Here is the first installment of my repeatedly-promised elemental races.
Fire Elementals
http://fc01.deviantart.net/fs71/i/20...DarkieSoul.jpg
An ephemeral elemental child in its first suit.
First of all, I think the fact that denizens of the Elemental Plane of Fire would be constantly cold while on the Material Plane bears mentioning. Their native plane has an average temperature of "barbeque." As such, coming to the Material Plane would first require an adaptation period to the terribly cold temperatures, and even then they would be so cold that they would probably wear heavy, flame-retardant clothes (parkas, jackets, gloves, the whole deal) all year round. They would also almost exclusively make their homes in the hottest parts of the city, so places like the Steamworks and any tropical holdings of Ishka would have (comparatively) huge fire immigrant populations.
Second-generation immigrants, people who were born and raised in the freezing climate of the Material Plane, would have much less of a problem with the cold. Light jackets, maybe a single layer of canvas or leather, in the summer, only breaking out the parkas in the winter. They would probably find their family's native plane hot rather than comfortably temperate.
The way I see it, the typical immigrants from the Elemental Plane of Fire would come in two basic flavors. The first flavor is corporeal elementals. These are people with physical bodies that have been just stuffed full of elemental energy. Because of this, they would have a much better resistance to the cold of the Material Plane than would their ephemeral companions. Simply put, their solid matter would just retain their heat better. They could probably make do with only heavy jackets and pants. The second type of immigrants would be the ephemeral variety, beings made of actual living flame instead of flame-infused solid matter.
The ephemeral would need specially designed suits or host bodies in order to survive on the material plane. Otherwise their bodies, normally kept warm and active by the fires of the elemental plane itself, fizzle and die of hypothermia rapidly when exposed. Most will wear suits - affairs of metal and magic that keep their heat in. They tend to be mistaken for warforged and other constructs when infused in a material body like that - at least until they vent some excess heat in a small gout of flame. The ephemeral elementals may instead choose to inhabit a host body. In that case, they infuse themselves into a living or deceased material body, possessing it and controlling it. The clear down-side to this, however, is that these bodies, while they do shelter the elemental from the cold for some time, eventually burn out from the fire essence contained within them. Furthermore, while their suited-brethren tend to be mistaken for constructs, they tend to be considered undead at best, murderers who steal living bodies at worst.
The physical, suited, and possessive elementals will be shown in detail below.
Embodied Fire Elemental
Elementals, Fires
http://i7.photobucket.com/albums/y26...photoplace.jpg
An elemental with skin like ash, eyes like fire, and breath like smoke.
Embodied fire elementals are a varied bunch. While all tend to be passionate, this manifests in different ways. Some are lovers; others fighters. Some make art; others just love to burn things. Aside from their varied passions, these elementals tend to be varied in appearance. Some have bodies and hair that shine like embers. Others have blackened skin, shock white, hot veins visible through the skin. Some look like normal humans, but with fire for hair and puffs of smoke constantly floating from their mouth and nose. These displays of fire tend to scald when touched for too long, but the heat from these elementals always proves too weak to ignite anything but the most unstable of compounds or cause serious burns.
Embodied Fire Elemental 3.5 Racial Statistics
Medium Humanoid [Fire]
+2 Charisma, -2 Wisdom. Fire elementals are passionate and driven, but these passions make them rash, lacking common sense and awareness.
Speed: 30ft
Fiery Display (ex): All embodied fire elementals have some kind of bright display. Whether this is faintly glowing skin, burning hair, shining eyes, white-bright veins, or any other manifestation of their natural fire, it is there. This display grants them a +4 racial bonus on Intimidate checks against creatures without fire resistance. It also causes a -4 racial penalty on Hide checks because of their glow.
Hot-Blooded (ex): Fire elementals have a fire burning within their bodies and souls. Their skin scalds slightly to the touch. Their unarmed strikes deal an extra 1 point of fire damage, and all creatures who make a successful unarmed strike, natural attack, or touch attack against an embodied fire elemental take 1 point of fire damage. All creatures take one point of fire damage per turn they grapple with an embodied fire elemental. Non-forceful actions like shaking a hand or a light pat on the back only cause the fire damage if contact is maintained for more than one round.
