"Let our powers combine. Earth! Fire! Wind! Water! Heart? No, we don't need you Ma-Ti."
HD: d8
BAB: 3/4ths
Skill points: 4+Int
Balance, Concentration, Escape Artist, Jump, Knowledge Planes/Arcana, Listen, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble.
Saves: Good Fort and Ref. Bad Will.
1: Elemental Affinity. Elemental Pool. Minor Channeling. Tap the Elements
2: Minor Warding
3: Powered Channeling
4: Fast Channel
5: Stronger Channel, Commune with Elements
6: Moderate Warding
7: Combined Channeling
8: Elemental Movement
9: Elemental Minion
10: Greater Warding
11: Channel the Storm
12:
13: Tri Element Channeling
14: Merge with Element
15: Apothesis of Planes
An Elemental Siphon is proficient with Light Armor and anything plausibly having to do with elements. Also, simple weapons.
Elemental Affinity(Ex): An Elemental Siphon varies based on his plane, he may choose any mental stat. That stat governs his abilities, and is used in any location his class text says "Stat".
Elemental Pool (Ex): An Elemental Siphon has a pool of elemental tokens. He has a Maximum of 4 divided as he chooses between the four elements, Water, Air, Earth, Fire. This increases by 1 Every even level.
He may expend a token as a standard action to emulate any of the following spells at Caster level equal to Character level with a duration of Concentration, depending on the token expended.
Earth: Shape Earth (As Stone Shape, but applies mud or dirt as well.)
Water: Control Water
Air: Gust of Wind
Fire: Animate Fire
He may also expend a token as a free action or immediate action to receive an insight bonus to something for one round:
Earth: DR/- equal to Character Level.
Water: +Character Level to saving throws.
Fire: +5ft per Character Level bonus to speed.
Air: +Character Level to AC.
Some Elemental Siphon abilities require expending points from the pool to activate.
He may fill his pool to the maximum with any combination of elements by spending 3 consecutive full round actions meditating on the elements.
Minor Channeling (Su): As a standard action, an Elemental Siphon may use a minor channel of one element. Using a minor channel adds one token of the opposite type to the Elemental pool if the pool is not full. Earth opposes Air. Fire Opposes Water. In addition to adding a pool token, the channel creates an attack for the Siphon:
Fire: 5ft radius Fire burst with a range of close does 1d6 damage per Character Level, ref for half.
Air: 2d6+Stat+level slashing damage on a ranged attack with a range of close. Bullrushes flying creatures (Using Stat instead in place of Str, and Character Level in place of BAB). At Character Level 6 becomes a ranged touch attack.
Earth: Entangles for two rounds or trips or bullrushes target touching ground within close range (Using Stat in place of Str, and Character Level in place of BAB, as a creature of size medium + 1 size for every four Character Levels above 6). At Character Level 6, does all three at once.
Water: Sickens target within medium range for the combat. At Character Level 6, Nauseates for two rounds on failed fort save.
Tap the Elements (Su): Any spell with an elemental descriptor, such as Water, Fire, Earth, Air, Electricity, or Cold, is treated as being on the spell list of the Elemental Siphon for the purpose of using items.
Minor Warding (Su): An Elemental Siphon may have one Minor Warding up at a time, to switch warding requires a swift action.
Water: Cold and Acid Resistance equal to Character Level.
Fire: Fire Resist equal to double Character Level.
Earth: 3+1/3rd Character Level natural armor.
Air: Electricity Resistance equal to Character Level, +1/3rd Character Level Deflection bonus to AC.
Powered Channelling (Su): An Elemental Siphon may expend a token from their pool to power up an attack. As a free action concurrent with using a channel ability, the Siphon spends a token of the element being channeled and the channel is treated as being channeled by a Siphon three Character Levels higher than the Siphon's current level. This affects save DCs, scaling damage, and aspects of the channel that are granted at higher Character Levels, such as minor channeling water's ability to Nauseate.
