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Chiave di lettura

  • Numero atomico: Numero di elementali necessari per formare l'atomo dell'elemento

  • Elemento: Nome comune dell'elemento.

  • Energia: Il nome dell'elemento nella sua forma più malleabile.

  • Densità: Rappresenta se l'elemento è incorporeo (leggero) o corporeo (pesante).

  • Stability: Rappresenta quanto sia stabile l'elemento sia stabile dove un numero basso rappresenta instabilità e numeri alti rappresentano stabilità. Elementi con stabilità positiva sono chiamati Elementi Superiori mentre quelli con stabilità negativa sono chiamati Elementi Inferiori mentre gli elementi con stabilità nulla sono chiamati Intermedi

  • Sottotipo: Il sottotipo posseduto dalle creature animate da quell'elemento.

  • Metallo Associato: Il metallo planetario legato all'elemento. Nota, a prescindere dal nome di biostrutturale e cristallo sono materiali conosciuti, rendendo il termine "metallo" obsoleto.

  • Colore Associato: Il colore legato all'elemento. Visualizzato tramite filtri kaleidomantici.


Sommario degli elementi

  • Etere: Aether is the Element of Space and Gravity. The purest form of this element manifests as vibrations. It is supplemented by Air and Incarnum. It's planetary metal is Crystal/Deep Crystal, despite it not being a true metal.

  • Aria: Air is the Element of Gases. The purest form of this element manifests as an intangible electrical charge. It is supplemented by Aether and Fire. It's planetary metal is Copper/Carmot.

  • Terra: Earth is the Element of Rock and Stone. The purest form of this element manifests as a corrosive substance, that is generally small enough to function as a liquid collectively. It is supplemented by Time and Water. It's planetary metal is Tin/Alkahest.

  • Fuoco: Fire is the Element of Heat and Flame. The purest form of this element manifests as it's namesake "Fire". It is supplemented by Air and Shadow. It's planetary metal is Iron/Phlogiston.

  • Incarnum: Incarnum is the Element of Souls and is the animating essence in most forms of life. The purest form of this element manifests as a sustaining "life force". It is supplemented by Air and Truth. It's planetary metal is Silver/Moonsteel.

  • Ombra: Shadow is the Element of Light and Darkness. The purest form of this element manifests as highly concentrated radiance. It is supplemented by Fire and Taint. It's planetary metal is Gold/Sunmetal. It is important to note Shadows binary nature, with shadowstuff being able to be changed between Light and Darkness.

  • Corruzione: Taint is the Element of Flesh and Decay, and generally needs a host material to truly exist. The purest form of this element manifests as a highly volitile energy which corrupts and warps everything it latches onto. It is supplemented by Shadow and Time. It's planetary metal is Biostructure, lacking a true metal of its own Taint exists as distortions on already existing matter.

  • Tempo: Time is the Element of well... time. The purest form of this element manifests as a substance which accelerates the timeframe of anything it touches. It is supplemented by Earth and Taint. It's planetary metal is Chrome.

  • Verità: Truth is the Element of true existence and perceptions, and similar to Taint requires a "host" to exist. The purest form of this element manifests as an arbitrary concussive force. It is supplemented by Incarnum and Water. It's planetary metal is Lead.

  • Acqua: Water is the Element of ice and water. The purest form of this element manifests as an immediate but amazingly cold substance. It is supplemented by Earth and Truth. It's planetary metal is Mercury.


 


 


 


 

The creatures commonly known as "Elementals" are not technically a single creature, instead it is a mass of thousands of true elementals joined together in a form of symbiosis.

An elementals statistics are based on three things, it's size category, density, and subtype.

Size Categories
Many of an Elemental's abilities, attacks, and other statistics improve as the Elemental grows in it's collective number. These increases are divided into 15 size categories—as an elemental grows, its base statistics change as noted on the Elemental Size Categories table.

Note, use the Light Elemental Size Category Table for incorporeal elementals, and the Heavy Elemental Size Category Table for corporeal elementals.

Elementali Pesanti



Armatura naturale: This is the natural armour bonus that Elemental possesses.
Raggio Planare: Il raggio dell'abilità Campo elementaleI. Questo raggio si espande dal proprio corpo e non dal centro del suo spazio
Mutazioni: Gli elementali hanno la capacità di classe di un evoluzionista di metà dei loro dadi vita. Simbiosi deve essere presa almeno una volta, e la mutazione è aggiunta alle mutazioni elementali. Nota, se un elementale aumenta in taglia attraverso le simbiosi Non Cambia la taglia per questa tabella.


Light Elemental Size Categories

Effetti dei sottotipi
Il sottotipo elementale posseduto dall'elementale gli garantisce le abilità in aggiunta alla tabella sopra.

