ShiningStarling
2016-08-24, 04:10 PM
So I wanted to play an elemental. But Elementals aren't exactly viable PC choices, Genasi are too... what's the word... fleshy, and the other homebrews I found were... uninspiring. So as the old saying goes, "If you want something done right, pay a professional to do it, but if that's not really an option then take a whack at it yourself and either call it good enough or decide it wasn't all that important to begin with." Or something like that. Let's go.
The Elementians
“...
…
…
good job.” -Grillby, an anthropomorphic Fire Elemental
Elementians are Elementals, just as much as their more barbaric relatives native to the Elemental Planes. However, these elementals are native to the Material Plane. They can come into existence in multiple ways. Sometimes they form when a soul on the Elemental Planes strives for the Material. Sometimes the magic of a rift to an Elemental Plane will form them spontaneously. Elementians also have their own methods of reproduction, likely more magical than biological in nature, though as might be natural, they tend not to disclose the methods to outsiders. Some mages have learned the secret to making Elementians from scratch. Some Extraplanar Elementals can become Elementians if they enjoy their time on the Material Plane, and strive to be more like the native inhabitants. Regardless of how they were created, Elementians are sentient, self-willed creatures, just as any human might be, and despite their appearance being considered monstrous by the common rabble of the other races, they are no more inclined to destruction than any other race.
Elementians come in as many sorts as there are Planes of Elemental energy, four. They all vary from one another in many ways.
Personality:
All Elementians share a deep sense of belonging when in their element, however it is here that their similarities end. While individual Elementians vary in disposition and behavior just as other sentient races of the Material Plane do, they are usually influenced by the nature of their element.
Air Elementians tend to have trouble settling down long term, as their element constantly shifts, they usually begin to feel uncomfortable if they stay in one area for very long.
Earth Elementians suffer the opposite problem, tending to prefer a more rooted existence, often resistant to changes.
Fire Elementians tend to be energetic and passionate, and their level of said passion affects the shade of their flame.
Water Elementians tend to lack firm decision making, usually very accepting of change, and quick to adapt.
Physical Description:
Elementians tend toward the average height and body shapes of humans, save that they generally have no gender differentiation in height, though the dichotomy in form remains. All Elementians are capable of wearing normal clothing for humanoids without damaging it, as their control of their form is good enough to do so. The bodies of all Elementians are tangible, though details of height and shape in the less solid Elementians can change with their state of mind and well being, while still retaining their original size category.
Air Elementians are nearly invisible, save for a few thicker air currents that consistently show, and as such rarely have anything that could be considered facial or distinguishing features. Their body shapes are most clear when they are wearing clothes, at which point one can usually see that their figures tend to be slimmer than humans.
Earth Elementians are the most solid of the bunch, and as such have clearly visible shape and features, as well as more consistency in size and shape. Their bodies are composed of minerals, soils, and stones from near their birthplace and sites of their formative years. Earth Elementians from forests will frequently be interspersed with plant matter as well.
Fire Elementians are more distinct than their air counterparts, and are not as hot as their flames may suggest, though they are still much hotter than any non-magical creature by a long shot. As such they cannot ignite, burn, or singe things simply through contact. Their fire does still rise as a normal fire might, coming out of the top of their head. Their body’s color can be any hue, though the more inward a part of their body is the brighter it's color will be, and their mood will determine how brightly they shine.
Water Elementians are quite like their air counterparts whilst in water, though on land are more distinct and defined, though still fully functional. Their colors can range from clear to blue to green, but often shift based on ambient light.
Relations:
Elementians generally have strained relations with other races of the Material Plane, and certainly with other types of Elementians, though as with all things, there are exceptions.
Air Elementians have decent relations with elves, but usually more so with half elves, and to a lesser extent half orcs, who share their lack of a sense of true belonging.
Earth Elementians get along well with dwarves, and many a gnome loves to be in their company, though many suspect that the gnomes have more of an aesthetic or analytic interest in them, for their unusual mineral patterning that makes up their bodies.
Fire Elementians usually do not live in places that other races do, but some of their desert abodes do border other races, mostly humans, and the Fire Elementians usually do not quarrel with them much, preferring to trade. On an individual basis, they have no real alliances with any other races in particular.
Water Elementians get along well with those they tend to live near underwater. Menfolk and aquatic elves in particular get along with them. While they have no particular reason to dislike Sahuagin, sometimes they are forced to defend themselves from Sahuaginese territory expansion, or to aid their Aquatic Elven allies against invasion.
