Sunday, October 16, 2022

Air elemental-kin, new class

  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

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