Fast Channel (Su): By expending 3 tokens of an element concurrent with that activation of a channel of that element the activating action is reduced to swift. Channels of multiple elements require 3 tokens total of any combination of the elements in use.
Stronger Channel (Su): At level 5, the Siphon gains the ability to channel elements in stronger amounts. Activating a Stronger Channel is a standard action that expends 1 token of it's element to use. It will also add one token of it's opposing element to your pool as well. Saving throw DCs are always 10+1/2 Character Level+Stat.
Fire: 20ft radius Fireball shoots out to long range doing 1d6 damage per Character Level, Ref for half. If they fail their reflex save, they are also pushed to the nearest edge of the fireball.
Water: Water attempts to erupt from a target within close range, if they fail a fort save, they are stunned for one round as it shoots forth. Pass or Fail, afterwords they are Fatigued as well (Stacks to Exhaustion if stacked). Plants are not immune to stunning for the purpose of this stun.
Earth: The Siphon may duplicate a Move Earth, Wall of Stone, or Stoneshape effect with an effective Caster level equal to Character level.
Air: A 60ft Cone of rushing Air pushes away from the Siphon. Those within the Cone are pushed backwards until they leave the Cone. If they hit a wall or other impediment, they are subject to 2d6 damage for every 10ft they did not travel. A Fort Save negates this effect. Airbourne creatures suffer a -5 penalty to the save. This affects objects.
Commune with Elements (Su): This is an always active ability that works like the spell Stone Tell, but applies to any element. For the purposes of Water, it only knows about the body it is currently in (River/Lake/Ocean) and is more vague the larger the area covered. For the purposes of Air, it knows the general area, and about things from the direction it was blown from, IE divining information about the nearby mountains that the wind is blowing out of is fine, but not "Where is the nearest City?"
Moderate Warding (Su): In addition to one Minor Warding, the Siphon may now have a Moderate Warding active as well of the same or different element. It is a swift action to change which warding is up.
Water: Treat as the spell Repulsion, once they have made the save, they are immune to this warding for 24 hours, even if you refresh the effect. Additionally, ten rounds after failing a save, they are treated as if they have never attempted a save, and will be given a new chance if they attempt to close.
Fire: Does 1d6 per two Character Levels of Fire damage to anyone who attacks you with a natural weapon or a non reach melee weapon.
Air: A Windwall surrounds you, occupying each adjacent square.
Earth: You gain immunity to tripping, bullrushing, grappling, overrunning and wind effects that would move you or prevent you from moving as long as you continue to touch the ground.
Combined Channel (Su): You may combine two elements into one Channel to produce a new array of effects. This expends one token of each element being channelled, and adds one token of your choice to one of the two elements not being channelled. DCs are 10+1/2 Character Level+Stat as usual.
Ice (Air + Water): You summon forth a Spear of Ice that you then throw, making a ranged touch attack out to close range doing 1d6 cold damage per Character Level and slowing your opponent for one round.
Magma (Earth + Fire): You transform the floor/walls/cielings into Magma as long as they are stone, dirt, metal or otherwise of the earth, one 5ft cube per Character Level within medium range. This magma is treated as mud as per the Rock to mud spell for the purposes of movement, but does 7d6 Fire damage to anyone touching it. If you transform the ground beneath someone's feat, they may make a reflex save, which if they pass allows them to make a free jump check to any non Magma location they can reach or to begin flying. If they can't jump far enough to reach solid ground, they sink into the magma at their origional location.
You may also transform Magma to stone or dirt instead.
Lightning (Air + Fire): You shoot a Ray that strikes a target within close range, They are Dazed for 1d4 rounds on a failed Will Save. On a successful save, they are Blinded for one round.
Mud (Earth + Water): You summon forth a Wall of Mud like a wall of stone at Caster level equal to Character Level. This Mud has rudimentary intelligence, and allows you to pass through it as if it were Air. But it breaks line of sight and line of effect for all creatures, and acts as a Wall of Stone to anyone else, unless you command it to allow passage.