Alignment:
Elementians tend toward neutrality, at least on the Good versus Evil axis. Air Elementians have more Chaotic leanings from their ever shifting natures, and Earth Elementians tend more toward Law due to their more stable nature.
Elementian Lands: Elementians can be in any sizeable population, primarily those of their greatest Racial relations, but to a lesser extent those of humans. They also generally claim lands around the points that are responsible for their initial creation, sometimes forming communities that can be as large as small cities, with the exception of Air Elementians, whose settlements tend to be much smaller. Settlements always include some sort of site where Elementians who have existed for a long time and weary of the world, where they go to rejoin the primal elemental force.
For Air Elementians, these are tall mountain tops, land held aloft by magic, and wide, windy plains.
For Earth Elementians, these are deep caverns, the roots of mountains, and the hearts of forests.
For Fire Elementians, these are lands surrounding volcanos, arid deserts, and sun baked mesas.
For Water Elementians, these are coral reefs, deep ocean trenches, and great inland seas.
Religion:
Elementians do not by necessity worship any deities in particular. Gods containing the element of an Elementian in their portfolio will see some worship, or gods of balance, but it is more common for Elementians to perform rituals that make them feel closers to their element, and hold views of trying to achieve self perfection. These rituals also tend to be part of an Elementian spellcaster’s spell preparation rituals. Worship of Gods primarily dealing with elements not of the Elementian’s type is taboo in almost all of their communities.
Air Elementians will perform exercises reminiscent of our Tai Chi. The precise movements they make are traditions passed on when an Air Elementian spends a lot of time with another, whether this be through being in the same community or simply spending time together in travels. Air Elementians might also worship gods of travel.
Earth Elementians will have sessions of meditation in groups and individually, either sitting or laying down. Their forms seem to meld slightly with the ground when they are doing so. Depending on the community, rhythmic pounding of the ground may be involved. Earth Elementians might also worship gods related to the well being of a home. Some monarch worship is not unheard of.
Fire Elementians will practice deep breathing exercises, which causes their bodies to swell and ebb. Depending on the community, various fire fuels may be involved, such as specific woods, charcoals, or oils, which are generally eaten, but sometimes burned in a lamp or braziers. Fire Elementians might also worship gods of change, or may worship their great leaders, past or present.
Water Elementians will go for long walks or swims, usually in a more leisurely than athletic manner, though some communities insist on various gymnastic endeavors, stricter communities often being synchronized affairs. Water Elementians might also worship gods of peace.
Language:
Elementians speak the language of their associated element, and most speak common as well. Terran for earth, Aquan for water, Ignan for fire, and Auran for air.
Adventurers:
Elementians make good adventurers, however they do not always do so. Air Elementians fall into the role more naturally, already being more of a wandering sort, while Earth Elementians take their homes and families more heavily into consideration, and so become adventurers less often. Elementian adventurers are not usually divine casters, and only the Earth ones have any particular proclivity for the more melee oriented classes, with Fire Elementians being a somewhat distant second in that regard. Arcane magic is somewhat of a favorite among many Elementian adventurers.
When they themselves are not the adventurers, Elementians often find themselves at odds with them, due to their general similarity with normal elementals, despite clothing and such. That being as it is, Elementians are often discriminated against by other adventurers , and often are forced to defend themselves.
Elementian Racial Traits
These traits are shared by all Elementians. However, they all also have different attributes based on their element, as described after this entry.
The Material subtype weakens the natural characteristics of the Elemental type as follows:
They do not require breathing, food, or sleep, but must perform their rituals daily to prevent suffering from fatigue.
They are not immune to poison, stunning, or paralysis, but have a +4 racial bonus to saves against them. They retain their immunity to sleep effects.
They can be brought back to life, but not by Raise Dead or Reincarnate.
They are immune to critical hits, but not to flanking.
In all other ways they retain the characteristics of the Elemental type. So they keep their Darkvision, but every other trait is at least somewhat different.
Elementians do not age, will never gains bonuses or penalties associated with aging, are immune to any magic that might affect age, and will never die of old age.
