Races:
Genasi
Depending on their elemental influences, Genasi are likely to become every kind of adventurer.
Genasi have the following racial traits
- Medium Size Genasi fall into the human height and weight ranges, although Earth Genasi tend to be squat and Air Genasi willowy.
- 30' movement
- Outsider Type (Native and Human subtypes)
- Elemental Subtype of the appropriate element: (Air), (Earth), (Fire), or (Water).
- Darkvision 60'
- +2 Strength
- +1 to the DC to save against any spells or spell-like abilities cast by the Genasi with a descriptor matching the Genasi's elemental subtype.
- Favored Class: Genie and by element: Air: Thief-Acrobat. Earth: Knight. Fire: Elementalist. Water: Monk.
- Automatic Languages: Common
- Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Formian, Ignan, Infernal, Slaad, Terran
- Air: Fly speed of 10' with Good maneuverability
- Earth: Burrow speed of 10'
- Fire: Produce Flame as a spell-like ability three times per day, cast at the Genasi's character level.
- Water: Swim speed of 30' and ability to breathe water as easily as air.
Instead of getting Immunity to Fire as a Genie at 1st level, the Fire Genasi instead loses Cold Vulnerability.
Material and Shadow Genasi:
Material Genasi are the descendents of Jann and mortals. A Material Genasi does not get an elemental subtype, but gets +1 to the DC to save against all spells of any elemental subtype. Their favored classes are Druid and Genie.
Shadow Genasi are the descendents of Khayal Genies (see the Tome of Magic) with mortals. A Shadow Genasi gains a bonus to Constitution instead of Strength, no elemental subtype, Spell Focus (Illusion) as a bonus feat, which also applies to any spell-like abilities it may have, and the ability to cast Invisibility once per day as a spell-like ability (caster level equal to character level). Their favored classes are Beguiler and Genie.
Elemental-Bodied is a general term; an Elemental-Bodied character with the (Earth) subtype, for instance, is called an Earthbodied.
Elemental-Bodied have the following racial traits
- Medium Size Elemental-bodied average about 6' tall. They have no sex or gender.
- 20' movement, plus additional movement depending on type.
- Outsider Type, appropriate subtype (Air, Earth, Fire, or Water). Elemental-Bodied are native to the appropriate elemental plane, and are (Extraplanar) on the Material Plane.
- Elemental Flesh: Elemental-Bodied are counted as Elementals, not Outsiders, for effects that target specific creature types.
- +2 Str (Earth, Water), +2 Dex (Air, Fire), -2 Int
- Darkvision 60'
- Elemental-Bodied do not sleep, and are immune to magic sleep effects.
- +4 to saves against Poison, Disease, and Paralysis. Elemental-Bodied have an unusual physiology that is not subject to the same constraints as mortals.
- Light Fortification
- Airbodied gain a 15' Fly speed with Perfect maneuverability, a 30' base land speed, and a +2 bonus on Athletics checks.
- Earthbodied gain a 20' Burrow speed, and a +2 bonus on Survival checks.
- Firebodied have a 20 Climb speed. They also shed light, brightly illuminating between up 40', and shedding shadowy illumination over twice that distance, or a minimum of 5'. They may change brightness or douse thesmelves to smoulder (5' shadow illumination) as a swift action. They also gain a +2 bonus on Acrobatics checks (Balance and Tumble, under PHB skills).
- Waterbodied gain a 60' Swim Speed and breathe both water and air. They also gain a +2 bonus on Escape Artist checks.
- Favored Class: Elemental Brute and Elemental Weird
- Automatic Languages: Appropriate elemental language
- Bonus Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Formian, Ignan, Infernal, Slaad, Terran.
Elemental Brute
"Wind etches cliff walls.
A landslide falls to the sea.
Raindrops douse spring fires."
The powers of the elements are more than just a source for mages to tap, but the building blocks out of which everything else is made. By combining more of the elements onto one's self, an elemental can become a being of immense physical power. Elemental Brutes not only grow this power, but also use it to control the battlefield around them.
Making an Elemental Brute
Abilities: Elemental Brutes are heavy hitters in melee, and use their abilities to make the battlefield a more difficult place for their opponents and to protect their allies.
Races: Only Outsiders and Elementals from the Elemental Planes may take levels in Elemental Brute. Those from the Material plane whose ancestors come from the Elemental Planes may take levels in Elemental Brute, but they must have the Outsider or Elemental type.
Alignment: Elemental Brutes can be any alignment, and often are.
Starting Gold: 4d4x10 GP
Starting Age: As Rogue.
