None
Alignment:Usually Neutral
Advancement: 17-20 HD (Huge)
Level Adjustment:-
Greater Positive Elemental
Huge Elemental (Positive)
Hit Dice: 21d8+84 (178 HP)
Initiative: +12
Speed: 15ft (3 Squares); Fly 40ft
Armor Class: 24 (–2 size, +8 Dex, +8 natural), touch 16, flat-footed 16
Base Attack/Grapple:+15/+28
Attack: Slam +22 melee (2d8+5 plus 2d8 Positive Energy)
Full Attack: 2 slams +22 melee (2d8+5 plus 2d8 Positive Energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Touch of Life
Special Qualities: Damage Reduction 10/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort +11, Ref +20, Will +9
Abilities: Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 9
Treasure:None
Alignment:Usually Neutral
Advancement: 22-23 HD (Huge)
Level Adjustment:-
Elder Positive Elemental
Huge Elemental (Positive)
Hit Dice: 24d8+96 (204 HP)
Initiative: +13
Speed: 15ft (3 Squares); Fly 40ft
Armor Class: 25 (–2 size, +9 Dex, +8 natural), touch 17, flat-footed 16
Base Attack/Grapple:+18/+32
Attack: Slam +26 melee (2d8+6 plus 2d8 Positive Energy)
Full Attack: 2 slams +26 melee (2d8+6 plus 2d8 Positive Energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Touch of Life
Special Qualities: Damage Reduction 10/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort +14, Ref +23, Will +10
Abilities: Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +29, Spot +28
Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved InitiativeB, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 11
Treasure:None
Alignment:Usually Neutral
Advancement: 25-48 HD (Huge)
Level Adjustment:-
Positive Elementals speak Novas, though they rarely choose to do so. When one does speak it sounds kind and angelic regardless of its intentions.
Combat
If a Positive Elemental sees a living creature they will generally attack it. If there is more than one, then they will always strike the one with the lowest health as they aren't as repulsed by them. They seldom attack undead. They react strangely to plants, either ignoring them completely or going berserk and trying to destroy it at all costs.
Elemental Reaction (Ex): When submited to elemental energy an positive elemental reacts differently than most. When dealt by elemental damage the Negative Elemental is dealt the damage and then this ability takes affect.
Acid: Acid damage represents earth and causes a Positive Elemental to be slowed for one round per 5 points of acid damage, minimum 1 round.
Cold: Cold damage represents water and causes a Positive Elemental to be affected by the Haste spell for one round per 5 points of cold damage, minimum 1 round.
Electric: Electric damage represents air and causes a Positive Elemental's Fly Speed to be doubled for one round per 5 points of electric damage, minimum 1 round.
Fire: Fire damage represents fire and causes a Positive Elemental's Fly Speed to be halved for one rounded per 5 points of fire damage, minimum 1 round.
Positive: Positive damage represents positive energy and causes a Positive Elemental to be healed two point's of damage for every point of positive damage dealt, the extra damage dealt by this ability isn't affected by this ability.
Negative: Negative damage represents negative energy and causes a Positive Elemental to be dealt two point's of damage for every point of negative damage dealt, the extra damage dealt by this ability isn't affected by this ability.
Polarised (Ex): Unlike other positive energy creatures, positive energy elementals are polarised in their relation to other creatures. This causes all intelligent living creatures in a 10- foot radius to be Shaken for as long as they are in the vicinity of it. Living creatures with intelligence of 2 or less flee from the area for 1d4 rounds. There is no save.
This causes all intelligent undead creatures in a 10- foot radius to gain a +2 Morale bonus on skill checks as long as they are in the vicinity of it. Undead creatures with intelligence of 2 or less are drawn to the Elemental for 1d4 rounds. There is no save.
Any negative energy elementals within 20 feet are drawn to positive elementals. If they connect, one of the following occurs:
If the elementals have the same Hit Dice, they merge and form a duality elemental.
If the negative elemental has more Hit Dice, they merge and become a negative elemental with one additional Hit Die.
If the positive elemental has more Hit Dice, they merge and become a positive elemental with one additional Hit Die.
Touch of Life (Ex): A Positive elemental’s slam attack deals bludgeoning damage plus positive damage from the elemental’s nebulus body. This attack counts as a touch attack.
Creatures hitting a positive elemental with natural weapons or unarmed attacks take positive damage as though hit by the elemental’s attack.
Tiny Positive Elemental
Tiny Elemental (Positive)
Hit Dice:1d8-1 (3 HP)
Initiative:+2
Speed: 5ft (1 Square); Fly 20ft
Armor Class:15 (+3 natural, +2 size), touch 12, flat-footed 15
Base Attack/Grapple:+0/-9
Attack: Slam +0 (1d2 + 1d2 Positive)
Full Attack: Slam +0 (1d2 + 1d2 Positive)
Space/Reach:2-1/2 ft./0 ft.
