FANDOM


Background InformationEdit

The Radiation Elves did not always live undeground on the Energetic Moon- there was a time when peace was endured and Lightning Elves were welcome company. It was only when an understanding could not be reached with regards to restricting the usage of lighting emissions that enmity truly began. The crux of the issue stems from the Radiation Elves' temperament and how losing control of one's volatile emotions leads to detonations of the most destructive kind.
Radiation

Societal InformationEdit

The Radiant Underground Cities are not extravagant as the entire culture seems to prize silent meditation. They manage to get what they need and rarely anything else

Racial InformationEdit

  • Ability Boon: +2 Constitution & +2 Strength/Wisdom
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • Languages: Common, Elven, (Aura Awareness)
  • Natural Resistance: +1/lvl Saving Throws, Damage
  • Preferred Classes: Barbarians, Monks, Sorcerers
  • Size: Medium
  • Speed: Elves have a base speed of 25 feet (5 squares)
  • Vision: High Frequency Vision
Level Power Spell
1

Elemental Body I

Summon Monster II :: Close Range. 1 round/level. Small Elemental.
3

Elemental Strike :: Through either physical contact or some tool as a conduit an Elf can add a point of elemental damage per level and half their level to-hit. Fortitude save against poison.

Elemental Ray :: At this level an Elf sorcerer may discharge in a 15ft spray their affinity to administer damage and an effect on their enemies. 1d6 + 1/2 level. Reflex save for 1/2damage. Fort save against poison.
5 Summon Monster IV :: Close Range. 1 round/level. Medium Elemental Animal.
6 Elemental Body II
7 Protect ::This spell, once bestowed, grants 12 points/level of elemental protection. 10 min/lvl.
9 Elemental Aura :: By channeling their affinity through their body an Elf may emit 2d6 damage for 1 round per level in a radial sphere of 5 feet per level. Reflex save for 1/2damage. Fort save against poison. Summon Monster V :: Close Range. 1 round/level. Large Elemental.
11 Protect Group :: 12 points/level of elemental protection. [10min/lvl] divided between members.
12 Elemental Body III
13 Swarm I :: Close Range. 1 round/level.
15 Elemental Movement :: Rune :: Able to lay a spell that will discharge upon an enemy's proximity. 2d6 + 1/2 lvl damage. Reflex save 1/2 damage. Fortitude save poison. Close range.
17 Summon Monster VI :: Close Range. 1 round/level. Huge Elemental.
18 Elemental Body IV
19 Greater Protect :: This spell, once bestowed, grants 24 points/level of elemental protection. 20 min/lvl.
21 Summon Monster VII :: Close Range. 1 round/level. Greater Elemental.
22 Trigger Blast ::
23 Greater Protect Group :: This spell, once bestowed, grants 24 points/level of elemental protection. [20 min/lvl] divided between members.
25 Elemental Armor Summon Monster VIII :: Close Range. 1 round/level. Elder Elemental.
27 Greater Rune :: Able to lay a spell that will discharge upon an enemy's proximity. 4d6 + 1/2 lvl damage. Reflex save 1/2 damage. Fortitude save poison. Medium range.
28 Absorb :: Swarm II :: Medium Range. 1 round/level.
29 Elemental Gate ::

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.