Game Rule Information
Hit Die: d10
Base Attack Bonus: Medium (as Cleric)
Saving Throws: Good Fortitude and either Reflex (Air, Fire) or Will (Earth, Water)
Class Skills: Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Nice Skills: Acrobatics (Dex), Athletics (Con), Jump (Str), Perception (Wis), Sense Motive (Wis), Survival (Wis), and Stealth (Dex)
Skill Points per Level: 4 + Int Mod (x4 at 1st level)
Special Abilities by Level:
1 Elemental Origin, Natural Armor, Natural Weapon, Bonus Feat, Combat Talent +1
2 Attribute Boost
3 Elemental Mastery
4 Attribute Boost
5 Bonus Feat, Combat Talent +2
6 Attribute Boost
7 Horde Breaker
8 Attribute Boost
9 Bonus Feat, Combat Talent +3
10 Attribute Boost
Weapon and Armor Proficiency: Elemental Brutes are proficient only with their natural weapons, and with no armor.
Elemental Origin: An Elemental Brute grows from the material of one of the elemental planes. It has the most obvious connection available (Genasi (except Material Genasi) and Elemental-Bodied all indicate a connection with one of the planes, as do all elemental monsters in the Monster Manual). If none suggests itself, such as for a Material Genasi, the Elemental Brute gets to pick one of the four elemental planes. Certain abilities come in different forms depending on elemental origin. Air, Fire, and Shadow Brutes gain the General Feat version of Weapon Finesse as a bonus feat.
Natural Weapon: An Elemental Brute gains a Slam attack for 1d8 damage (if medium), plus strength and a half.
Natural Armor: Elemental Brutes gain a natural armor bonus to AC equal to their level,
Bonus Feat: At 1st, 5th, and 9th level, the Elemental Brute gains a bonus [ Elemental ], [ Monstrous ], or [ General ] feat that it qualifies for. At 7th level it gains Horde Breaker. If it already has Horde Breaker, it may gain another bonus feat, or another Combat feat that it qualifies for.
Combat Talent (ex): You may add the listed number to your base attack bonus for purposes of unlocking abilities of [ Combat ] Feats. If playing with fractional BAB, instead count the Elemental Brute as providing full BAB for purposes of unlocking [ Combat ] Feat abilities
Attribute Boost: At 2nd level and every even numbered level afterward, the Elemental Brute's physical attributes improve, as if it had gained several character levels. Every time the Elemental Brute gains an attribute boost, its Constitution and one other physycial attribute dependent on Elemental Origin irrevocably increase by 1.
Strength: Earth, Water, Ice, Magma, Wood
Dexterity: Air, Fire, Shadow
Elemental Mastery (ex): An Elemental Brute of 3rd level or higher gains The Edge against opponents in its element.
Air: An Air Brute gains The Edge against flying opponents.
Earth: An Earth Brute gains The Edge as long as its weight and its opponent's weight are both on the ground.
Fire: A Fire Brute gains The Edge against any opponent that is presently on fire or otherwise taking continuous fire damage when it makes its attack.
Water: A Water Brute gains The Edge against any opponent immersed at least halfway in water.
Exotic elemental types also gain this ability:
Ice: An Ice Brute gains The Edge against any opponent standing on ice.
Magma: A Magma Brute behaves like a Fire Brute.
Shadow: A Shadow Brute gains The Edge against any opponent against whose attacks it has concealment or total concealment.
Wood: A Wood Brute gains The Edge against any opponent who ended their last turn adjacent to it without attacking it.
Campaign Information
Playing an Elemental Brute
Religion: Elemental Brutes are seldom particularly religious, although they may follow an Elemental deity of their appropriate kind. Recently, a cult of evil Elemental Brutes was found worshipping the Elder Elemental Eye.
Other Classes: Elemental Brutes get along well with Elemental Weirds of like element, as their abilities complement eachother well. They do not necessarily get along well with Genies, as many Genies expect to be lords over the Elemental Brutes. Elemental Brutes get along well with Druids, and with properly respectful Elementalists, whose magic complements the Elemental Brute's physical power. Stealthy types often appreciate the distraction that an Elemental Brute can provide, and warriors may appreciate having an Elemental Brute to spar with. Casters may view an Elemental Brute as little higher than their summoned minion, earning the Brute's wariness.
Combat: Elemental Brutes are effective at controlling the battlefield to force enemies into melee with them. Air Brutes often take an air superiority role, tripping flying opponents to cause them to stall and drop them to where their allies can reach them, while Earth and Water Brutes control a section of battlefield with their bulk. Fire Brutes make effective skirmishers, especially with the Whirlwind feat to allow them to attack several creatures at once, and Burn to allow them the Edge against any creature they've already hit. Exotic Brutes gain other abilities to match.
