Many a hero, familiar, and creature of fantasy is “Infused with Elemental Power” – usually fire, earth, air, or water, although countless stranger examples exist.
Such creatures are usually…
- Impervious to the elemental power that they’re infused with, but vulnerable to it’s opposite.
- Capable of tapping into some inner well or other source of elemental power and producing elemental effects (albeit rarely all that often) – a limited, but useful, sphere of magic. Sadly, it’s also one that usually does not work in environments saturated with opposing elemental forces. Your ice-attuned creature will have little luck in the heart of an active volcano.
- Able to surround themselves with, or radiate, raw elemental energy – making them perilous opponents to attack without a weapon to insulate yourself with.
- Augmented by elemental affinities. A creature of the air may be smarter and quicker than a creature of the earth – but the earth creature will be tougher and stronger.
- Somewhat difficult to harm. Since they are partially creatures of magic, and elemental forces have few internal organs to damage in any case, such creatures are somewhat resistant to mere injuries of the flesh.
- Able to sense things related to their element. Thus a fire-attuned creature can detect smoke, flammable gases, nearby caches of highly-reactive materials (such as explosives), whether a child has a fever, if a door is about to melt, and nearby gates to the elemental realms.
- Naturally skilled with respect to their element, finding it easy to learn related skills and gaining bonuses on those particularly closely-related to their element.
In Eclipse that can be purchased as…
- Energy Infusion (6 CP) with the Elemental Attack upgrade (+6 CP). This renders a creature immune to a particular type of energy – or “element” – and doubly-vulnerable to it’s opposite. It also allows it to inflict double it’s base unarmed or natural-weapon damage as elemental damage if it is so inclined.
- Channeling (Elemental Forces) with +6 Bonus Uses, Specialized/only for Spell Conversion (6 CP), with Spell Conversion (to a level six Greater Invocation/“Any Elemental Spell Effect of level four or less), Specialized and Corrupted/Only to produce effects related to the users’s specific elemental affinity, cannot produce effect beyond those appropriate to the user’s level, can only be used to produce personal protective effects in areas where the opposing elemental force utterly dominates, user shows obvious signs of his, her, or it’s elemental affinity, and can not draw on the philosophical aspects of the element (4 CP).
- Opportunist (6 CP)/may use their channeling powers to invoke an elemental aura whenever they invoke another elemental spell effect or on the third or later round of any battle. +7 Bonus Uses of their Elemental Channeling, Specialized and Corrupted/as per Spell Conversion above, plus being only usable to generate personal elemental auras (4 CP).
- Attribute Bonuses: +2 to each or two abilities related to the element they’re infused with (24 CP).
- Defender/+2 bonus to AC (Select bonus type according to element), Corrupted/does not increase with level (8 CP).
- Damage Reduction 3/- (6 CP).
- Occult Sense/Related Elemental Forces (6 CP).
- Adept. Select four skills related to the element (for example, a character with a Fire Infusion might be good at Survival, Smithcraft, Cooking, and Tumble); these can be purchased for half cost (6 CP).
- +4 bonuses on each of the four skills det
ermined above (8 CP).
At a total of 90 CP, that’s in the upper end of +2 ECL territory – and should make an excellent basis for an elemental master, a powerful familiar spirit from the elemental planes, or someone accursed with unwanted elemental powers.
Eclipse: The Codex Persona is available in a Shareware PDF Version, in Print, and in a Paid PDF Version that includes Eclipse II (245 pages of Eclipse races, character and power builds, items, relics, martial arts, and other material) and the web expansion. It will be updated with Eclipse III when that’s done as well.
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