In addition, it makes Disarm Check with an AB = Character Level+Stat+5 every time someone attacks the wall with a weapon, as it tries to suck the weapon in. If disarmed, the weapon is trapped in the wall, and will not be removed until the section of the wall is destroyed.
After 24 hours, the walls intelligence leaks out, and it becomes a regular stone wall.
Elemental Movement (Su): You may activate a movement type of an element for 5 rounds by expending a token of that element:
Earth: Earthglide
Water: Swim Speed equal to Twice Land Speed and FoM when in water.
Fire: Short range teleports of 30ft as a move action.
Air: Fly speed equal to land speed. Good Manuverability.
Elemental Minion (Ex): By calling into the elements, you can form a portion of an element into a small elemental of that type. You may only have one active at a time. However, that one small elemental has all the abilities of a small elemental of that type, and obeys you completely, no matter how far away he travels or what you do. If at any point you attempt to create another elemental, the current one melts back into inanimate element.
To the DMs discretion this can be expanded beyond the Core four elementals, into things like Storm or Magma or even Wood elementals.
Greater Warding (Su): You may now have one Greater Warding active at a time. Swift action to change which one is up:
Water: Acid and Cold Immunity
Fire: Fire Immunity and Cold Immunity
Earth: DR/Adamantium equal to Character Level and Natural Armor equal to half Character Level.
Air: Electricity Immunity and creates an area of clear breathable air extending 10ft from you. This area cannot be penetrated by any cloud effect, and moves with you, magically refreshing itself. This also allows you to breath freely in water or any other situation and immune to any airbourne poisons or diseases.
Channel the Storm (Su): By expending two tokens of the used element(s) you may make a channel attack that targets only a single target affect all enemies within 20ft of that target. If it required a RTA, make separate attacks for each enemy.
Tri Element Channeling (Su): By expending one token of three elements you may invoke a three element attack. Each such attack is a standard action, and results in the addition of one token of the element not used into your pool. DCs are always 10+1/2 Character Level+Stat.
Lightning Bubbles (Air + Fire + Earth): The Siphon molds earth and fire into large bubbles with lightning currents shooting through it. This is treated as a Force Effect. He can create either one Large bubble as an Otiluke's Telekinetic Sphere that does 1d6 Electricity damage to anyone that touches it, or he may make a number of smaller bubbles, one per three Character Levels, but must be immediately fired at a target as a ranged touch attack (one per bubble, can target different subjects) doing 1d6 Electriciy damage per two Character Levels, and then immediately dissipating.
Earth Cloud (Air + Water + Earth): The earth surges into the air in a foutain of mud, a 40ft radius area within medium range has all the effects of a solid fog. In addition, all creatures that breath air in the area must make constitution checks as per suffocation, as if they had already held their breath for 2x(Con mod) rounds as the mud seeps into their lungs.
Lightning Lance (Fire + Air + Water): A line of water laced with Lightning shoots forth from your hand out 120ft doing 2d6 Lightning Damage per CL and stunning for one round anything in it's path. A reflex save halves the damage, but does not negate stunning unless they have evasion. (Lightning Immunity negates stunning.)
Lava Spray (Fire + Earth + Water): A spray of Lava shoots out in a 60ft Cone doing 1d6 Fire damage per CL and burning for the same amount next round. It also does 30 bludgeoning damage. A reflex save halves the fire damage, but not the bludgeoning.
Merge with Element (Su): A Siphon may at this level take the form of one of the four elements. It is a swift action to change element. While Merged, he may take the form of an elemental of HD <= his Character Level.
He gains the size and appearance of such an elemental. He also gains the ability to choose to accept or ignore any non instantaneous spell with a descriptor of his element if he is a target or in the area when it is cast. If it is an area spell, the entire spell is absorbed by him, and it affects no one.
Finally, he gains at all times the ability he would gain if he spent a token from his pool that round for an insight bonus.