Advancement: An Elemental Brute, after completing the class, may take levels in Elemental Weird, or in another combat-focused class, or may become a Genie. A few levels of Elemental Brute can add quite a bit to many melee Genasi or Elemental-Bodied builds, especially to gain the Large Size and Huge Size feats, granting the character a greater reach and the ability to use bigger weapons. Other melee classes grant the Elemental Brute the ability to use better weapons and shields, and multiclassing into Monk would give the Brute the ability to use fighting styles with its elemental Slams.
"The guardian of the Temple of the Seas shall not allow you to pass"
The Elements are known as one of the many primal sources of magic. Mortal mages and even beings of the outer planes draw on the energies of the Inner Planes to fuel their magic, but Elemental Weirds, as beings of the elements themselves, surpass them all at drawing on raw elemental power. For an elemental to become an Elemental Weird is to drink deep from the wellspring of magic, soar on the winds of fate, cast sorceries as the roots of the mountains, and burn with the fires of power, fully seizing their birthright as elementals. Those Elementals and Genasi who walk this path gain a terrifying mastery of the magics of the elements.
Making an Elemental Weird
Abilities: An Elemental Weird primarily uses the Spheres mechanic to cast magic. Charisma is therefore their most important attribute, as it makes their spells harder to resist.
Races: Only Outsiders and Elementals from the Elemental Planes may take levels in Elemental Weird. Those from the Material Plane whose ancestors come from the Elemental Planes may take levels in Elemental Weird, but they must have the Outsider or Elemental type.
Alignment: Most Elemental Weirds tend toward at least some form of Neutrality, but it takes all kinds.
Starting Gold: 4d4 x 10 GP (100 GP)
Starting Age: Complex (as Wizard)
Game Rule Information
Hit Die: d6
Base Attack Bonus: Bad (1/2 levels)
Saving Throws: Good Will
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (All skills, taken individually) (Int), Spellcraft (Int)
Nice Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Spellcraft (Int)
Skill Points per Level: 2 + Int Mod (x4 at 1st level)
Special Abilities by Level:
1 Elemental Origin, Sphere
2 Enhanced Sphere Access
3 Sphere
4 Hardiness of the Elements
5 Sphere
6 Elemental Skills
7 Sphere
8 Unstoppable Force
9 Sphere
10 Magical Training
Weapon and Armor Proficiency: An Elemental Weird is proficient with all Simple weapons, and a martial weapon dependent on Elemental Origin, and Light armor, but not with shields of any kind.
Origin Proficiency:
Air - Bolas, Throwing Axe
Earth - Light and Heavy pick
Water - Trident, Net
Fire - Spiked Chain
Exotic origins also grant a weapon proficiency:
Ice - Handaxe, Battleaxe
Magma - Light Hammer, Warhammer
Shadow - Shortsword, Kukri
Wood - Glaive, Greatclub
Elemental Origin: An Elemental Weird's power originates with one of the elemental planes, typically one of the four classical planes. They have the most obvious connection available (Genasi (except Material Genasi) and Elemental-Bodied all indicate a connection with one of the planes, as do all elemental monsters in the Monster Manual). If none suggests itself, such as for a Material Genasi, the Elemental Brute gets to pick one of the four elemental planes. The Elemental Weird's origin determines the Spheres to which it gains access.
Sphere: The Elemental Weird gains basic access to a Sphere at every odd numbered level. If the Elemental Weird selects a sphere that it already has basic access to, it upgrades its access to advanced access. If it already had advanced access, it gains expert access.
Enhanced Sphere Access: At 2nd level, the Elemental Weird gains extra uses of the spell-like abilities that it gains from it Spheres. The Elemental Weird gains a number of extra uses of any spell-like ability equal to half the number by which its character level exceeds the minimum character level to use the spell-like ability (rounded up). So if the Elemental Weird has a character level of 4, it would gain 1 extra use of a spell-like ability that is granted by one of it spheres at character level 3 and 2 extra uses of any spell-like from one of its spheres with a minimum level of 1. The Elemental Weird gains a +1 bonus to caster level for all spell-like abilities cast from Spheres to which it has Expert acess, and saving throws against such abilities are made against a DC of 11 + 1/2 the Weird's character level (rounded up) + the Weird's charisma modifier (the highest save DC it would have, plus one).
Bonus Feats: An Elemental Weird gains the Hardiness of the Elements feat as a bonus feat at level 4, and Unstoppable Force as a bonus feat at level 8. If it already has Hardiness of the Elements at level 4, it gains Unstoppable Force then instead. If it already has Unstoppable Force when it is given that as a bonus feat, it gains its choice of any [ Elemental ] or [ Item Creation ] feat instead.