Heat Acclimation (ex): Fire elementals require no saves to function in hot environments, but all climates temperate and down are treated as one category colder (see Frostburn, Sandstorm). Embodied fire elementals often wear jackets even in the summer and seek out deserts, tropical jungles, and tropical beaches as a matter of comfort. Fire damage is simply less effective against embodied fire elementals, while cold damage is far more effective. All fire damage is first halved, then subject to the Embodied Fire Elemental's natural fire resistance. All cold damage is multiplied by 1.5 before being applied.
Fire Resistance 2
+2 Racial Bonus to all Perform checks and Diplomacy. Fire elementals have an easily-felt, enamoring passion to them.
Automatic Languages: Embodied fire elementals start speaking Common and Ingan. Embodied fire elementals with a high intelligence score may pick from the following bonus languages: draconic, auran, aquan, terran, infernal, elven.
Favored Class: Sorcerer or Bard. A multiclass embodied fire elemental’s sorcerer or bard class does not count when determining whether he takes an experience point penalty for multiclassing.
http://th04.deviantart.net/fs23/300W..._agrivaine.jpg
A typical embodied elemental, burning with an inner light.
Embodied Fire Elemental Pathfinder Racial Statistics
Medium Humanoid [Fire]
+2 Dexterity, +2 Charisma, -2 Wisdom. Fire elementals are passionate, quick, and driven, but these passions make them rash and impatient, lacking common sense and awareness.
Speed: 30ft
Fiery Display (ex): All embodied fire elementals have some kind of bright display. Whether this is faintly glowing skin, burning hair, shining eyes, white-bright veins, or any other manifestation of their natural fire, it is there. This display grants them a +4 racial bonus on Intimidate checks against creatures without fire resistance. It also causes a -4 racial penalty on Hide checks because of their glow.
Hot-Blooded (ex): Fire elementals have a fire burning within their bodies and souls. Their skin scalds slightly to the touch. Their unarmed strikes deal an extra 1 point of fire damage, and all creatures who make a successful unarmed strike, natural attack, or touch attack against an embodied fire elemental take 1 point of fire damage. All creatures take one point of fire damage per turn they grapple with an embodied fire elemental. Non-forceful actions like shaking a hand or a light pat on the back only cause the fire damage if contact is maintained for more than one round.
Heat Acclimation (ex): Fire elementals require no saves to function in hot environments, but all climates temperate and down are treated as one category colder. Embodied fire elementals often wear jackets even in the summer and seek out deserts, tropical jungles, and tropical beaches as a matter of comfort. Fire damage is simply less effective against embodied fire elementals, while cold damage is far more effective. All fire damage is first halved, then subject to the Embodied Fire Elemental's natural fire resistance. All cold damage is multiplied by 1.5 before being applied.
Fire Resistance 5
+3 Racial Bonus to all Perform checks and Diplomacy. Fire elementals have an easily-felt, enamoring passion to them.
Automatic Languages: Embodied fire elementals start speaking Common and Ingan. Embodied fire elementals with a high intelligence score may pick from the following bonus languages: draconic, auran, aquan, terran, infernal, elven.
Suited Ephemeral Fire Elementals
Suits, Clanks
http://th01.deviantart.net/fs71/300W...DarkieSoul.jpg
Two generic suited elementals, one whose flames are naturally red, and one whose flames are naturally blue.
Suits live their lives in a metal body. This tends to make them less open and charismatic than their embodied relatives. However, their life in their suits makes them both physically robust and more insightful, their metal forms making them almost voyeuristic observers of the social interactions with others, too awkward and detached to participate themselves. Suits rarely wear clothes over their metal bodies, but when they do, it's almost always bright colours in the same shades as their natural form's flames. Without special training, fire deals damage to suits normally, damaging their metal shells and letting the cold in.
http://fc03.deviantart.net/fs23/f/20..._Luthercon.jpg
A suit with rather intimidating armor modifications.