Apotheosis of the Planes (Ex): The Elemental Siphon is now an Elemental, his natural form for the purposes of True Seeing is a seething mass of all four elements, and he may take that form or his former humanoid form at will as a free action from any form. He is of the elemental type, do not recalculate HD, BAB, saves, or skills, but he does gain all the other traits of that type. He may also Greater Plane Shift to any location on one of the four Inner Planes.
Finally, he may invest himself in a clump of element, and having done so, he may, after having been slain return from the dead as if someone had cast a True Resurrection spell on him when he had been alive. Such a patch may be defiled once placed, any changed that might be considered to change the structure of the patch may be considered defilement, but the Siphon gains knowledge of the defilement.
Only one such patch may exist at any given time.
Elemental Siphon
"It's not a Pyramid scheme, it's a high level elemental energy redistributing plan."
HD: d8
BAB: 3/4ths
Skill points: 4+Int
Balance, Concentration, Escape Artist, Jump, Knowledge Planes/Arcana, Listen, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble.
Saves: Good Fort and Ref. Bad Will.
1: Elemental Affinity. Elemental Pool. Minor Channeling. Tap the Elements
2: Minor Warding
3: Powered Channeling
4: Fast Channel, Commune with Elements
5: Stronger Channel
6: Moderate Warding
7: Combined Channeling
8: Elemental Movement, Greater Warding
9: Elemental Minion, Channel Storm
10: Form of Plane, Elemental Apotheosis
An Elemental Siphon is proficient with Light Armor and anything plausibly having to do with elements. Also, simple weapons.
Elemental Affinity(Ex): An Elemental Siphon varies based on his plane, he may choose any mental stat. That stat governs his abilities, and is used in any location his class text says "Stat".
Elemental Pool (Ex): An Elemental Siphon has a pool of elemental tokens. He has a Maximum of 4 divided as he chooses between the four elements, Water, Air, Earth, and Fire. This increases by 1 every even level.
He may expend a token as a standard action to emulate any of the following spells at Caster level equal to Character level with a duration of Concentration, depending on the token expended.
Earth: Shape Earth (As Stone Shape, but applies mud or dirt as well.)
Water: Control Water
Air: Gust of Wind
Fire: Animate Fire
He may also expend a token as a free action or immediate action to receive an insight bonus to something for one round:
Earth: DR/- equal to Character Level.
Water: +Character Level to saving throws.
Fire: +5ft per Character Level bonus to speed.
Air: +Character Level to AC.
Some Elemental Siphon abilities require expending points from the pool to activate.
He may fill his pool to the maximum with any combination of elements by spending 3 consecutive full round actions meditating on the elements.
Minor Channeling (Su): As a standard action, an Elemental Siphon may use a minor channel of one element. Using a minor channel adds one token of the opposite type to the Elemental pool if the pool is not full. Earth opposes Air. Fire Opposes Water. In addition to adding a pool token, the channel creates an attack for the Siphon:
Fire: 5ft radius Fire burst with a range of close does 1d6 damage per Character Level, ref for half.
Air: 2d6+Stat+level slashing damage on a ranged attack with a range of close. Bullrushes flying creatures (Using Stat instead in place of Str, and Character Level in place of BAB). At Character Level 6 becomes a ranged touch attack out to medium range.
Earth: Entangles for two rounds or trips or bullrushes target touching ground within close range (Using Stat in place of Str, and Character Level in place of BAB, as a creature of size medium + 1 size for every four Character Levels above 6). At Character Level 6, does all three at once.
Water: Sickens target within medium range for 2 minutes. At Character Level 6, Nauseates for two rounds on failed fort save, still sickens on either failed of successful fort save, resolve after the save.
Tap the Elements (Su): Any spell with an elemental descriptor, such as Water, Fire, Earth, Air, Electricity, or Cold, is treated as being on the spell list of the Elemental Siphon for the purpose of using items.
