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The Elder Elemental Eye
The Elder Elemental Eye
Half-elementals are the issue of mortals and elemental beings such as genies, or else
created by the magical infusion of elemental power into a mortal at birth. Usually raised
among their mortal kin, some half-elementals are shunned and others prized, but all are
marked for greatness. The primal forces that pulse through their veins imbue them with
great strength and power over the elements.
Half-elementals always clearly display their birthright in their appearance. Air half-
elementals have unnaturally pale skin and hair that seems to blow about even in still air.
Earth half-elementals seem carved from living stone, with bits of crystal embedded in
their flesh. Fire half-elementals have bright red skin, and may even burst into flame in
fits of emotion. Water half-elementals have deep blue-green skin and hair that flows as
if underwater. Half-elementals may also sometimes display traits of their specific
parentage, such as horns on the child of an efreet or small claws and pointed facial
features on a half-mephit.
The so-called “genie-kin” - ifrits, oreads, sylphs, and undines - can all trace their
descent from half-elemental sires, their elemental affinity more watered down with
mortal blood.
CREATING A HALF-ELEMENTAL
"Half-elemental" is an inherited template that can be added to any living, corporeal
creature with an Inteligence score of 4 or more (referred to hereafter as the base
creature). A half-elemental uses the base creature’s stats and abilities except as noted
here.
When creating a half-elemental, choose one elemental affinity from among the
following: air, earth, fire, or water.
Challenge Rating: HD 5 or less, as base creature +1; HD 6-10, as base creature +2; HD
11 or more, as base creature +3.
Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or
saves.
Senses: A half-elemental gains darkvision 60 ft.
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Armor Class: Natural armor improves by +1 (+3 for earth half-elementals).
Defensive Abilities: A half-elemental gains immunity to disease; +4 racial bonus on
saves vs. poison; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and
SR equal to CR +11 (maximum 35). In addition, it gains immunity to spells, effects, and
energy damage and based on its elemental affinity:
Element Immunity
Air Air, electricity
Earth Acid, earth
Fire Fire
Water Cold, water
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Special Attacks: A half-elemental gains the following.
Elemental Strike (Su): Once per day, a half-elemental can deal extra energy damage
equal to its HD (maximum of +20) with a melee attack. The energy damage is
dependent on its elemental affinity: electricity for air, acid for earth, fire for fire, or cold
for cold.
Spell-Like Abilities: A half-elemental with an Intelligence or Wisdom score of 8 or
higher has a cumulative number of spell-like abilities depending on its elemental
affinity and Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster
level equals the creature’s HD (or the caster level of the base creature’s spell-like
abilities, whichever is higher.
Air
HD Abilities
1-2 Obscuring mist
3-4 Wind wall
5-6 Gaseous form
7-8 Air walk
9-10 Control winds
11-12 Chain lightning
13-14 Control weather
15-16 Whirlwind
17-18 Elemental swarm (air only)
19+ Plane shift
Earth
HD Abilities
1-2 Magic stone
3-4 Soften earth and stone
5-6 Stone shape
7-8 Spike stones
9-10 Wall of stone
11-12 Stoneskin
13-14 Earthquake
15-16 Iron body
17-18 Elemental swarm (earth only)
19+ Plane shift
Fire
HD Abilities
1-2 Burning hands
3-4 Produce flame
5-6 Flaming sphere
7-8 Wall of fire
9-10 Fire shield
11-12 Fire seeds
13-14 Firestorm
15-16 Incendiary cloud
17-18 Elemental swarm (fire only)
19+ Plane shift
Water
HD Abilities
1-2 Hydraulic push
3-4 Fog cloud
5-6 Aqueous orb
7-8 Control water
9-10 Geyser
11-12 Fluid form
13-14 Vortex
15-16 Horrid wilting
17-18 Elemental swarm (water only)
19+ Plane shift
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Ability Scores: A half-elemental’s ability scores are modified according to its
elemental affinity.
Air: Str +2, Dex +4, Con +2, Int +4, Wis +2, Cha +4.
Earth: Str +4, Dex +0, Con +4, Int +2, Wis +4, Cha +2.
Fire: Str +2, Dex +4, Con +2, Int +4, Wis +2, Cha +4
Water: Str +4, Dex +4, Con +2, Int +2, Wis +4, Cha +2.
Skills: A half-elemental with racial Hit Dice has skill points per racial Hit Die equal to
6 + its Intelligence modifier.
(The elemental answer to the half-celestial and half-fiend templates. I’m actually
surprised Paizo hasn’t come out with their own version of the half-elemental. Maybe in
time.)