Suited Ephemeral Fire Elemental 3.5 Racial Traits
Medium Construct [Living] [Fire]
Living Construct Subtype (ex): Suits are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex enchantments or the binding of an elemental to the body. Suits are living constructs that combine aspects of constructs, elementals, and living creatures, as detailed below.
Spoiler
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A suit derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Unlike other constructs, a suit has a Constitution score.
Unlike other constructs, a suit does not have low-light vision or darkvision.
Unlike other constructs, a suit is not immune to mind-affecting spells and abilities.
Immunity to poison, sleep effects, paralysis disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
A suit cannot heal damage naturally.
Unlike other constructs, suits are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
As living constructs, suits can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a suit can be healed by a Cure Light Wounds spell or a Repair Light Damage spell, for example, and a suit is vulnerable to Disable Construct and Harm. However, spells from the healing subschool and supernatural abilities that cure or cause hit point damage by means of positive or negative energy provide only half their normal effect to a suit.
The unusual physical constructions of suit makes them vulnerable to certain spells and effects that normally don't affect living creatures. A suit is affected by Repel Metal and Chill Metal as if he were wearing metal armor. The iron in the body of a suit makes him vulnerable to Rusting Grasp and other spells that damage metal.
A suit responds slightly differently from other living creatures when reduced to 0 hit points. A suit with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a inert is inert. He is unconscious and helpless, and he cannot perform any actions.
However, an inert suit does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. Even right before destruction, a suit can keep the elemental inside from being extinguished.
As a living construct, a suit can be raised and resurrected.
A suit does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as Heroes' Feast and potions.
Although living constructs do not need sleep, a suit wizard must rest for 8 hours before preparing spells.
+2 Constitution, -2 Charisma. Suits feel disconnected from and awkward around other people who are able to show their true selves. Their metal, construct bodies make them more resilient and hardy, though.
Speed: 30ft
Composite Plating (ex): The plating used to build a suit provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus, such as Mage Armor. This composite plating occupies the same space on the body as suit of armor or a robe, and thus a suit character cannot wear armor or magic robes. Suits can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating provides a suit with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a suit to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
Spoiler
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Note that in the description of the composite plating, as in the original warforged entry, they go to great lengths to avoid saying that the plating is light armor, rather than just being like it. This was to avoid a warforged lacking the armor proficiency for their own body. This has the added and unexpected benefit of not counting as armor for the purpose of Monk abilities and other abilities which require a creature to be unarmored.
Light Fortification (ex): When a critical hit or sneak attack is scored on a suit, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
Bonus Feat: A suit gains the Improved Unarmed Strike feat, its metal limbs quite useful for fighting. If the suit ever gains Improved Unarmed Strike again as an automatic bonus feat from a class, they instead gain a +1 bonus to unarmed strike damage.
Repair Artist (ex): A suit gains a +2 racial bonus on all Crafts checks made to repair or modify their own suits.
Automatic Languages: Suits start speaking Common and Ingan. Suits with a high intelligence score may pick from the following bonus languages: draconic, auran, aquan, terran, infernal, elven.
Favored Class: Monk or Artificer. A multiclass suit’s monk or artificer class does not count when determining whether he takes an experience point penalty for multiclassing.
Suited Ephemeral Fire Elemental Pathfinder Racial Traits
Medium Construct [Living] [Fire]
Living Construct Subtype (ex): Suits are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex enchantments or the binding of an elemental to the body. Suits are living constructs that combine aspects of constructs, elementals, and living creatures, as detailed below.
Spoiler
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A suit derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Unlike other constructs, a suit has a Constitution score.
Unlike other constructs, a suit does not have low-light vision or darkvision.
Unlike other constructs, a suit is not immune to mind-affecting spells and abilities.
Immunity to bleed effects, poison, sleep effects, paralysis disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
A suit cannot heal damage naturally.
Unlike other constructs, suits are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
As living constructs, suits can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a suit can be healed by a Cure Light Wounds spell or a Repair Light Damage spell, for example, and a suit is vulnerable to Disable Construct and Harm. However, spells from the healing subschool and supernatural abilities that cure or cause hit point damage by means of positive or negative energy provide only half their normal effect to a suit.