Minor Warding (Su): An Elemental Siphon may have one Minor Warding up at a time, to switch warding requires a swift action.
Water: Cold and Acid Resistance equal to Character Level.
Fire: Fire Resist equal to double Character Level.
Earth: 3+1/3rd Character Level enhancement bonus to natural armor.
Air: Electricity Resistance equal to Character Level, +1/3rd Character Level Deflection bonus to AC.
Powered Channelling (Su): An Elemental Siphon may expend a token from their pool to power up an attack. As a free action concurrent with using a channel ability, the Siphon spends a token of the element being channeled and the channel is treated as being channeled by a Siphon three Character Levels higher than the Siphon's current level. This affects save DCs, scaling damage, and aspects of the channel that are granted at higher Character Levels, such as minor channeling water's ability to Nauseate.
Fast Channel (Su): By expending 3 tokens of an element concurrent with that activation of a channel of that element the activating action is reduced to swift. Channels of multiple elements require 3 tokens total of any combination of the elements in use.
Commune with Elements (Su): This is an always active ability that works like the spell Stone Tell, but applies to any element. For the purposes of Water, it only knows about the body it is currently in (River/Lake/Ocean) and is more vague the larger the area covered. For the purposes of Air, it knows the general area, and about things from the direction it was blown from, IE divining information about the nearby mountains that the wind is blowing out of is fine, but not "Where is the nearest City?"
Stronger Channel (Su): At level 5, the Siphon gains the ability to channel elements in stronger amounts. Activating a Stronger Channel is a standard action that expends 1 token of it's element to use. It will also add one token of it's opposing element to your pool as well. Saving throw DCs are always 10+1/2 Character Level+Stat.
Fire: 20ft radius Fireball shoots out to medium range doing 1d6 damage per Character Level, Ref for half. If they fail their reflex save, they are also pushed to the nearest edge of the fireball.
Water: Water attempts to erupt from a target within close range, if they fail a fort save, they are stunned for two rounds as it shoots forth. Pass or Fail, afterwords they are Fatigued as well (Stacks to Exhaustion if stacked). Plants are not immune to stunning for the purpose of this stun.
Earth: The Siphon may duplicate a Move Earth, Wall of Stone, or Stoneshape effect with an effective Caster level equal to Character level.
Air: A 60ft Cone of rushing Air pushes away from the Siphon. Those within the Cone are pushed backwards until they leave the Cone. If they hit a wall or other impediment, they are subject to 2d6 damage for every 10ft they did not travel. A Fort Save negates this effect. Airbourne creatures suffer a -5 penalty to the save. This affects objects.
Moderate Warding (Su): In addition to one Minor Warding, the Siphon may now have a Moderate Warding active as well of the same or different element. It is a swift action to change which warding is up.
Water: Treat as the spell Repulsion out to 30ft, once they have made the save, they are immune to this warding for 24 hours, even if you refresh the effect. Additionally, 3 rounds after failing a save, they are treated as if they have never attempted a save, and will be given a new chance if they attempt to close.
Fire: Does 1d6 per two Character Levels of Fire damage to anyone who attacks you with a natural weapon or a non reach melee weapon.
Air: A Windwall surrounds you, occupying each adjacent square.
Earth: You gain immunity to tripping, bullrushing, grappling, overrunning and wind effects that would move you or prevent you from moving as long as you continue to touch the ground.
Combined Channel (Su): You may combine two elements into one Channel to produce a new array of effects. This expends one token of each element being channelled, and adds one token of your choice to one of the two elements not being channelled. DCs are 10+1/2 Character Level+Stat as usual.
Ice (Air + Water): You summon forth a Spear of Ice that you then throw, making a ranged touch attack out to close range doing 1d6 cold damage per Character Level and slowing your opponent for one round.