Nella tabella sotto è mostrata la velocità, in piedi, e i danni energetici e la resistenza


Ashen
Elementals with the Ashen subtype have the following abilities:
Burn: An ashen elemental’s natural attacks deals normal damage plus fire damage from the elemental’s flaming body, the amount of damage dealt is shown on the above table. Those hit by an ashen elemental‘s natural attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Filter Vulnerability: Red Filters are solid to Ashen Elementals.
Flaming Eyes: The darkvision of Ashened Elementals extend 60 ft. from any heat source within it's Planar Field radius.
Incorporeal: Ashen Elementals have the Incorporeal Subtype.
Planar Field: The Ashen Elementals body brings the planar traits of fire with it. The temperature in it's Planar Field is raised by an number of degrees equal to the Elementals HD.
Speed: Ashen Elementals have a base land speed for a Fast Elemental of their size. Moving across non-flammable materials count as difficult terrain for Ashen Elementals.
Defensive Heat: When an Ashen elemental of Large or bigger size is attacked by a melee attack, it can immediately attempt to sunder the weapon. If the attack was made with a natural weapon, then the attack is instead dealt fire damage as if affected by the Burn ability.

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Damage Weapons
Convert fire damage into electricity or radiant energy
Possess Fire
Swarm

Aqueous
Elementals with the Aqueous subtype have the following abilities:
Chill: An aqueous elemental’s natural attacks deals normal damage plus cold damage from the elemental’s icy body, the amount of damage dealt is shown on the above table but the Elemental counts as two sizes smaller.
Filter Vulnerability: Blue Filters are solid to Aqueous Elementals.
Pooling Eyes: The darkvision of Aqueous Elementals extend 60 ft. from any solid or liquid water within it's Planar Field radius.
Planar Field: The Aqueous Elementals body brings the planar traits of water with it. The temperature in it's Planar Field is lowered by an number of degrees equal to a quarter the Elementals HD. In addition, the area becomes much more humid.
Speed: Aqueous Elementals have a base land speed for a slow Elemental of their size, but a swim speed of a fast elemental of their size.
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Whirlpool form
Freeze Areas
Icewalking
Camouflage
Deal acid or force damage

Corrupted
Elementals with the Corrupted subtype have the following abilities:
Distorted Touch: A corrupted elemental’s natural attacks deals normal damage plus warp damage from the elemental’s tainted body, the amount of damage dealt is shown on the above table. Those hit by a corrupted elemental‘s natural attack also must succeed on a Fortitude save or take 1d4 corruption. The save DC is Constitution based.
Filter Vulnerability: Green Filters are solid to Corrupted Elementals.
Planar Field: The Corrupted Elementals body brings the planar traits of taint with it. Any creature that remains within it for at least a day, must make a will save or take 1d4 depravity every day. The save DC is Constitution based.
Speed: Corrupted Elementals have a base land speed for a normal Elemental of their size, but a climb speed of a slow elemental of their size.
Thousand Eyes: The darkvision of Corrupted Elementals extend 60 ft. from any biostructure within it's Planar Field radius.

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More taint.
Poison
Phase through biostructure
Possess biostructure chassis
Decay form
Desiccation and Radiant Damage

Ensouled
Elementals with the Ensouled subtype have the following abilities:
Overcharge: An Ensouled elemental’s natural attacks deals normal damage plus vital damage from the elemental’s pure body, the amount of damage dealt is shown on the above table but the Elemental counts as one sizes smaller.
Filter Vulnerability: Violet Filters are solid to Ensouled Elementals.
Incorporeal: Ensouled Elementals have the Incorporeal Subtype.
Planar Field: The Ensouled Elementals body brings the planar traits of incarnum with it. Everyone gains 1d6 additional essentia while in the field. The amount is rolled separately for each individual.
Speed: Ensouled Elementals have a base land speed for a normal Elemental of their size.
Stolen Eyes: The darkvision of Ensouled Elementals extend 60 ft. from any creature with a soul within it's Planar Field radius.



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Essentia
Soulmelds
Parasite
Electricity and Force Damage

Lucid
Elementals with the Lucid subtype have the following abilities:
Blinding Flashes: A lucid elemental’s natural attacks deals normal damage plus radiant damage from the elemental’s flaming body, the amount of damage dealt is shown on the above table. Those hit by a lucid elemental‘s natural attack also must succeed on a fortitude save or be blinded. The creature is blinded for 1d4 rounds. The save DC is Constitution- based.
Filter Vulnerability: White Filters are solid to Lucid Elementals.
Shining Eyes: The darkvision of Lucid Elementals extend to the light from any light source within it's Planar Field radius.
Incorporeal: Lucid Elementals have the Incorporeal Subtype.
Planar Field: The Lucid Elementals body brings the planar traits of shadow with it. All forms of illumination go one more step more extreme, with shadowy illumination becoming darkness and normal light becoming daylight.
Speed: Lucid Elementals have a base land speed for a slow Elemental of their size. Lucid elementals also have a fly speed (perfect maneuverability) as a fast elemental of their size, but they must move in a straight line when using that movement mode.

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Convert radiant damage into fire or warp energy
Devour light
No attacks of opportunity


 


 


 


 


 

Mutations

Subtypes

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Ashen
Creatures with the Ashen Subtype are animated through fire energy. Cold is highly dangerous to their thermal nature, and their bodies are also animated through smaller amounts of Air and Shadow.