Type: Elemental [Material]
Size: Medium, no bonuses or penalties due to size are incurred
Movement: 30 ft. Base land speed
Skills: Knowledge (planes) +2 Racial bonus
Saves: +4 racial bonus against poison, stun, and paralysis, immune to sleep effects
Level Adjustment: +1
Air Elementian Racial Traits
Type: Air subtype
Abilities: +2 Dex, -2 Str
Movement: Ascend, 60 ft. Glide (perfect)
Special Qualities: Insubstantiality, One with Air
Earth Elementian Racial Traits
Type: Earth subtype
Abilities: +2 Con, -2 Dex
Armor Class: +2 Natural
Movement: 30 ft. Burrow (no tunnel left behind)
Special Qualities: One with Earth
Fire Elementian Racial Traits
Type: Fire subtype
Abilities: +2 Dex, -2 Str
Movement: Hover, 40 ft. Glide (Perfect)
Skills:
Special Qualities: Insubstantiality, Immunity to Fire, Vulnerability to Cold, One with Fire
Water Elementian Racial Traits
Type: Water subtype
Abilities: +2 Dex, -2 Str
Movement: 40 ft. Swim
Special Qualities: Insubstantiality, One with Water
Ascend (Movement type): This quality allows its possessor to move ascend 5 feet vertically as part of other movement.
Hover (Movement type): This quality allows its possessors to hover at roughly their current elevation and descend at up to 50 ft. per round, but not ascend. They ignore penalties for rough ground, caltrops, and other effects upon ground movement of a harmful nature. Holds, entangles, webs, and the like still function. They cannot take fall damage while conscious.
Glide (Movement type): This quality allows its possessors to move horizontally at the given speed per 5 feet of descent. This speed also relies on Maneuverability, as flight does.
Insubstantiality (Ex): Many Elementians possess this trait. When targeted by Non-magical Attacks, this quality imposes a 20% miss chance. This quality also bestows a +2 Racial bonus to Acrobatics and Escape Artist.
One with Element: Elementians can always act within their element unhindered.
Air Elementians are not affected by wind unless they want to be.
Earth Elementians can transition between burrowing and normal movement without penalty.
Fire Elementians are not retricted in movement through Lava.
Water Elementians can use non piercing weapons underwater.
In addition, when totally immersed in their element, Elementians gain Fast Healing 1, a +1 Dodge bonus to AC, and a +1 Racial bonus to all saving throws so long as they have performed their rituals within the last 24 hours. Being "totally immersed" means that Air Elementians must be airborne, Earth Elementians must be covered totally in Earth, Fires Elementians must be in a situation where they would be subject to persistant fire damage were they not immune to it, and Water Elementians must be underwater, and not on the floor of the body of water they are in.
The Elementians
“...
…
…
good job.” -Grillby, an anthropomorphic Fire Elemental
Elementians are Elementals, just as much as their more barbaric relatives native to the Elemental Planes. However, these elementals are native to the Material Plane. They can come into existence in multiple ways. Sometimes they form when a soul on the Elemental Planes strives for the Material. Sometimes the magic of a rift to an Elemental Plane will form them spontaneously. Elementians also have their own methods of reproduction, likely more magical than biological in nature, though as might be natural, they tend not to disclose the methods to outsiders. Some mages have learned the secret to making Elementians from scratch. Some Extraplanar Elementals can become Elementians if they enjoy their time on the Material Plane, and strive to be more like the native inhabitants. Regardless of how they were created, Elementians are sentient, self-willed creatures, just as any human might be, and despite their appearance being considered monstrous by the common rabble of the other races, they are no more inclined to destruction than any other race.
Elementians come in as many sorts as there are Planes of Elemental energy, four. They all vary from one another in many ways.
Personality:
All Elementians share a deep sense of belonging when in their element, however it is here that their similarities end. While individual Elementians vary in disposition and behavior just as other sentient races of the Material Plane do, they are usually influenced by the nature of their element.
Air Elementians tend to have trouble settling down long term, as their element constantly shifts, they usually begin to feel uncomfortable if they stay in one area for very long.
Earth Elementians suffer the opposite problem, tending to prefer a more rooted existence, often resistant to changes.
Fire Elementians tend to be energetic and passionate, and their level of said passion affects the shade of their flame.
Water Elementians tend to lack firm decision making, usually very accepting of change, and quick to adapt.
Physical Description:
Elementians tend toward the average height and body shapes of humans, save that they generally have no gender differentiation in height, though the dichotomy in form remains. All Elementians are capable of wearing normal clothing for humanoids without damaging it, as their control of their form is good enough to do so. The bodies of all Elementians are tangible, though details of height and shape in the less solid Elementians can change with their state of mind and well being, while still retaining their original size category.
