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(Created page with '{{author |author_name=Eiji-kun |date_created=3-2-10 |status=Complete |balance=Fighter }} {{3.5e Feat |name=Elemental Blood |types= |summary=You have the blood of an elemental, a…')
 
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|date_created=3-2-10
 
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|summary=You have the blood of an elemental, allowing you to augment your powers with the elements.
 
|summary=You have the blood of an elemental, allowing you to augment your powers with the elements.
 
|prereqs=
 
|prereqs=
|benefit=You gain several benefits depending on which elemental property you select, fire, air, water, or earth. You gain the benefits listed below.
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|benefit=You gain several benefits depending on which elemental property you select, fire, air, water, or earth. You gain the benefits listed below on Table: Elemental Blood Benefits.
 
|normal=
 
|special=You may select this property a second time gaining a new elemental trait. You may not select traits which oppose each other (fire against water, and air against earth) limiting you to a maximum of two different selections. Your selections give the following additional benefits on Table: Double Elemental Blood Benefits.
 
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| Water || class="left" | Gain a +2 bonus on saving throws against Water and Cold spells and spell-like abilities. If you have a Frost weapon or other weapon which deals cold damage, you deal an extra die of damage.
 
| Water || class="left" | Gain a +2 bonus on saving throws against Water and Cold spells and spell-like abilities. If you have a Frost weapon or other weapon which deals cold damage, you deal an extra die of damage.
 
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|normal=
 
|special=You may select this property more than once, each time gaining a new elemental trait. You may not select traits which oppose each other (fire against water, and air against earth) limiting you to a maximum of three different selections.
 
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{| class="zebra d20"
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|+ Double Elemental Blood Benefits
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! Element || class="left" | Benefit
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|-
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| Air+Fire (Plasma) || class="left" | 3/day as a free action you may ignore fire and electrical resistances and deal half damage to if the target is immune to fire or electricity for 1 round duration.
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|-
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| Air+Water (Ice) || class="left" | You gain the [[SRD:White Dragon|white dragon's]] icewalking ability, and may take 10 on all swim checks. If you can already take 10, 1/day you may elect to take 20 instead.
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| Earth+Fire (Magma) || class="left" | Your body emits heat, dealing 1/3 your HD (minimum 1 point) in fire damage to a target which strikes you with a non-reach weapon. You may toggle it off as a free action.
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|-
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| Earth+Water (Ooze) || class="left" | Your body squeezes and slides away easily, giving you your character level as a competence bonus on grapple checks made to escape a grapple.
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Latest revision as of 05:30, 3 March 2010

Created By
Eiji-kun (talk)
Date Created: 3-2-10
Status: Complete
Editing: Please feel free to edit constructively!
Balance: Rogue


Elemental Blood {{#set:Type=General}} Summary::You have the blood of an elemental, allowing you to augment your powers with the elements. {{#set:Prerequisite=None}}Benefit: You gain several benefits depending on which elemental property you select, fire, air, water, or earth. You gain the benefits listed below on Table: Elemental Blood Benefits.Special: You may select this property a second time gaining a new elemental trait. You may not select traits which oppose each other (fire against water, and air against earth) limiting you to a maximum of two different selections. Your selections give the following additional benefits on Table: Double Elemental Blood Benefits.

Elemental Blood Benefits
Element Benefit
Air Gain a +2 bonus on saving throws against Air and Electrical spells and spell-like abilities. If you have a Shocking weapon or other weapon which deals electrical damage, you deal an extra die of damage.
Earth Gain a +2 bonus on saving throws against Earth and Acid spells and spell-like abilities. If you have a Corrosive weapon or other weapon which deals acid damage, you deal an extra die of damage.
Fire Gain a +2 bonus on saving throws against Fire and Light spells and spell-like abilities. If you have a Flaming weapon or other weapon which deals fire damage, you deal an extra die of damage.
Water Gain a +2 bonus on saving throws against Water and Cold spells and spell-like abilities. If you have a Frost weapon or other weapon which deals cold damage, you deal an extra die of damage.
Double Elemental Blood Benefits
Element Benefit
Air+Fire (Plasma) 3/day as a free action you may ignore fire and electrical resistances and deal half damage to if the target is immune to fire or electricity for 1 round duration.
Air+Water (Ice) You gain the white dragon's icewalking ability, and may take 10 on all swim checks. If you can already take 10, 1/day you may elect to take 20 instead.
Earth+Fire (Magma) Your body emits heat, dealing 1/3 your HD (minimum 1 point) in fire damage to a target which strikes you with a non-reach weapon. You may toggle it off as a free action.
Earth+Water (Ooze) Your body squeezes and slides away easily, giving you your character level as a competence bonus on grapple checks made to escape a grapple.

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