Elemental-kin were created by the djinn to be their slaves by binding the shard of an elemental to the soul of a mortal. Modern elemental-kin are the descendants of those slaves who were traded with the elves of the summer court and brought into the mundane world. Of the four types of elemental-kin the water elemental-kin are considered the rarest elemental-kin and viewed as temperamental outsiders.
Air elemental-kin
Requirements: None
Prime requisite: DEX, CON
Hit Dice: 1d6
Maximum level: 10
Armour: Leather, including shields
Weapons: Any
Languages: Alignment, Common, Primordial
Prime requisites: An air elemental-kin with at least 13 DEX and CON gains a 5% bonus to experience. A air elemental-kin with a score of 16 or higher in one prime requisite, and a 13 or higher in the other gains a 10% bonus.
Air elemental-kin Skills
Air elemental-kin can use the following skills with the chance of success shown below.
▶ Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the air elemental-kin falls at the halfway point, suffering falling damage.
▶ Falling (FA): Due to their nimble nature, air elemental-kin suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down).
▶ Hide in shadows (HS): The air elemental-kin must be motionless—attacking or moving while hiding is not possible.
▶ Move silently (MS): An air elemental-kin may attempt to sneak past enemies unnoticed.
▶ Tightrope walking (TW): Air elemental-kin can walk along tightropes, narrow beams, and ledges at up to half their normal movement rate. A roll is required every 60’. Failure indicates that the air elemental-kin falls and suffers falling damage. Windy conditions may reduce the chance of success by up to 20%.
Combat
Air elemental-kin cannot wear armour bulkier than leather and can use shields They can use all types of weapons.
Hold Breath
Air elemental-kin are able to hold their breath indefinitely while not incapacitated.
Levitate
Once per day air elemental-kin may cast the levitate spell from the magic-user spell list.
After Reaching 9th Level
An air elemental-kin may build a stronghold. 2d12 beings will join the air elemental-kin as followers.
Air elemental-kin Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 10 11 12 13 14
2 1,750 2d6 19 [0] 10 11 12 13 14
3 3,500 3d6 19 [0] 10 11 12 13 14
4 7,000 4d6 17 [+2] 8 9 10 10 12
5 14,000 5d6 17 [+2] 8 9 10 10 12
6 28,000 6d6 17 [+2] 8 9 10 10 12
7 56,000 7d6 14 [+5] 6 7 8 8 10
8 112,000 8d6 14 [+5] 6 7 8 8 10
9 225,000 9d6 14 [+5] 6 7 8 8 10
10 350,000 9d6+2* 12 [+7] 4 5 6 5 8
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Air elemental-kin Skills Chance of Success
Level CS FA HS MS TW
1 87 25 10 20 60
2 88 25 15 25 65
3 89 25 20 30 70
4 90 33 25 35 75
5 91 33 30 40 80
6 92 33 33 43 85
7 93 33 36 46 90
8 94 50 40 50 95
9 95 50 43 53 99
10 96 50 46 56 99