Elemental Skills: An Elemental Weird gains a +10 Competence bonus to a skill depending on their elemental origin:
Air - Tumble
Earth - Knowledge (Dungeoneering)
Fire - Jump
Water - Escape Artist
Exotic origins gain the following:
Ice - Sense Motive
Magma - Intimidate
Shadow - Sleight of Hand
Wood - Search
Magical Training: An Elemental Weird of 10th level is able to cast magic in a more traditional fashion. It has the Spells per day and spells known (including Advanced Learning) of a 6th level Elementalist, and a caster level of 10. At its option, it may use Charisma instead of Intelligence to determine the highest level of spells it may cast and its bonus spells per day, or instead of Wisdom to determine spell save DCs, but not both. It may take classes that improve spellcasting of existing classes in order to advance its spellcasting ability.
Feats:
Only Elementals and Outsiders from the Elemental Planes, and other creatures with ancestry on the Elemental Planes or a close affinity for an elemental plane, may take Elemental Feats.
Abode of Earth [ Elemental ]
You are at home within the earth.
Prerequisites: (Earth) subtype, Burrow speed, Character level 3+
Benefits: Your Burrow speed improves by 10' or to a minimum of 30', and you may burrow through rock. You may leave a tunnel or leave the earth behind you undisturbed, as you choose. If you leave the earth undisturbed, there is no sign of your passage unless you are in a square adjacent to a surface, except to creatures with Tremorsense or who make the Perception check to hear you. The Perception check is not made more difficult by the earth you are in, just by distance through it. Other rocks and earthen walls do interfere as normal.
Adept Flyer [ Elemental ]
You are a natural flyer.
Prerequisites: (Air) subtype, Fly speed, Character level 5+
Benefits: Your Fly speed improves to twice your base land speed (minimum 60'), or increases by +10', whichever is greater, and your maneuverability improves to Perfect. Your Fly speed improves by 20' for every five character levels you gain beyond 5th.
Binding Growth [ Elemental ]
You grow on people.
Prerequisite: Wood Elemental Creature (e.g., Psuedoelemental Being (Wood) feat)
Benefit: After pinning or lifting a creature for a round, you may attempt to grow a Binding Growth on them with another grapple check against a DC of 10 + their Grapple modifier. Once you do so, they are bound, losing their Dexterity bonus to AC and their ability to take physical actions other than try to escape, until they break the bonds. The bonds can be broken by others with a slashing melee weapon capable of doing 5+your hit dice points of damage against AC 5+your Constitution modifier, but a miss hurts the bound creature, or by a Strength check (DC 15 + your Constitution modifier) or Escape Artist check (DC 10 + your hit dice + your Constitution modifier). Even once broken, they remain on for 1d4 rounds, entangling the bound creature.
Blazing Speed [ Elemental, Racial ]
You streak across the battlefield like a flaming meteor.
Prerequisites: Burn, Firebodied
Benefits: Your base land speed improves to 50', and your base Climb speed improves to 30'. You gain a +4 dodge bonus to AC against attacks of opportunity provoked due to your movement through a threatened area. You may also take a full round action to move twice your speed in any movement mode in a straight line. When you do so, you may move through any number of enemies equal to or less than the number of attacks you would be allowed in a full attack. You may not move through enemies more than one size larger than you. When you do so, follow the following steps:
1) Opponent chooses to let you by? Yes, go to 2. No, go to 3.
2) Opponent makes Reflex save against your Burn ability. You continue moving and may pick a new target. End.
3) Opponent makes an attack of opportunity provoked by your entering their space. Go to 4.
4) You make a Trip attack. You do not need to make an initial touch attack. Your opponent is affected by your Burn ability as though by a failed save. Did you trip them? No: Go to 5. Yes: Go to 6
5) Opponent makes attack of opportunity on you unless you have the Edge. Did they hit you and either apply damage or make a successful combat maneuver (Disarm, Trip, Grapple, etc)? Yes: You fall prone in the last space you were in before entering theirs. No: You continue moving; this attack is completed. End.
6) If you have the edge, you may make an attack of opportunity against them for falling (note that they are already on fire). Regardless, you continue moving; this attack is resolved. End.
Breath of the Elements [ Elemental ]
You have a breath weapon.
Prerequisites: Resistance 10+ or immunity to an energy type.
Benefits: Select an energy type that you meet this feat's prerequisite for and that you do not have a special vulnerability to (either the Vulnerability "ability," or an ability weakened/negated by taking that damage type, such as taking real damage through Regeneration). You gain a Breath Weapon usable every 5 rounds that inflicts 1d6 damage per hit die you have of that energy type in a 30' cone. Your Breath Weapon allows a reflex save for half damage, DC 10 + 1/2 your hit dice + your Constitution modifier.
Burn [ Elemental ]
You're hot. You're on fire. You like to burn things.