Special Attacks: Touch of Life
Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort -1, Ref +2, Will +0
Abilities: Str 8, Dex 10, Con 8, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Dodge, Improved InitiativeB, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating:1/2
Treasure:None
Alignment:Usually Neutral
Advancement: -
Level Adjustment:-
Small Positive Elemental
Small Elemental (Positive)
Hit Dice:2d8 (9 HP)
Initiative:+5
Speed: 10ft (2 Squares); Fly 30ft
Armor Class:15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple:+1/-3
Attack: Slam +3 melee (1d4 plus 1d4 Positive)
Full Attack: Slam +3 melee (1d4 plus 1d4 Postive)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of Life
Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort 0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Dodge, Improved InitiativeB, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 1
Treasure:None
Alignment:Usually Neutral
Advancement: 3 (Small)
Level Adjustment:-
Medium Positive Elemental
Medium Elemental (Positive)
Hit Dice:4d8+6 (26 HP)
Initiative:+7
Speed: 10ft (2 Squares); Fly 30ft
Armor Class:16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple:+3/+4
Attack: Slam +6 melee (1d6+1 plus 1d6 Positive)
Full Attack: Slam +6 melee (1d6+1 plus 1d6 Positive)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of Life
Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort 3, Ref +7, Will +1
Abilities: Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 3
Treasure:None
Alignment:Usually Neutral
Advancement: 5-7 (Medium)
Level Adjustment:-
Large Positive Elemental
Large Elemental (Positive)
Hit Dice:8d8+24 (60 HP)
Initiative:+9
Speed: 10ft (2 Squares); Fly 30ft
Armor Class:18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple:+6/+12
Attack: Slam +10 melee (2d6+2 plus 2d6 Positive Energy)
Full Attack: 2 slams +10 melee (2d6+2 plus 2d6 Positive Energy)
Space/Reach: 10 ft./10 ft.
Special Attacks: Touch of Death
Special Qualities: Damage Reduction 5/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort +5, Ref +11, Will +2
Abilities: Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 5
Treasure:None
Alignment:Usually Neutral
Advancement: 9-15 (Large)
Level Adjustment:-
Huge Positive Elemental
Huge Elemental (Positive)
Hit Dice:16d8+64 (136 HP)
Initiative:+11
Speed: 15ft (3 Squares); Fly 40ft
Armor Class: 19 (–2 size, +7 Dex, +4 natural), touch 15, flat-footed 12
Base Attack/Grapple:+12/+24
Attack: Slam +17 melee (2d8+4 plus 2d8 Positive Energy)
Full Attack: 2 slams +17 melee (2d8+4 plus 2d8 Positive Energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Touch of Life
Special Qualities: Damage Reduction 5/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort +9, Ref +17, Will +7
Abilities: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 7
Treasure:None
Alignment:Usually Neutral
Advancement: 17-20 HD (Huge)
Level Adjustment:-
Greater Positive Elemental
Huge Elemental (Positive)
Hit Dice: 21d8+84 (178 HP)
Initiative: +12
Speed: 15ft (3 Squares); Fly 40ft
Armor Class: 24 (–2 size, +8 Dex, +8 natural), touch 16, flat-footed 16
Base Attack/Grapple:+15/+28
Attack: Slam +22 melee (2d8+5 plus 2d8 Positive Energy)
Full Attack: 2 slams +22 melee (2d8+5 plus 2d8 Positive Energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Touch of Life
Special Qualities: Damage Reduction 10/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort +11, Ref +20, Will +9
Abilities: Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 9
Treasure:None
Alignment:Usually Neutral
Advancement: 22-23 HD (Huge)
Level Adjustment:-
Elder Positive Elemental
Huge Elemental (Positive)
Hit Dice: 24d8+96 (204 HP)
Initiative: +13
Speed: 15ft (3 Squares); Fly 40ft
Armor Class: 25 (–2 size, +9 Dex, +8 natural), touch 17, flat-footed 16
Base Attack/Grapple:+18/+32
Attack: Slam +26 melee (2d8+6 plus 2d8 Positive Energy)
Full Attack: 2 slams +26 melee (2d8+6 plus 2d8 Positive Energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Touch of Life
Special Qualities: Damage Reduction 10/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
Saves: Fort +14, Ref +23, Will +10
Abilities: Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +29, Spot +28
Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved InitiativeB, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 11
Treasure:None
Alignment:Usually Neutral
Advancement: 25-48 HD (Huge)
Level Adjustment:-