Know Thyself:
There are ten types of elements who take residence in Outerah: Fire, Earth, Water, Wind, Light, Shadow, Creation, Destruction, Neutral, and Spirit. Each elemental varies in size from 3 feet tall to over 12 feet tall. Of the ten, only the elements of fire, water, wind and earth take elemental forms. These elementals can’t wear clothes, but the element they reside from offers certain protections. As such, they can mold their bodies to take on the appearance of wearing clothing or gear in order to blend in with the society in which they call home.
A Wandering Thought:
Most elementals drift and roam like the free spirits they are. These creatures are eager to explore the land around them, and study those around them, learning what other creatures do. The more they process, the easier it is to learn new traits.
Solid like a rock, you are part of the earth. Some might say you are truly down to Earth, but your rocksteady determination is solid. This subtype is the most common.
The spark of life ignited your existence. As you wander the lands, the ground burns beneath your feet. Your burning determination to outlast the other elements burns within you. Out of all your elemental kin, you are the most sociable and most likely to form bonds with other races.
Elemental
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Initial Attibutes +10INT, Subrace
Earth:STR:10, AGI:5, VIT:25, INT:20, WIS:5, CHA:10, SPT:10, LUK:10 Fire:STR:5, AGI:10, VIT:10, INT:20, WIS:10, CHA:25, SPT:5, LUK:10 Water:STR:5, AGI:5, VIT:10, INT:20, WIS:25, CHA:10, SPT:10, LUK:10 Wind:STR:10, AGI:25, VIT:5, INT:20, WIS:10, CHA:5, SPT:10, LUK:10
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Age Infinite
You can live indefinitely with enough elemental energy.
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Size Small to Large
Elementals can be anywhere from 3 to 12 feet tall. Your size is small if below 3’6”, medium for 3’7” to 7’, and large if at 7' 1 or larger. Small units move at half distance (rounded up), while large sized units move at double (rounded down).
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L.A.W.S Land, Subrace
While all Elementals can walk on Land, only the wind elemental can fly, only the earth elemental can traverse space, and only the water elemental can live in water. The others cannot traverse by Air, Water, or Space.
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Languages Humish, Ancient, Elvion
You can speak, read and write humish and ancient, and elvion.
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Breaks Wanderer
Elementals don’t need sleep. Instead the elementals perform something similar to meditation for 4 hours a day, gaining the same benefit that a human does from 8 hours of sleep, effectively doubling the efficiency of recovery. For these 4 hours you drift within a 9x9 area contemplating the following day, yet are still alert to everything around you, allowing you to not be affected by Openers.
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Vision True Sight
Elementals can see through illusions.
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Deity Bonds Repter
Your race's existence was brought forth by Lord Repter, giving you access to the Druid, Trickster, and Sorcerer Classes.
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Elemental Boons Subrace:-50
The elemental type determines your elemental Boon. An attack against you of your element heals you for 50% of what it would have done to you in damage.
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Elemental Banes None
Elementals do not suffer from an additional racial bane.
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Elemental Laws Subrace
Your element is determined by your subtype. For example, a fire elemental will always be fire.
Elemental Skills
You can traverse in terrain made of earth or stone at double the Movement.
You are able to bend earthen materials to create doors, tunnels, pitfalls, bridges and more. Requires a STR check to see if passable creations are structurally sound to hold weight. Can be used once per level before needing a day to restore it. The amount of earth you’re able to shape is no greater than thirty six cells in diameter. (Ex: 4x3x3)
Your earthen body grants you unable to be affected by wind and you take half damage from electric attacks. You are unable to fly, even by magic. However, you can fall for far greater distances (triple) than others before you start to take falling damage. Furthermore your stone body counts as Heavy Armor without any penalties, making you immune to weapon status effects.
Your body glows constantly, serving as a beacon for others. You can control your body’s lighting as you see fit: choose between dim light within a 7x7x3 area, or bright light within 3x3x2 Cells.
Your boiling blood makes you a conduit of flame. Those within 1 cell of you take (Level/4)D4 damage each turn while those within an arm’s length of you take (Level/4)D8 damage. Your flame “armor” grants you an additional -50 to fire, allowing you to recover the full amount against a fire attack. You are immune to Burn, Frozen, Glitter, Severe Burn, Sheared, and Stone Curse. On the flipside, fire elementals receive double damage from any water attacks no matter what resistance is acquired to the water element.
When casting a spell that deals fire damage, add an extra dice to the roll. Furthermore, you can cast Fireball once per day at the skill level affected by your primary class base level. However, you are able to cast this spell at double the range and one zone larger in area of effect. (Ex. 3x3x2 becomes 5x5x3)
By sacrificing 1d10 health from yourself, you are able to perform one of these actions…
- Give Water: You are able to fill up a waterskin for a person.
- Grant Health: Roll 2D6 and increase a creature’s hit points by that amount. This increases by 1D6 every level divisible by 5.
- Saturation: Generate enough moisture in the air to create precipitation.
Melee units must be wary of their attacks against you as wet hands can cause all sorts of issues in battle. Those attacking your body receive the debuff Klutz, and enemies looking to divest their weapon receive a plus charge on said rolls! Furthermore, while attacks which harness electrical energy deal double damage to you regardless of your Wind Resistance, it also causes a 3x3x2 “splash” of your water in the area around you. Debuffs applied.
Your Movement is doubled in water.
Prevailing Winds. Gain 1 gale point per each of your levels, which resets each day. Use these points based on the following skills.
Gust: (1PW) Blow a creature back by 2 cells. Adds Push(2).
Hover: (2PW) You can easily cast this levitation spell on you or another willing creature.
Gust Sphere: (3PW) Create a sphere in a cell up to 3 cells away from you which continuously blows air around it for 1 minute. It has a chance to blow any projectiles away by 50%. This includes items thrown, ammunition, and even spells off its course.
Flight: (5PW) Cast fly for one minute to travel. When it ends you land via Hover (slow falling).
Gain 1 extra in movement on land and 2 in the air.
Weapons with Neutral Elemental properties pass right through you. Physical projectiles, such as ammunition or objects thrown, also do not phase you as they are blown away. Roll a 1D4 to see which way it goes! (1North, 2East, 3South, 4West)