Prerequisites: (Fire) Subtype
Benefits: Anything you hit with your natural weapons or unarmed strikes must make a Reflex save (DC 10 + 1/2 your hit dice + your Constitution modifier) or catch fire until it is put out, taking 1d6 damage per round, plus 1d6 damage per round for five hit dice you have. Creatures hitting you with natural weapons suffer the same effect. Any creature grappling you, or that you grapple, is automatically on fire, and cannot be put out until it is no longer grappling you. Any creature that fails a saving throw against one of your abilities that does fire damage suffers the same effect.
Double Strike [ Elemental ]
You can strike twice as fast.
Prerequisites: Base Attack Bonus +4 or higher, one Slam natural weapon.
Benefit: You gain a second Slam natural weapon, identical to the one you already have. This feat has no effect if you already have two. Your strength bonus to damage for your slam adjusts to be normal for the new situation.
Drench [ Elemental ]
Your body puts out fires.
Prerequisites: (Water) Subtype
Benefits: You can put out fires by touching them. A nonmagical fire at least two size categories smaller than you can be put out automatically as a free action. A nonmagical fire your size or smaller takes a standard action. A magical fire is no action (if instantaneous), or a standard action (if it has a duration of one round or more), and requires a Dispel check (1d20 + your Character level against DC 11 + caster level). Successfully drenching a fire ends it as a Dispel Magic spell (counterspell, if instantaneous, otherwise targeted). If the source of the magical fire has multiple distinct parts (such as a Meteor Swarm's multiple meteors), you only put out the part touching you. You take no damage from any fire you successfully put out. Fire creatures are not subject to this effect unless summoned, in which case they behave as magical fires.
Drowning Grasp [ Elemental ]
You drown your enemies in your watery embrace.
Prerequisites: (Water) Subtype, Character level 3+
Benefits: You gain the Vortex ability of a Water Elemental. You gain Improved Grab on one type of natural weapon that you have, such as Slam or Claw, which can only be used for the Hold Down grapple option; if you have no natural weapons, but gain them at a later level, this applies to the first natural weapon you gain and any alike to it. Also, any creature you have Held Down or Lifted, or any creature Grabbing On to you, is considered to be underwater, and must breathe or hold its breath appropriately.
Elemental Aura [ Elemental ]
As the Fiend feat with the same name.
Elemental Resistance [ Elemental ]
Your elemental heritage gives you the ability to resist energy attacks.
Benefit: You gain Resistance 2 * Character level to one or two energy types, depending on your elemental subtype.
Air: Electricity and Cold.
Earth: Acid and Cold
Fire: Cold. This applies before your Cold Vulnerability is taken into account.
Water:[/b] Acid and Electricity
Special: If you have multiple elemental subtypes, pick two subtypes and then one energy type from each of those subtypes' list. If you have the Psuedoelemental Being feat and none of the above Subtypes, instead pick from the list below:
Ice: Fire. This applies before your Fire Vulnerability is taken into account.
Shadow: Cold and Fire.
Wood: Acid and Fire.
Elemental Whirlwind [ Elemental ]
You gain the signature ability of Air Elementals to transform into a Whirlwind.
Prerequisites: (Air) Subtype, Character Level 5+
Benefits: You gain the Air Elemental's Whirlwind ability. It is sized, and does damage, as one of your size, but uses your hit dice for its duration.
Extra Arms [ Elemental ]
As the Fiend feat of the same name except as noted below.
Prerequsites: Character Level 9+, 15+ for 2nd pair.
Extra Legs [ Elemental ]
You are quadrupedal.
Benefits: You gain +20' to your land speed, and Swim speed if you have one. This does not affect other movement modes. You also gain all of the benefits of being quadrupedal (stability and increased carrying capacity), and a +2 bonus on all checks to Trip or Bull Rush enemies.
Hardiness of the Elements [ Elemental, Racial ]
You have astounding physical fortitude due to your elemental nature.
Prerequisites: Elemental-Bodied
Benefits: You gain a +4 racial bonus to all saves against Stunning, are immune to Poison and Disease, and your racial bonus to saves against Paralysis improves by +4. You also gain a 50% chance to negate any critical hit or sneak attack made against you, instead of a 25% chance due to your inherent Light Fortification.
Huge Size [ Elemental ]
As the Fiend feat of the same name, except that, optionally, if your element is Air, Fire, or Shadow, two points of the Strength boost and one point of the natural armor increase for the size increase may be traded to remove the reduction to Dexterity. You may do this trade twice, giving a final total of STR +4, DEX +2, Natural Armor +1.
Ice Trail [ Elemental ]
You leave a trail of ice where-ever you go.
Prerequisite: Character Level 3+, (Cold) Subtype
Benefit: Your square counts as if it had the Grease spell cast on it, except that the slick is made of ice and has the (Cold) descriptor. Any square you leave has this effect on it, lasting until the end of your next turn. You never slip on ice, making you immune to this effect.
