Half-Elemental (3.5e Racial Paragon Class)

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Half-Elemental[edit]

Something about those with this class makes them a half elemental. What it is exactly varies from individual to individual. Perhaps it is some aquatic race with a strong tie to a water elemental. Perhaps it's some dwarf with stone-like skin that has strong ties to earth elemental in their ancestry. Whatever the case, they cannot be full elemental and take this class

Making a Half-Elemental[edit]

The half elemental has some decent skills with their unique ability to handle their particular element, and even able to summon an elemental of their specific element.

Abilities: Dexterity and Constitution are emphasized while Charisma only needs to be a set number to use the 'Summon Monster' features, namely 15.

Races: Any with ties to an element and/or elemental bloodline

Alignment: Any

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Moderate.

Table: The Half-Elemental

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spell(s) Gained
Fort Ref Will
1st +0 +1 +1 +0 Elemental Heritor, Elemental Darkvision 1/day Summon Small Elemental
2nd +1 +1 +1 +1 Elemental Armor 1/day Control Element
3rd +2 +2 +2 +1 Elemental Visage, Elemental Movement 1/day #Summon Medium Elemental

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis).

Class Features[edit]

All of the following are class features of the Half Elemental

Weapon and Armor Proficiency: All Simple Weapons, 1 weapon of choice, Light Armor, and most all shields (Except Tower Shields)

Elemental Darkvision (Ex): At 1st level, the Half-Elemental gains Darkvision out to 60 feet. If Darkvision is already present and light sensitivity, increase the distance by 10' and Light Sensitivity is nullified.

Elemental Heritor: At 1st level, the Half-Elemental must select the element that they inherit. If they already have some feature that grants an Element, that element is chosen automatically. If more than one exists out of the typical four (Fire, Earth, Water, Air), then all applicable will apply.

Summon Small Elemental (Sp): At 1st level, the Half-Elemental is able to summon a small elemental like that of Summon Monster III, Caster Level as Half-Elemental Level. The elemental summoned must be of the same element as the Element selected at this level

Control Element (Sp): At 2nd level, the Half-Elemental gains a spell that functions similar to Control Water Spell, but as the specific element and control increases to making a safe path through the specific element at the given range in the spell mentioned above.

Elemental Armor (Sp): At 2nd level, a Half-Elemental gains the ability to use a spell-like ability that functions much like Mage Armor and Shield, but with the addition of their element selected at 1st level to the spell and a temporary Damage Reduction 5 against that specific element and a vulnerability to the opposing element. The spell can be used a number of times per day equal to levels in Half-Elemental (For example: A Half-Elemental with the water element at 2nd level Half-Elemental can twice per day use a modified version of the two spells mentioned with the addition of DR 5 against water and vulnerability to fire).

Elemental Movement (Ex): A half-elemental at 2nd level gains an ability similar to move through an environment akin to their element as follows

 Earth: Burrowing speed as base land speed and tremorsense out 30 feet
 Air/Fire: Fly speed as base land speed with perfect maneuverability and treated as one size category larger in determining wind speed effects.
 Water: Swim speed as base land speed and amphibious special quality (Able to breathe underwater and land)

Elemental Visage: At 3rd level, a Half-Elemental gains the Outsider(Native, Element) Type, where Element subtype is of the specific element chosen at the beginning. The Half-Elemental gains immunities to poison, sleep effects, paralysis, and stunning, just like their elemental kin. However, they are still subject to critical hits and flanking, unless otherwise noted, and also can be raised/resurrected as its base creature.

Summon Medium Elemental (Sp): At 3rd level, the Half-Elemental is able to summon a medium elemental like that of Summon Monster IV, Caster Level as Half-Elemental Level. The elemental summoned must be of the same element as the Element selected at 1st level

Ex-Half-Elemental[edit]

The only real way that a Half-Elemental can longer be one is if their Elemental heritage is somehow removed.

Half-Elemental Starting Package[edit]

Subrace: Human

Weapons: Trident (Water)/Warhammer (Earth)/Scimitar(Air)/Bastard Sword(Fire), Leather Armor.

Skill Selection: Pick a number of skills equal to 3 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con -
Diplomacy 4 Cha -
Handle Animal 4 Cha -
Heal 4 Wis -
Knowledge(The Planes) 4 Int -
Profession(Any) 4 Wis -
Spellcraft 4 Int -
Survival 4 Wis -

Feat: Toughness

Bonus Feats: Iron Will

Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel.

Gold: 1d4 GP.

Campaign Information[edit]

Playing a Half-Elemental[edit]

Religion: Half-elementals would be likely to serve a deity representing their element, or even Obad-Hai, god of true neutrality as all elements are under his domain.

Other Classes: Typically this class would pair well with spellcasting classes, but most any class willing to accept

Combat: Usually the Half-Elemental is an up front contender especially in the presence of water.

Advancement: Once levels in Half-Elemental are done, levels in pretty much any class would be fine. Preferably anything involving spellcasting would be a viable option.

Half-Elementals in the World[edit]

Most anyone may have elemental heritage, but those that pursue further shaping of their heritage will come to find their ability ties them closer to the elemental plain than they initially realized and become half of that elemental origin. That said, a Half-Elemental could be potentially anyone.

Daily Life: Varies by individual.

Organizations: No known organizations.

NPC Reactions: NPCs would find this class similar to a wizard or warlock of a specific element type.

Half-Elemental Lore[edit]

Characters with ranks in Knowledge (The planes) can research Half-Elementals to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The planes)
DC Result
5 Half Elementals share characteristics of their origins.
10 Half Elementals learn to manipulate their element from the inside, out.
15 Half Elementals gain special attributes relating to their element due to the admixture of the material plains.
20 A particular Half-Elemental's last known location.

Half-Elementals in the Game[edit]

The Half-Elementals can be virtually anywhere

Adaptation: Not much for adaptation.


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