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 Elemental

Elemental

     An Elemental is a being possessed by the powers of one of the five elements (earth, fire, metal, water, wood). While they are often mistaken for sorcerers, Elementals are much more specialized, as they actually attain both physical and metaphorical properties of their chosen element. Typical attitudes and affiliations are listed below.

Earth: Balance, steadfastness, fortitude, traditionalism; the centre, the colour yellow

Fire: Passion, life-force, action, recklessness, whimsicalness; the south, the colour red

Metal: Justice, law, death, swiftness, morbidity, determination; the west, the colour white

Water: Honesty, coolness, sarcasm, truth, prudence, wisdom; the north, the colour black

Wood: Impulsiveness, health, flexibility, shamelessness, nurturing; the east, the colour green

Hit Dice and Ability Scores

The Elemental uses d10 Hit Dice.

     The most prominent Attribute for an Elemental depends on her chosen element. Earth favours Constitution and Wisdom, Fire favours Dexterity and Charisma, Metal favours Dexterity and Intelligence, Water favours Strength and Wisdom, and Wood favours Constitution and Charisma.

Class  Skills and Skill Points

The Elemental’s class skills (and the key Ability for each) are:

Balance (Dex), Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion -  Int), Listen (Wis), Power Usage (varies), Sense Motive (Wis), Speak Languages (Int), Survival (Wis), Unarmed Attack (N/A), Unarmed Defence (N/A)

The Earth Elemental also has the following class skills: Concentration (Con), Craft (Int), Investigate (Int), Knowledge (Architecture - Int), Repair (Int), Spot (Wis)

The Fire Elemental also has the following class skills: Demolitions (Int), Gamble (Wis), Jump (Str), Knowledge (Streetwise - Int), Perform (Cha), Sleight of Hand (Dex)

The Metal Elemental also has the following class skills: Decipher Script (Int), Investigation (Int), Knowledge (Law, Military Science -  Int), Move Silently (Dex), Tumble (Dex)

The Water Elemental also has the following class skills: Controlled Breathing (Con), Hide (Dex) Knowledge (Occult - Int), Powerlifting (Str), Research (Int), Swim (Str)

The Wood Elemental also has the following class skills: Climb (Str), Gather Information (Cha), Medical (Wis), Perform (Cha), Seduction (Cha), Wilderness Lore (Wis)

The Elemental gets 4 + Int modifier Skill Points per level

Lvl

BAB

Ref

Will

Fort

Special

1

+0

+0

+0

+0

Special Defence +1, Heightened Senses +1

2

+1

+0

+0

+0

Special Attack +1

3

+2

+1

+1

+1

Telekinesis +1

4

+3

+1

+1

+1

Elemental Boon +1

5

+3

+1

+1

+1

Special Attack +1

6

+4

+2

+2

+2

Telekinesis +1

7

+5

+2

+2

+2

Massive Damage +1

8

+6/+1

+2

+2

+2

Elemental Boon +1

9

+6/+1

+3

+3

+3

Telekinesis +1, Special Attack +1

10

+7/+2

+3

+3

+3

Massive Damage +1

11

+8/+3

+3

+3

+3

Special Defence +1

12

+9/+4

+4

+4

+4

Elemental Boon +1, Telekinesis +1

13

+9/+4

+4

+4

+4

Special Attack +1

14

+10/+5

+4

+4

+4

Massive Damage +1

15

+11/+6/+1

+5

+5

+5

Telekinesis +1

16

+12/+7/+2

+5

+5

+5

Elemental Boon +1

17

+12/+7/+2

+5

+5

+5

Special Attack +1

18

+13/+8/+3

+6

+6

+6

Telekinesis +1

19

+14/+9/+4

+6

+6

+6

Massive Damage +1

20

+15/+10/+5

+6

+6

+6

Elemental Boon +1

Special Note

     The nature of the Heightened Senses Attribute is determined by the Elemental’s chosen element: Earth (Touch), Fire (Sight), Metal (Hearing), Water (Taste), and Wood (Smell).

Same goes for the Special Defence Attribute: Earth (Ageing), Fire (Sleep), Metal (Pain), Water (Air to Breathe), Wood (Hunger)

The Elemental Boon also depends on the character’s chosen element: Earth (Armour, Tunnelling), Fire (Force Field, Speed), Metal (Armour, Speed), Water (Superstrength, Water Speed), Wood (Damn Healthy, Regeneration). Each level of the Elemental Boon bestows +1 to both Attributes.

By the same token, the Telekinesis Attribute always is restricted to the character’s chosen element and the Massive Damage Attribute only applies to attacks employing the element.

Note that, when constructing the Elemental’s Special Attack, the Attack should have specific Abilities and Disabilities depending on the character’s chosen element, as it represents an elemental attack.

Although the table does not list any “good” save, an Elemental gains one “good” save (+2 to +12) depending on her chosen element: Earth (Fortitude), Fire (Reflex), Metal (Reflex), Water (Fortitude), and Wood (Fortitude).

by CoffeeFiend
written for Campaign Setting "Big Darkness, Small World"


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