Infusion of Elemental Essence
You have been infused with the power of one of the elemental planes, granting you an affinity for that element and a small degree of magical power.
Benefit: You may take any feat with the [ Elemental ] subtype that you qualify for, and may choose an element (Air, Earth, Fire, or Water), and take [ Elemental ] feats as though you had that subtype. You also gain Resistance 10 to an energy type dependent on your element: Air or Earth: Acid or Electricity. Fire: Fire. Water: Acid or Cold. You may select this feat only once.
Large Size [ Elemental ]
As the Fiend feat of the same name, except that, optionally, two points of the Strength boost and one point of the Natural Armor increase for the size increase may be traded to remove the reduction to Dexterity. You may do this trade twice, for a final total of STR +4, Dex +2, Natural Armor +0
Primal Armor [ Elemental ]
Your body deflects blows off of itself.
Benefit: You gain impenetrable Damage Reduction equal to half your character level, rounded up (1/- at first level, 2/- at 3rd, 5/- at 9th, 10/- at 19th).
Primal Fortification [ Elemental, Racial ]
Your body has become even more impenetrable.
Prerequisite: Elemental-Bodied, Hardiness of the Elements
Benefit: You gain immunity to Critical Hits. You also cannot be flanked, as your undiffentiated body has no clear front or bag.
Psuedoelemental Being [ Racial ]
You are a psuedoelemental being, with rare and unique powers.
Prerequisite: Elemental-Bodied.
Benefits: Instead of picking a normal elemental type as an elemental-bodied, select one of the following other planes: Ice, Magma, Shadow, or Wood. You gain benefits as follows for the type you've picked:
Ice: You gain the (Cold) subtype, a 30' base land speed, a 30' swim speed, and +2 to Str. Your melee attacks do 1d6 bonus Cold damage. You speak Aquan and Auran.
Magma: You gain both the (Earth) and (Fire) subtypes. Your base land speed is 20', and you gain +2 Str. Otherwise you gain the full benefits of both elements.
Shadow: You have a 30' base land speed and a Fly speed of 10', with good maneuverability, and gain +2 Dex. You are invisible in any lighting less than bright light. You speak Common. Despite your affiliation to the Plane of Shadow instead of to the Inner Planes, you still qualify for [ Elemental ] feats.
Wood: You have no elemental subtype, and gain +2 Con and a 10' Climb speed. You gain Regeneration 0, penetrable by Fire and Slashing weapons, which improves to Regeneration equal to your level in areas of natural daylight or equivalent brightness (such as a Daylight spell). You only gain natural healing if you spend at least 8 hours/day in such brightness. You count as a Plant, in addition to an Elemental, for all effects relating to type. You speak your choice of Sylvan or Treant, and any Elemental language.
Other Dual-element types than Magma, such as Ooze (Water and Earth), Smoke (Air and Fire), Vapor (Water and Air), and so on are possible.
Special: This feat can only be taken at 1st level.
Sphere Focus [ Monstrous ]
You can draw on the power of a specific Sphere more easily.
Prerequisite: Access to at least one Sphere
Benefit: Select a Sphere that you know. The DC of any saving throw against spells from that Sphere increases by 1.
Special: You may select this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different Sphere.
Stolen Breath [ Elemental ]
As the [ Fiend ] feat of the same name, except where noted below.
Prerequisites: (Air) Subtype or Drowning Grasp, Character level 3+
Tremorsense [ Elemental ]
Your close connection to your home element gives you Tremorsense.
Prerequisites: (Earth) or (Water) Subtype, Character level 6+
Benefits: You gain Tremorsense out to 120'. You gain Blindsight out to 30' against any creature you can Tremorsense. If you have the (Water) subtype and not the (Earth) subtype, your Tremorsense works at its full range in liquids, but only to half range and you do not gain Blindsight through solids.
Touch of Shadow [ Elemental ]
Your shadowy touch can bypass armor.
Prerequisite: Shadow Elemental Creature (Psuedoelemental Being (Shadow), Shadow Genasi, or similar), Natural weapon, Character Level 3+
Benefit: You may choose to make natural weapon attacks as touch attacks. Such attacks use your Dexterity bonus to hit, instead of Strength, and do not gain Strength to damage.
Uncanny Flexibility [ Elemental, Racial ]
Your body, being made of a material other than flesh, bends in directions and places that flesh neither can nor should.
Prerequisite: Airbodied, Firebodied, or Waterbodied; or Psuedoelemental Being (Magma or Shadow).
Benefit: You gain a +4 bonus to Escape Artist checks, and Esc
ape Artist is always a class skill for you. You can compress your head to about half area for purposes of slipping through tight spaces, and may attempt to slip manacles, ropes, webs, nets, grapplers, and similar bonds as a free action.