  • Fire Animation: Ashen creatures are heal half the amount of damage they would be dealt by Fire Energy Damage. They are otherwise immune to Fire damage.

  • Fire Supplements: Ashen creatures have electricity and radiant resistance 5.

  • Water Antithesis: Ashen creatures take 50% more damage from Cold.

  • Vital Animation: Ashen creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.



Aqueous
Creatures with the Aqueous Subtype are animated through cold energy. Heat is highly dangerous to their thermal nature, and their bodies are also animated through smaller amounts of Earth and Truth.

  • Fire Antithesis: Aqueous creatures take 50% more damage from Fire.

  • Water Animation: Aqueous creatures are heal half the amount of damage they would be dealt by Cold Energy Damage. They are otherwise immune to Cold damage.

  • Water Supplements: Aqueous creatures have acid and force resistance 5.

  • Vital Animation: Aqueous creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.



Corrupted
Creatures with the Corrupted Subtype are animated through taint. Pure vital energy is highly dangerous to their twisted, and their bodies are also animated through smaller amounts of Shadow and Time.

  • False Existence: Corrupted Creatures do not have true souls, this makes them immune to spells and effects which are based around souls (including resurrection).

  • Tainted Animation: Corrupted creatures are healed by Warp energy.

  • Tainted Supplements: Corrupted creatures have desiccation and radiant resistance 5.

  • Vital Anthesis: Corrupted take 50% more damage from Vital Energy.



Ensouled
Creatures with the Ensouled Subtype are animated through soul energy. Taint is highly dangerous to their essentia nature, and their bodies are also animated through smaller amounts of Air and Truth.

  • Tainted Antithesis: Ensouled creatures take 50% more damage from Warp damage.

  • Vital Animation: Ensouled creatures are healed from Vital Energy.

  • Vital Supplements: Ensouled creatures have electricity and force resistance 5.



Lucid
Creatures with the Lucid Subtype are animated through Shadowstuff. Arbitary force is highly dangerous to their morphic nature, and their bodies are also animated through smaller amounts of Fire and Taint.

  • Shadow Animation: Lucid creatures are heal half the amount of damage they would be dealt by Radiant Energy Damage. They are otherwise immune to Radiant damage.

  • Shadow Supplements: Lucid creatures have fire and warp resistance 5.

  • Truth Antithesis: Lucid creatures take 50% more damage from Force.

  • Vital Animation: Lucid creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.



Phantasma
Creatures with the Phantasma Subtype are animated through force. Malleable shadowstuff is highly dangerous to their ridged nature, and their bodies are also animated through smaller amounts of Incarnum and Water.

  • Shadow Antithesis: Phantasma creatures take 50% more damage from radiant.

  • Truth Animation: Phantasma creatures are heal half the amount of damage they would be dealt by Force Energy Damage. They are otherwise immune to Force damage.

  • Truth Supplements: Phantasma have cold and vital resistance 5.

  • Vital Animation: Phantasma creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.



Rewritten
Creatures with the Rewritten Subtype are animated through time energy. Shifting space is highly dangerous to their chronal nature, and their bodies are also animated through smaller amounts of Earth and Taint.

  • Aether Antithesis: Rewritten creatures take 50% more damage from Sonic.

  • Time Animation: Rewritten creatures are heal half the amount of damage they would be dealt by Desiccation Energy Damage. They are otherwise immune to Desiccation damage.

  • Time Supplements: Rewritten creatures have acid and warp resistance 5.

  • Vital Animation: Rewritten creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.



Terrestrial
Creatures with the Terrestrial Subtype are animated through acid. Electricity is highly volatile to their corrosive nature, and their bodies are also animated through smaller amounts of Time and Water.

  • Air Antithesis: Terrestrial creatures take 50% more damage from Electricity.

  • Earth Animation: Terrestrial creatures are heal half the amount of damage they would be dealt by Acid Energy Damage. They are otherwise immune to Acid damage.

  • Earth Supplements: Terrestrial creatures have cold and desiccation resistance 5.

  • Vital Animation: Terrestrial creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.



Voltaic
Creatures with the Voltaic Subtype are animated through electricity. Corrosion is highly dangerous to their electronic nature, and their bodies are also animated through smaller amounts of Aether and Fire.

  • Air Animation: Voltaic creatures are heal half the amount of damage they would be dealt by Electricity Energy Damage. They are otherwise immune to Electricity damage.

  • Air Supplements: Voltaic creatures have fire and sonic resistance 5.

  • Earth Antithesis: Voltaic creatures take 50% more damage from Acid.

  • Vital Animation: Voltaic creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.



Woven
Creatures with the Woven Subtype are animated through sonic energy. Shifting time is highly dangerous to their spacial nature, and their bodies are also animated through smaller amounts of Air and Incarnum.

  • Aether Animation: Woven creatures are heal half the amount of damage they would be dealt by Sonic Energy Damage. They are otherwise immune to Sonic damage.

  • Aether Supplements: Woven creatures have electricity and vital resistance 5.

  • Time Antithesis: Woven creatures take 50% more damage from Desiccation.

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