BlackWands RPG World
Class: Elemental Possessed
Article Author: BlackWand
View Count: 375





Elemental Possessed

From time to time important, powerful, tricky, or totally random elemental beings are reborn inside the bodies of other people.
These people are treated with disrespect, and hatred.

These so possessed characters who research their other soul inside of them will find a great power for use.
The character can exploit the powers from the elemental soul within him.

The character and elemental form can communicate, but there are very very few cases where the elemental form answers.
In a few cases, if it fits the elemental, images can appear in the characters head, as a direction.

Hit Die: d8.
Initiative: The character will use his own or the elementals initiative, whichever is higher.
Automatic Languages: Common, and the language associated with the elemental.

Requirements
Nobody can qualify for Elemental Possessed. It is a curse! Very few are born with the soul of other beings inside of them.
Most of the very few who does dies early in birth by the elemental soul tearing itself out.
Alignment: Any. Depending on the elemental soul.
Race: Any. Tho, Humans are the most affected.

Class Skills
Spot (wis), Listen (wis), Jump (str).
Skill points at each level: 2 + Int modifier.

Elemental Possessed Table

Level Attack Bonus Fort Reflex Will Special .
1 +0 +0 +2 +0 Elemental Form (Medium) .
Elemental Limits .
2 +1 +0 +3 +0 Elemental Knowledge (+2) .
3 +2 +1 +3 +1 Elemental Form (Large) .
4 +3 +1 +4 +1 Elemental Knowledge (+4) .
5 +3 +1 +4 +1 Energy Ball (1d6) .
6 +4 +2 +5 +2 Elemental Knowledge (+6) .
7 +5 +2 +5 +2 Energy Ball (3d6) .
8 +6 +2 +6 +2 Elemental Knowledge (+8) .
9 +6 +3 +6 +3 Elemental Form (Huge), Energy Ball (5d6).
10 +7 +3 +7 +3 Elemental Knowledge (+10) .
11 +8 +3 +7 +3 Energy Ball (7d6) .
12 +9 +4 +8 +4 Elemental Knowledge (+12) .
13 +9 +4 +8 +4 Energy Ball (9d6) .
14 +10 +4 +9 +4 Elemental Knowledge (+14) .
15 +11 +5 +9 +5 Elemental Form (Greater) .
Energy Ball (11d6) .
Elemental Knowledge (+16) .
16 +12 +5 +10 +5 .
17 +12 +5 +10 +5 Energy Ball (13d6) .
Elemental Knowledge (+18) .
18 +13 +6 +11 +6 .
19 +14 +6 +11 +6 Energy Ball (15d6) .
20 +15 +6 +12 +6 Elemental Form (Elder) .
Elemental Knowledge (+20) .


This class is more of a purpose-class, where the GM have a special purpose in mind of the character.
The soul can whenever the GM see fit, manage to break free of the character and in that instant the characters body will be incinerated.
The true elemental will be free and able to roam the world freely.

Class Features

Elemental Form (Ex)
The elemental form is always medium-sized but the stats for the elemental follows the large/greater/elder sizes in the Monster Manual 1.
When the character takes on the elemental form he actually lets out the true elemental, and all his stats becomes as in the Monster Manual.

Normally it takes a move-action to manifest the elemental form.
A character can control the elemental up to 10 rounds plus 1 round per Charisma modifier, after that he must succeed on a Charisma check (DC 20) each round to maintain control.
The DC increasees by +2 each round. He must then rest for 1 minute before manifesting it again.

Elemental Limits
The main character can equip items as normal, but once he changes into elemental form, all the magical abilities gained from those items are nullified.
The character does not gain any bonuses from any magical items while in elemental form.

Elemental Knowledge
The character receives the given number as a bonus to ALL ability scores. This bonus does not stack.
The given number is the total number added.

Energy Ball (Su)
While in elemental form the character can hurl a ball of energy as a standard action once per round for up to 100 feet range.
The damage inflicted is the given number in the table above. The damage type is based on the elemental form.

Fire - Fire
Earth - Acid
Water - Cold
Air - Lightning

Reflex save DC is equal to 10 + ½HD + Dexterity modifier.