Unstoppable Force [ Elemental, Racial ]
You cannot be stopped.
Prerequisites: Elemental-Bodied, Hardiness of the Elements
Benefit: You become immune to paralysis and stunning.
Spheres:
Elemental Spheres function like Fiendish Spheres, except that each one is associated with one or more of the Elements. An Elemental Weird taking an Elemental Sphere must be a Weird of the same element as the Sphere. It is reccomended that Genies follow these same rules (yes, this is a nerf, to keep them thematically appropriate. While it is a cute trick to take the Cold sphere on your Efreeti to gain immunity to Cold and offset your Vulnerability with already being immune, it's not really thematically appropriate to have an Efreeti better at Cone of Cold than it is at Fireball). Note that Magma has no spheres listed for it. This is intentional; it can draw Spheres from both the Earth and Fire lists. Spheres listed with Fiend as an element are new, and can be taken by Fiends.
Any unlisted parts of a Sphere (such as its granted ability or spell list) use the Fiendish Sphere of the same name.
Air:
Elements: Air, Fiend
Ability: Elemental: Your Fly speed improves by one maneuverability class and 10'. If already perfect, it improves by 20'. Fiend: You gain the (Air) Subtype and the above ability. If you have no Fly speed, you instead gain a Fly speed of 15' (Good).
1 Expeditious Retreat (Also applies to Fly speed)
3 Gaseous Form
5 Wind Wall
7 Control Winds
9 Overland Flight
11 Summon Nature's Ally VI (Cast as [Air] spell only)
13 Control Weather
15 Whirlwind
17 Telekinesis, Quickened (Violent thrust only)
19 Summon Elemental Monolith ([Air] only, no need to concentrate) (CArc)
Arctic:
Elements: Ice, Fiend
Ability: Your spell-like abilities with the [Cold] descriptor leave a frozen slick over all surfaces in their areas or touched by their Effects. This slick functions as a Grease spell, and lasts for two rounds.
1 Chill Metal
3 Icy Sphere (as Flaming Sphere, but Cold)
5 Sleet Storm
7 Polar Ray
9 Fire Shield (Chill shield only)
11 Transmute Mud to Rock (new rock is frozen and gets ice slick)
13 Prismatic Spray (has [Cold] descriptor for no reason)
15 Flesh to Ice, Quickened (Frostburn) (Substitute: Temporal Stasis)
17 Comet Swarm (as Meteor Swarm, but Cold)
19 Earthquake with added Ice Storm (covers entire area of Earthquake for full duration)
Cold:
Elements: Air, Water, Ice
Creation:
Elements: All, Fiend
Ability: You gain a bonus [Item Creation] feat.
1 Unseen Servant
3 Make Whole
5 Minor Creation
7 Stone Shape
9 Major Creation
11 Fabricate
13 Wall of Iron
15 Magnificent Mansion
17 Wish (Wealth and Magic Item only for free, spend for Raise the Dead and Increase power of item only)
19 Genesis (SpC)
Dominion:
Elements: All
Dust:
Elements: Air, Earth, Shadow, Fiend
Ability: Your area spell-like abilities may, at your option, stir up a stinging dust cloud, inflicting a -2 penalty to Perception checks and a -1 penalty to attack rolls for one minute to any creature that does not successfully save against the spell. The cloud lasts one round, and its effects last one minute after the affected creature takes its last increase.
1 Gust of Wind
3 Glitterdust
5 Sleet Storm ([Air], not [Cold], descriptor. Fine dust has same effect as ice)
7 Disintegrate
9 Cloudkill
11 Mass Blindness (as Blindness/Deafness, but Blindness only, 1 creature/level)
13 Creeping Doom
15 Horrid Wilting
17 Summon Golem (Clay Only) (PHB2)
19 Disintegrate (You may use this ability as an immediate action)
Electricity:
Elements: Air, Earth, Fire, Fiend
Ability: You gain Immunity to Electricity.
1 Lightning Bolt
3 Shocking Ray (as Scorching Ray, but electric)
5 Orb of Electricity
7 Chain Lightning
9 Electric Shield (PHB2 Sonic Shield, but Electric)
11 Thunder Field (PHB2)
13 Power Word: Stun
15 Greater Shout, Electric-Substituted
17 Lightning Bolt, Maximized and Uncapped
19 Chain Lightning, Quickened
Ether:
Elements: All except Shadow
Abilities: Your equipment all gains the Ghost Touch property.