The unusual physical constructions of suit makes them vulnerable to certain spells and effects that normally don't affect living creatures. A suit is affected by Repel Metal and Chill Metal as if he were wearing metal armor. The iron in the body of a suit makes him vulnerable to Rusting Grasp and other spells that damage metal.
A suit responds slightly differently from other living creatures when reduced to 0 hit points. A suit with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a inert is inert. He is unconscious and helpless, and he cannot perform any actions.
However, an inert suit does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. Even right before destruction, a suit can keep the elemental inside from being extinguished.
As a living construct, a suit can be raised and resurrected.
A suit does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as Heroes' Feast and potions.
Although living constructs do not need sleep, a suit wizard must rest for 8 hours before preparing spells.
+2 Constitution, +2 Wisdom, -2 Charisma. Suits feel disconnected from and awkward around other people who are able to show their true selves. This disconnect makes them tend toward being thoughtful, deliberate, and observant. Their metal, construct bodies make them more resilient and hardy.
Speed: 30ft
Composite Plating (ex): The plating used to build a suit provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus, such as Mage Armor. This composite plating occupies the same space on the body as suit of armor or a robe, and thus a suit character cannot wear armor or magic robes. Suits can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating provides a suit with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a suit to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
Spoiler
Show
Note that in the description of the composite plating, as in the original warforged entry, they go to great lengths to avoid saying that the plating is light armor, rather than just being like it. This was to avoid a warforged lacking the armor proficiency for their own body. This has the added and unexpected benefit of not counting as armor for the purpose of Monk abilities and other abilities which require a creature to be unarmored.
Light Fortification (ex): When a critical hit or sneak attack is scored on a suit, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
Bonus Feat: A suit gains the Improved Unarmed Strike feat, its metal limbs quite useful for fighting. If the suit ever gains Improved Unarmed Strike again as an automatic bonus feat from a class, they instead gain a +1 bonus to unarmed strike damage.
Repair Artist (ex): A suit gains a +4 racial bonus on all Crafts checks made to repair or modify their own suits.
Automatic Languages: Suits start speaking Common and Ingan. Suits with a high intelligence score may pick from the following bonus languages: draconic, auran, aquan, terran, infernal, dwarven.
Feats
http://fc02.deviantart.net/fs29/f/20...Skyserpent.jpg
A suit who took a feat for heavier plating.
Suits, as other living constructs, often have bodies heavily modified from the basic design. By default, a suit may take any [Warforged] feat. It is also strongly suggested that prospective suits consider the feats here.
Possessive Ephemeral Fire Elementals
Blazers, Pyreghosts
http://th07.deviantart.net/fs71/300W...by_chymere.jpg
An elemental who needs to go shopping for a nice new body soon.
Possessive elementals tend to come in one of two flavors. There are the desperate ones who need a body, but don't want to have a metal one, and so instead hop into corpses until they burn out. Then there are the ones who hop into a living host, knowing that they'll be slowly killing them as they burn them from within. Possessives are almost universally mistrusted. The ones who live in dead bodies are seen as little better than undead and as only being one small step away from taking a living host. The ones who take living ones are considered to be sociopathic serial killers and will be hunted by MI for trial. All possessives are emotionally disturbed, either desperate and clingy or sociopaths who see others as toys at best and clothes at worst.
Possessive Ephemeral Fire Elemental 3.5 Racial Traits
Small Elemental [Fire]
+2 Dexterity, +2 Intelligence, -6 Strength, -4 Constitution, -2 Charisma. Blazers are quick of both mind and body. Their ephemeral forms are frail and weaker than their size would imply, though. They have something ever so slightly off about them; whether they're weak of soul or spirit, people feel awkward around them.
Speed: 30ft fly, perfect maneuverability
Small: A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
Telepathy (su): A blazer can communicate telepathically with any creature within physical contact that has an Intelligence score. The creature can respond to the blazer if it wishes—no common language is needed.
