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'''Push''': An Elemental Avatar can start a bull rush without provoking an attack of opportunity. A +1/5HD is added to this check.
 
'''Push''': An Elemental Avatar can start a bull rush without provoking an attack of opportunity. A +1/5HD is added to this check.
  
'''Flesh to Stone''': The Avatar is able to use the spell Fist to Stone 1/day per 3HD.  
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'''Fist of Stone''': The Avatar is able to use the spell Fist to Stone 1/day per 3HD.  
  
  
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==== Level Adjustment ====
 
==== Level Adjustment ====
  
+[[Level Adjustment::1]]
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+[[Level Adjustment::1]] +1/5HD
  
  

Latest revision as of 15:09, 24 October 2015


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Author: Timplate (talk)
Date Created: 3/17/2013
Status: Finished
Editing: Clarity edits only please
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These Creatures are the physical embodiment of the natural elements. Either by experimentation or being born this way, they are able to control and utilize an element of nature.

Elemental Avatar



=== Creating a Elemental Avatar

This is an acquired template or an inherited template. Either by magic experiments or by birth.

Size and Type[edit]

Size does not change. The creature gains the elemental subtype.

Hit Dice[edit]

HD do not change.

Speed[edit]

Depending on the Element the creature gains different movement nodes.

Water: Swim speed equal to base land speed.

Earth: Burrow speed equal to base land speed (leaves no tunnel nor does it create any ripple or other signs of its presence).

Fire: +5 Movement speed per 5 HD starting with +5 at level 1.

Air: Fly speed equal to base land speed with good maneuverability.

Lightning: Fly speed equal to base land speed with good maneuverability.

Armor Class[edit]

If the Elemental Avatar is based with the Earth, it gets +1 Natural Armor per 5 HD while touching the ground.

If the Elemental Avatar is based with the Air, it gets +1 Deflection per 5 HD while surrounded by air (basically not underwater)

If the Elemental Avatar is based with the Water, it gets +1 Deflection per 5 HD while under water.

Attack[edit]

The Elemental Avatar gets a slam attack according to its size.

Small: 1d4

Medium: 1d6

Large: 1d8

Huge: 1d10

Gargantuan: 1d12

Colossal: 2d8

Full Attack[edit]

Special Attacks[edit]

Depending on the Elemental Avatar's element and HD different abilities emerge.

Elemental weapon: Natural weapons, unarmed strikes and/or forged weapons channel the engery of the Avatar dealing extra damage based on their HD.

Water: 5HD = Searing Water 1d6 (Acid)damage. 15HD = Searing Water Burst (2x crit modifier =1d10, 3x = 2d10, 4x = 3d10, etc)

Earth: 5HD = Graviton 1d6 (Force)damage. 15HD = Graviton Burst (2x crit modifier =1d10, 3x = 2d10, 4x = 3d10, etc)

Fire: 5HD = Fire 1d6 damage. 15HD = Fire Burst (2x crit modifier =1d10, 3x = 2d10, 4x = 3d10, etc)

Air: 5HD = Sonic 1d6 damage. 15HD = Sonic Burst (2x crit modifier =1d10, 3x = 2d10, 4x = 3d10, etc)

Lightning: 5HD = Shocking 1d6 damage. 15HD = Shocking Burst (2x crit modifier =1d10, 3x = 2d10, 4x = 3d10, etc)


Water:

Vortex: 1/day per 3 HD an Elemental Avatar (water) can can create a whirlpool, provided it is under water, and maintain it for 1 round/2HD. The vortex is 5ft wide at the base, up to 30ft wide at the top, and 10ft to 30ft tall. The Avatar must make a concentration check, DC = 10+HD, to maintain the Whirlpool.

1/day per 3 HD an Elemental Avatar (water) can use Obscuring mist, as the spell.

Vortex Damage depends on size and HD, 1 damage dice per HD (max = 10 dice, 20 for large or bigger).

Small: 1d4

Medium: 1d6

Large: 2d6

Huge: 2d8

Gargantuan: 2d8

Colossal: 2d8


Earth:

Push: An Elemental Avatar can start a bull rush without provoking an attack of opportunity. A +1/5HD is added to this check.

Fist of Stone: The Avatar is able to use the spell Fist to Stone 1/day per 3HD.


Fire:

Burn: An Elemental Avatar's slam, natural weapons or unarmed strike deals fire damage along with the other types of damage (bludgeoning, piercing, slashing, etc). Those hit by this must make a reflex save or catch fire. If the the save fails it will burn for 1d4 rounds or take a move action to put it out. The save DC is Charisma Based (10+Cha Modifier). When being attacked with natural weapons, or unarmed strike, a Burn affect can also occur. Damage is 1d6 fire damage immediately followed by another 1d6 each round while still on fire.

While using its Slam (or natural weapon or unarmed strike) The Avatar will deal extra fire damage according to its size, See the Attack section above.

1/day per 3 HD an Elemental Avatar (fire) can use burning hands, as the spell.


Air:

Whirlwind: 1/day per 3 HD an Elemental Avatar (air) can can create a whirlwind and maintain it for 1 round/2HD. The whirlwind is 5ft wide at the base, up to 30ft wide at the top, and 10ft to 30ft tall. The Avatar must make a concentration check, DC = 10+HD, to maintain the Whirlwind.

The Avatar May be able to manipulate the air around him to accomplish different things. He is able to produce a gust of wind, as the spell.

Whirlwind Damage depends on size and HD, 1 damage dice per HD (max = 10 dice, 20 for large or bigger).

Small: 1d4

Medium: 1d6

Large: 2d6

Huge: 2d8

Gargantuan: 2d8

Colossal: 2d8


Lightning:

Discharge: 1/day per 3 HD an Elemental Avatar (Lightning) can can create a sudden burst of electricity within a 10ft radius, Reflex save for half or no save while wearing medium or heavy armor made out of metal, or carrying 100 pounds or metal(ie Platinum, gold, silver, copper). Save DC is Charisma Based (10+Cha Modifier).

If the Avatar wanted he could focus the discharge into a chain lighting spell.

Discharge Damage depends on size and HD, 1 damage dice per HD (max = 10 dice, 20 for large or bigger).

Small: 1d4

Medium: 1d6

Large: 2d6

Huge: 2d8

Gargantuan: 2d8

Colossal: 2d8

Special Qualities[edit]

Elemental Avatar Mastery:

Upon reaching 20HD the Elemental Avatar May take the form of an Elemental of their type and size. While in that form that have Elemental traits and are treated as elementals for anything that has to do with their race.


Depending on the Element the Avatar will have other different qualities.

Water: No longer needs water to survive.

Earth: No longer needs to eat to survive.

Fire: Instead getting hurt from fire they heal 1 for every 2 damage that would have been dealt.

Air: No longer needs to breath air to survive.

Lightning: No longer needs to sleep. As a caster, it still doesn't need sleep to prepare spells but it has to wait 24hrs from the last time it prepared it spells to prepare new spells, while taking 15 minutes to do so after the 24hr mark it met. As a spontaneous caster, the spells per day refresh at midnight after meditating for 15 minutes. Divine casters are similar to Spontaneous casters.

Abilities[edit]

Water: +2 Str, -2 Int

Earth: +2 Str, -2 Int

Fire: +2 Dex, -2 Int

Air: +2 Dex, -2 Int

Lightning: +2 Dex, -2 Int

Skills[edit]

Feats[edit]

Environment[edit]

Organization[edit]

Challenge Rating[edit]

+1, +1/5HD

Treasure[edit]

Alignment[edit]

Advancement[edit]

Level Adjustment[edit]

+1 +1/5HD



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