Air Elementians are nearly invisible, save for a few thicker air currents that consistently show, and as such rarely have anything that could be considered facial or distinguishing features. Their body shapes are most clear when they are wearing clothes, at which point one can usually see that their figures tend to be slimmer than humans.
Earth Elementians are the most solid of the bunch, and as such have clearly visible shape and features, as well as more consistency in size and shape. Their bodies are composed of minerals, soils, and stones from near their birthplace and sites of their formative years. Earth Elementians from forests will frequently be interspersed with plant matter as well.
Fire Elementians are more distinct than their air counterparts, and are not as hot as their flames may suggest, though they are still much hotter than any non-magical creature by a long shot. As such they cannot ignite, burn, or singe things simply through contact. Their fire does still rise as a normal fire might, coming out of the top of their head. Their body’s color can be any hue, though the more inward a part of their body is the brighter it's color will be, and their mood will determine how brightly they shine.
Water Elementians are quite like their air counterparts whilst in water, though on land are more distinct and defined, though still fully functional. Their colors can range from clear to blue to green, but often shift based on ambient light.
Relations:
Elementians generally have strained relations with other races of the Material Plane, and certainly with other types of Elementians, though as with all things, there are exceptions.
Air Elementians have decent relations with elves, but usually more so with half elves, and to a lesser extent half orcs, who share their lack of a sense of true belonging.
Earth Elementians get along well with dwarves, and many a gnome loves to be in their company, though many suspect that the gnomes have more of an aesthetic or analytic interest in them, for their unusual mineral patterning that makes up their bodies.
Fire Elementians usually do not live in places that other races do, but some of their desert abodes do border other races, mostly humans, and the Fire Elementians usually do not quarrel with them much, preferring to trade. On an individual basis, they have no real alliances with any other races in particular.
Water Elementians get along well with those they tend to live near underwater. Menfolk and aquatic elves in particular get along with them. While they have no particular reason to dislike Sahuagin, sometimes they are forced to defend themselves from Sahuaginese territory expansion, or to aid their Aquatic Elven allies against invasion.
Alignment:
Elementians tend toward neutrality, at least on the Good versus Evil axis. Air Elementians have more Chaotic leanings from their ever shifting natures, and Earth Elementians tend more toward Law due to their more stable nature.
Elementian Lands: Elementians can be in any sizeable population, primarily those of their greatest Racial relations, but to a lesser extent those of humans. They also generally claim lands around the points that are responsible for their initial creation, sometimes forming communities that can be as large as small cities, with the exception of Air Elementians, whose settlements tend to be much smaller. Settlements always include some sort of site where Elementians who have existed for a long time and weary of the world, where they go to rejoin the primal elemental force.
For Air Elementians, these are tall mountain tops, land held aloft by magic, and wide, windy plains.
For Earth Elementians, these are deep caverns, the roots of mountains, and the hearts of forests.
For Fire Elementians, these are lands surrounding volcanos, arid deserts, and sun baked mesas.
For Water Elementians, these are coral reefs, deep ocean trenches, and great inland seas.
Religion:
Elementians do not by necessity worship any deities in particular. Gods containing the element of an Elementian in their portfolio will see some worship, or gods of balance, but it is more common for Elementians to perform rituals that make them feel closers to their element, and hold views of trying to achieve self perfection. These rituals also tend to be part of an Elementian spellcaster’s spell preparation rituals. Worship of Gods primarily dealing with elements not of the Elementian’s type is taboo in almost all of their communities.
Air Elementians will perform exercises reminiscent of our Tai Chi. The precise movements they make are traditions passed on when an Air Elementian spends a lot of time with another, whether this be through being in the same community or simply spending time together in travels. Air Elementians might also worship gods of travel.
Earth Elementians will have sessions of meditation in groups and individually, either sitting or laying down. Their forms seem to meld slightly with the ground when they are doing so. Depending on the community, rhythmic pounding of the ground may be involved. Earth Elementians might also worship gods related to the well being of a home. Some monarch worship is not unheard of.
Fire Elementians will practice deep breathing exercises, which causes their bodies to swell and ebb. Depending on the community, various fire fuels may be involved, such as specific woods, charcoals, or oils, which are generally eaten, but sometimes burned in a lamp or braziers. Fire Elementians might also worship gods of change, or may worship their great leaders, past or present.