Fiery Form (ex): A blazer's body is made out of fire. It deals an extra 1d6 points fire damage on its unarmed strikes and every time they are struck by an unarmed strike, natural attack, or touch spell delivered physically, the attacker takes 1d6 points of fire damage. Any creature grappling, carrying, or touching a blazer takes 1d6 points of damage per round. Because of their fiery, ephemeral bodies, blazers taken one point of constitution damage per round that they are out of contact with fire and not inside of a host body as it quickly fizzles out of existence. A blazer takes double damage from cold and are immune to fire damage.
Wear Flesh (su): A blazer can bore its way into a helpless living creature’s body, or the body of a creature deceased for less than 10 minutes, infusing its fire into the spaces between organs and muscles and disappearing into the victim. The victim must be the same size as the blazer or larger, and the process requires 1 minute. The blazer can choose to replace or inhabit the victim (see below). Incorporeal creatures and constructs, elementals, oozes, plants, and undead are immune to the Wear Flesh ability. If inhabiting a dead body, the creature is restored to -9 hit points and stable.
Spoiler
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A blazer can abandon a body it has inhabited or replaced as a full-round action that deals 3d6 points of damage to the host. A blazer can be forced to abandon the body by a remove disease or dispel evil spell (the caster must succeed on a DC 20 caster level check to expel the monster, which deals damage as described above) or a heal or limited wish spell (which automatically succeeds and causes no damage to the host).
Inhabit: The blazer leaves its victim alive and aware. Any time it cares to, it can inflict indescribable agony on its host as a standard action, dealing up to 1d6 points of fire damage per level and requiring the host to succeed on a DC 15 Fortitude save or be nauseated by the pain for 2d4 rounds. The blazer chooses how much damage it deals with this attack.
The blazer can take no physical actions while inhabiting a host, but it can use purely mental actions (such as communicating with its host by means of its telepathy power and threatening to injure or kill the host unless the host does as the monster wishes).
When the host takes damage (other than damage the blazer inflicts on it), the inhabiting blazer takes half that damage. For example, if the host takes 10 points of force damage from a magic missile spell, the blazer takes 5 points of force damage.
A blazer inhabiting a living body burns it slowly from the core, dealing 1d3 points of Constitution damage per day. A successful DC 15 Fortitude save reduces this damage by half. Creatures with Fire Resistance gain a bonus on this save equal to half their Fire Resistance score. Over the course of days, frail creatures carrying blazers sicken and die, although blazers are clever enough to direct their hosts to acquire curative magic to keep them alive indefinitely, if the situation calls for it.
Replace: The blazer burns out the victim’s nervous system, killing the victim if it is not already dead. It then animates the body, effectively acting as the nervous system of the dead host. The body remains alive, hosting the blazer.
This functions like a polymorph spell into the victim’s exact form, and it leaves the victim’s corpse behind when it chooses to end the effect. The blazer uses the victim’s physical ability scores in place of its own, as described by polymorph. The blazer can remain in this form indefinitely, but once it abandons the form, it cannot reanimate the body.
Blazers that have replaced a living creature slowly devour their new shell from the inside out. A replaced body takes 1d4 points of Constitution drain per month, which does not heal naturally and can be restored only by magical means. A successful DC 15 Fortitude save reduces this damage by half, and bodies with Fire Resistance gain a bonus on the save equal to half their Fire Resistance score. Naturally, blazer imposters choose to abandon bodies they have replaced before they become too weak to be serviceable.
Blazers are consummate liars and gain a +2 bonus on Bluff checks.
Automatic Languages: Blazers start speaking Common and Ingan. Blazers with a high intelligence score may pick any language as a bonus language.
Favored Class: Rogue. A multiclass blazer’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing.
Level Adjustment +1.
Possessive Ephemeral Fire Elemental Pathfinder Racial Traits
Small Elemental [Fire]
+2 Dexterity, +2 Intelligence, -6 Strength, -4 Constitution, -2 Charisma. Blazers are quick of both mind and body. Their ephemeral forms are frail and weaker than their size would imply, though. They have something ever so slightly off about them; whether they're weak of soul or spirit, people feel awkward around them.