1 Alarm
3 See Invisibility
5 Blink
7 Baleful Blink (PHB2)
9 Mage's Faithful Hound
11 Ethereal Jaunt
13 Greater Arcane Sight
15 Maze
17 Etherealness
19 Gate (Travel version only)
Fire:
Elements: Fire
Frostbite:
Elements: Water, Ice, Shadow
Metal:
Elements: Earth, Fire, Fiend
Ability: You may burrow through metal using any existing Burrow speed.
1 Magic Vestment
3 Chill Metal (special bonus: Heat Metal, uses same slots)
5 Keen Edge
7 Rusting Grasp
9 Major Creation (metals only)
11 Wall of Iron
13 Blade Barrier
15 Iron Body
17 Binding
19 Summon Golem (Iron Only)
Oracle:
Elements: All
Ability: Roll all chances for a divination you cast to work or backfire twice, and take the more advantageous result.
1 Identify
3 Augury
5 Tongues
7 Divination
9 Commune
11 True Seeing
13 Vision
15 Discern Location
17 Metafaculty (Psionic power)
19 Wish (Undo Misfortune and Turn Back Time only, no EXP cost for Undo Misfortune if you don't undo the same round more than once)
Plant:
Elements: Wood
Ability: You gain the Druid's Wilderness Stride ability.
1 Entangle
3 Wood Shape (bonus: Warp Wood)
5 Plant Growth
7 Command Plants
9 Wall of Thorns
11 Liveoak
13 Animate Plants
15 Control Plants
17 Shambler
19 Mass Awaken (Trees only)
Pyre:
Elements: Fire
Quicksand:
Elements: Earth, Water, Fiend
Ability: You can walk and stand on soft or sticky ground, even quicksand, as if it was firm.
1 Soften Earth and Stone
3 Earthen Grasp (CArc)
5 Water Walk
7 Stony Grasp (CArc)
9 Transmute Rock to Mud
11 Acid Fog
13 Flesh to Stone
15 Sympathy
17 Gate (Travel only)
19 Imprisonment
Roots:
Elements: Earth, Wood
Ability: You can heal yourself by one hit point per spell-like ability this Sphere has granted you as a standard action as long as you are in either light as bright as natural sunlight or standing on earth (stone if you can burrow into it).
1 Pass without Trace
3 Barkskin
5 Poison
7 Antiplant Shell
9 Transport via Plants
11 Ironwood
13 Transmute Metal to Wood
15 Regenerate
17 Clone (Self only, must grow in earth)
19 Soul Bind (Uses a seed to hold the soul)
Shadow:
Elements: Shadow, Fiend
Ability: You can see in any kind of darkness, even magical darkness, out to 60', or 30' more than you normally could, whichever is more.
1 Darkness
3 Mirror Image
5 Displacement
7 Shadow Conjuration
9 Shadow Evocation
11 Shadow Walk
13 Project Image
15 Greater Shadow Conjuration (specical bonus: Greater Shadow Evocation)
17 Simulacrum
19 Shades
Smoke:
Elements: Air, Fire, Shadow, Fiend
Ability: Any [Fire] spell-like ability you cast that affects an area may, at your option, produce a smoke cloud that provides concealment to any creature more than 5' away through it, and total concealment to any creature more than 10' away through it. This smoke cloud lasts for one round per caster level.
1 Heat Metal
3 Pyrotechnics
5 Stinking Cloud
7 Flame Blade, Quickened
9 Cloudkill
11 Mirage Arcana
13 Delayed Blast Fireball
15 Horrid Wilting
17 Implosion
19 Summon Efreeti (as Summon Monster IX, but summons and Efreeti)
Stone:
Elements: Earth
Trickery
Elements: Shadow
Water:
Elements: Water, Fiend
Ability: You gain the (Water) subtype and a Swim speed equal to your base land speed. If you already have those, your Swim speed improves by 10'
1 Grease ([Water] descriptor)
3 Quench
5 Control Water
7 Freedom of Movement
9 Transmute Rock to Mud
11 Acid Fog
13 Telekinetic Sphere (the Sphere is filled with water, water weighs nothing for your telekinesis)
15 Arctic Cloud (as Incendiary Cloud, but Cold damage)
17 Summon Elemental Monolith ([Water] only)
19 Crushing Hand
Weather:
Elements: Air, Water, Fiend
Ability: You suffer no penalties due to weather conditions
1 Obscuring Mist
3 Sleet Storm
5 Call Lightning Storm
7 Solid Fog
9 Control Winds
11 Control Weather
13 Acid Fog
15 Horrid Wilting
17 Meteor Swarm
19 Storm of Vengeance
Next will come Classes (Elemental Brute and Elemental Weird), and then probably Spheres & Feats. The Elemental Brute is going to be modeled on the Fiendish Brute, and the Weird on the Conduit.
Races are up and pretty well fixed. Elemental Brute and Feats are up. Spheres and Elemental Weird are up.