Water Elementians will go for long walks or swims, usually in a more leisurely than athletic manner, though some communities insist on various gymnastic endeavors, stricter communities often being synchronized affairs. Water Elementians might also worship gods of peace.
Language:
Elementians speak the language of their associated element, and most speak common as well. Terran for earth, Aquan for water, Ignan for fire, and Auran for air.
Adventurers:
Elementians make good adventurers, however they do not always do so. Air Elementians fall into the role more naturally, already being more of a wandering sort, while Earth Elementians take their homes and families more heavily into consideration, and so become adventurers less often. Elementian adventurers are not usually divine casters, and only the Earth ones have any particular proclivity for the more melee oriented classes, with Fire Elementians being a somewhat distant second in that regard. Arcane magic is somewhat of a favorite among many Elementian adventurers.
When they themselves are not the adventurers, Elementians often find themselves at odds with them, due to their general similarity with normal elementals, despite clothing and such. That being as it is, Elementians are often discriminated against by other adventurers , and often are forced to defend themselves.
Elementian Racial Traits
These traits are shared by all Elementians. However, they all also have different attributes based on their element, as described after this entry.
The Material subtype weakens the natural characteristics of the Elemental type as follows:
They do not require breathing, food, or sleep, but must perform their rituals daily to prevent suffering from fatigue.
They are not immune to poison, stunning, or paralysis, but have a +4 racial bonus to saves against them. They retain their immunity to sleep effects.
They can be brought back to life, but not by Raise Dead or Reincarnate.
They are immune to critical hits, but not to flanking.
In all other ways they retain the characteristics of the Elemental type. So they keep their Darkvision, but every other trait is at least somewhat different.
Elementians do not age, will never gains bonuses or penalties associated with aging, are immune to any magic that might affect age, and will never die of old age.
Type: Elemental [Material]
Size: Medium, no bonuses or penalties due to size are incurred
Movement: 30 ft. Base land speed
Skills: Knowledge (planes) +2 Racial bonus
Saves: +4 racial bonus against poison, stun, and paralysis, immune to sleep effects
Level Adjustment: +1
Air Elementian Racial Traits
Type: Air subtype
Abilities: +2 Dex, -2 Str
Movement: Ascend, 60 ft. Glide (perfect)
Special Qualities: Insubstantiality, One with Air
Earth Elementian Racial Traits
Type: Earth subtype
Abilities: +2 Con, -2 Dex
Armor Class: +2 Natural
Movement: 30 ft. Burrow (no tunnel left behind)
Special Qualities: One with Earth
Fire Elementian Racial Traits
Type: Fire subtype
Abilities: +2 Dex, -2 Str
Movement: Hover, 40 ft. Glide (Perfect)
Skills:
Special Qualities: Insubstantiality, Immunity to Fire, Vulnerability to Cold, One with Fire
Water Elementian Racial Traits
Type: Water subtype
Abilities: +2 Dex, -2 Str
Movement: 40 ft. Swim
Special Qualities: Insubstantiality, One with Water
Ascend (Movement type): This quality allows its possessor to move ascend 5 feet vertically as part of other movement.
Hover (Movement type): This quality allows its possessors to hover at roughly their current elevation and descend at up to 50 ft. per round, but not ascend. They ignore penalties for rough ground, caltrops, and other effects upon ground movement of a harmful nature. Holds, entangles, webs, and the like still function. They cannot take fall damage while conscious.
Glide (Movement type): This quality allows its possessors to move horizontally at the given speed per 5 feet of descent. This speed also relies on Maneuverability, as flight does.
Insubstantiality (Ex): Many Elementians possess this trait. When targeted by Non-magical Attacks, this quality imposes a 20% miss chance. This quality also bestows a +2 Racial bonus to Acrobatics and Escape Artist.
One with Element: Elementians can always act within their element unhindered.
Air Elementians are not affected by wind unless they want to be.
Earth Elementians can transition between burrowing and normal movement without penalty.
Fire Elementians are not retricted in movement through Lava.
Water Elementians can use non piercing weapons underwater.
In addition, when totally immersed in their element, Elementians gain Fast Healing 1, a +1 Dodge bonus to AC, and a +1 Racial bonus to all saving throws so long as they have performed their rituals within the last 24 hours. Being "totally immersed" means that Air Elementians must be airborne, Earth Elementians must be covered totally in Earth, Fires Elementians must be in a situation where they would be subject to persistant fire damage were they not immune to it, and Water Elementians must be underwater, and not on the floor of the body of water they are in.