Speed: 30ft fly, perfect maneuverability
Small: A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
Telepathy (su): A blazer can communicate telepathically with any creature within physical contact that has an Intelligence score. The creature can respond to the blazer if it wishes—no common language is needed.
Fiery Form (ex): A blazer's body is made out of fire. It deals an extra 1d6 points fire damage on its unarmed strikes and every time they are struck by an unarmed strike, natural attack, or touch spell delivered physically, the attacker takes 1d6 points of fire damage. Any creature grappling, carrying, or touching a blazer takes 1d6 points of damage per round. Because of their fiery, ephemeral bodies, blazers taken one point of constitution damage per round that they are out of contact with fire and not inside of a host body as it quickly fizzles out of existence. A blazer takes double damage from cold and are immune to fire damage. For every three points of damage that a blazer would have otherwise taken, they instead heal one point of damage.
Wear Flesh (su): A blazer can bore its way into a helpless living creature’s body, or the body of a creature deceased for less than 10 minutes, infusing its fire into the spaces between organs and muscles and disappearing into the victim. The victim must be the same size as the blazer or larger, and the process requires 1 minute. The blazer can choose to replace or inhabit the victim (see below). Incorporeal creatures and constructs, elementals, oozes, plants, and undead are immune to the Wear Flesh ability. If inhabiting a dead body, the creature is restored to -9 hit points and stable.
Spoiler
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A blazer can abandon a body it has inhabited or replaced as a full-round action that deals 3d6 points of damage to the host. A blazer can be forced to abandon the body by a remove disease or dispel evil spell (the caster must succeed on a DC 20 caster level check to expel the monster, which deals damage as described above) or a heal or limited wish spell (which automatically succeeds and causes no damage to the host).
Inhabit: The blazer leaves its victim alive and aware. Any time it cares to, it can inflict indescribable agony on its host as a standard action, dealing up to 1d6 points of fire damage per level and requiring the host to succeed on a DC 15 Fortitude save or be nauseated by the pain for 2d4 rounds. The blazer chooses how much damage it deals with this attack.
The blazer can take no physical actions while inhabiting a host, but it can use purely mental actions (such as communicating with its host by means of its telepathy power and threatening to injure or kill the host unless the host does as the monster wishes).
When the host takes damage (other than damage the blazer inflicts on it), the inhabiting blazer takes half that damage. For example, if the host takes 10 points of force damage from a magic missile spell, the blazer takes 5 points of force damage.
A blazer inhabiting a living body burns it slowly from the core, dealing 1d3 points of Constitution damage per day. A successful DC 15 Fortitude save reduces this damage by half. Creatures with Fire Resistance gain a bonus on this save equal to half their Fire Resistance score. Over the course of days, frail creatures carrying blazers sicken and die, although blazers are clever enough to direct their hosts to acquire curative magic to keep them alive indefinitely, if the situation calls for it.
Replace: The blazer burns out the victim’s nervous system, killing the victim if it is not already dead. It then animates the body, effectively acting as the nervous system of the dead host. The body remains alive, hosting the blazer.
This functions like a polymorph spell into the victim’s exact form, and it leaves the victim’s corpse behind when it chooses to end the effect. The blazer uses the victim’s physical ability scores in place of its own, as described by polymorph. The blazer can remain in this form indefinitely, but once it abandons the form, it cannot reanimate the body.
Blazers that have replaced a living creature slowly devour their new shell from the inside out. A replaced body takes 1d4 points of Constitution drain per month, which does not heal naturally and can be restored only by magical means. A successful DC 15 Fortitude save reduces this damage by half, and bodies with Fire Resistance gain a bonus on the save equal to half their Fire Resistance score. Naturally, blazer imposters choose to abandon bodies they have replaced before they become too weak to be serviceable.
Blazers are consummate liars and gain a +4 bonus on Bluff checks.
Automatic Languages: Blazers start speaking Common and Ingan. Blazers with a high intelligence score may pick any language as a bonus language.