Magma (Earth + Fire): You transform the floor/walls/cielings into Magma as long as they are stone, dirt, metal or otherwise of the earth, one 5ft cube per Character Level within medium range. This magma is treated as mud as per the Rock to mud spell for the purposes of movement, but does 7d6 Fire damage to anyone touching it. If you transform the ground beneath someone's feat, they may make a reflex save, which if they pass allows them to make a free jump check to any non Magma location they can reach or to begin flying. If they can't jump far enough to reach solid ground, they sink into the magma at their origional location.
You may also transform Magma to stone or dirt instead.
Lightning (Air + Fire): You shoot a 120ft Line outward, any creature in the area is blinded for one round and must make a Will save or be Dazed for 1d4 rounds.
Mud (Earth + Water): You summon forth a Wall of Mud like a wall of stone at Caster level equal to Character Level. This Mud has rudimentary intelligence, and allows you to pass through it as if it were Air. But it breaks line of sight and line of effect for all creatures, and acts as a Wall of Stone to anyone else, unless you command it to allow passage.
In addition, it makes Disarm Check with an AB = Character Level+Stat+5 every time someone attacks the wall with a weapon, as it tries to suck the weapon in. If disarmed, the weapon is trapped in the wall, and will not be removed until the section of the wall is destroyed.
After 24 hours, the walls intelligence leaks out, and it becomes a regular stone wall.
Elemental Movement (Su): You may activate a movement type of an element for 5 rounds by expending a token of that element as a free action:
Earth: Earthglide
Water: Swim Speed equal to Twice Land Speed and FoM when in water.
Fire: Short range teleports of 30ft as a move action.
Air: Fly speed equal to land speed. Good Maneuverability.
Greater Warding (Su): You may now have one Greater Warding active at a time. Swift action to change which one is up:
Water: Acid and Cold Immunity
Fire: Fire Immunity and Cold Immunity
Earth: DR/Adamantium equal to Character Level and and enhancement bonus to Natural Armor equal to half Character Level.
Air: Electricity Immunity and creates an area of clear breathable air extending 10ft from you. This area cannot be penetrated by any cloud effect, and moves with you, magically refreshing itself. This also allows you to breath freely in water or any other situation and immune to any airbourne poisons or diseases.
Elemental Minion (Ex): By calling into the elements, you can form a portion of an element into a small elemental of that type. You may only have one active at a time. However, that one small elemental has all the abilities of a small elemental of that type, and obeys you completely, no matter how far away he travels or what you do. If at any point you attempt to create another elemental, the current one melts back into inanimate element.
To the DMs discretion this can be expanded beyond the Core four elementals, into things like Storm or Magma elementals.
Channel the Storm (Su): By expending two tokens of the used element(s) you may make a channel attack that targets only a single target affect all enemies within 20ft of that target. If it required a RTA, make separate attacks for each enemy.
Form of Plane (Su): A Siphon may at this level take the form of one of the four elements. It is a swift action to change element. While in the form, he has the shape, size, movement modes, and appearance of an elemental of HD <= his Character Level of that element.
He also gains the ability to choose to accept or ignore any non instantaneous spell with a descriptor of his element if he is a target or in the area when it is cast. If it is an area spell, the entire spell is absorbed by him, and it affects no one.
Finally, he gains at all times the ability he would gain if he spent a token from his pool that round for an insight bonus.
Elemental Apotheosis(Ex): The Elemental Siphon is now an Elemental, his natural form for the purposes of True Seeing is a seething mass of all four elements, and he may take that form or his former humanoid form at will as a free action from any form. He is of the elemental type, do not recalculate HD, BAB, saves, or skills, but he does gain all the other traits of that type. He may also use Greater Plane Shift to any location on one of the four Inner Planes as an SLA, at will.
Finally, he may invest himself in a clump of element, and having done so, he may, after having been slain, return from the dead as if someone had cast a True Resurrection spell on him from the location of his clump. Such a patch may be defiled once placed, any changed that might be considered to change the structure of the patch may be considered defilement, but the Siphon gains knowledge of the defilement.
Only one such patch may exist at any given time.