DnD:BaElemantalDefender

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Elemental Defender

The Elemental Defender is a follower of all the elements not just one. He has made a pact with the elements that allows him to summon an elemental as a suit of armor. His elemental suit allows him significant flexibility in handling combat and non-combat situations, and his defensive abilities are considerable.

Alignment: Any.

Hit Die: d10.

Class Skills The elemental defender’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 4 + Int modifier.


Table

Level Base Attack Fort Save Ref Save Will Save Special Customization Points
1 +1 +2 +0 +2 Repair, Form Elemental Suit 3
2 +2 +3 +0 +3 Craftsman (+1), damage reduction (2/-) 4
3 +3 +3 +1 +3 Invigorating suit, reconfigure (1/day) 5
4 +4 +4 +1 +4 Elemental Surge (1) 7
5 +5 +4 +1 +4 Damage reduction (3/-), Master Craftsman, reconfigure (2/day) 8
6 +6/+1 +5 +2 +5 Craftsman (+2) 9
7 +7/+2 +5 +2 +5 Reconfigure (3/day) 10
8 +8/+3 +6 +2 +6 Elemental Surge (2), damage reduction (4/-) 11
9 +9/+4 +6 +3 +6 Reconfigure (4/day) 13
10 +10/+5 +7 +3 +7 Craftsman (+3) 14
11 +11/+6/+1 +7 +3 +7 Damage reduction (5/-), reconfigure (5/day) 15
12 +12/+7/+2 +8 +4 +8 Elemental Surge (3), cannibalize suit 16
13 +13/+8/+3 +8 +4 +8 Reconfigure (6/day) 17
14 +14/+9/+4 +9 +4 +9 Craftsman (+4), damage reduction (6/-) 19
15 +15/+10/+5 +9 +5 +9 Reconfigure (7/day) 20
16 +16/+11/+6/+1 +10 +5 +10 Elemental Surge (4) 21
17 +17/+12/+7/+2 +10 +5 +10 Damage reduction (7/-), reconfigure (8/day) 22
18 +18/+13/+8/+3 +11 +6 +11 Craftsman (+5) 23
19 +19/+14/+9/+4 +11 +6 +11 Reconfigure (9/day) 25
20 +20/+15/+10/+5 +12 +6 +12 Elemental Surge (5), damage reduction (8/-), perfect merger 26


Class Features

Weapon and Armor Proficiency

Elemental Defenders are proficient with all simple and martial weapons. Elemental Defenders are proficient with light armor and shields (but not tower shields). Armor does not interfere with the Elemental Defenders’s class features.

Repair (Sp):

An Elemental Defender is capable of casting Mending as a spell like ability.

Form Elemental Suit (Su)

Every Elemental Defender learns to summon an elemental to act as an elemental suit. The Elemental Defender can select from four different types when forming his astral suit – air, fire, water, earth. An Elemental Defender is always considered to be proficient with his elemental suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different elemental suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his elemental suit. The Elemental Defender chooses the appearance of his elemental suit, although its shape must reflect the selections the Elemental Defender has chosen: air suit would cover the defender like a second skin, fire and water would appear to cover the defender like chainmail, earth would appear to cover the defender like plate armor, etc. An elemental suit can be dismissed as a free action. An elemental suit does not function in areas where magic do not work, such as an anti-magic field. Dispel Magic can be used against an elemental suit; treat the caster level as the Elemental Defender’s class level, although the Elemental Defender can simply form his elemental suit again on his next turn.

Elemental Suit Types There are four suit forms from which the Elemental Defender can choose. Air Skin: When formed in this way, an elemental suit resembles a second skin. Forming an elemental suit into this form takes a swift action. The Elemental Defender gains no armor bonus from his elemental suit when worn in this fashion, but he gains the following free customizations: speed (2), nimble. At 2nd level, the Elemental Defender gains the evasion customization as a free customization when the astral suit is in Air Skin form. At 12th level, the Elemental Defender gains the improved evasion customization as a free customization when the elemental suit is in Air Skin form. Fire or Water Armor: When formed into Fire or Water Armor, it resembles masterwork chainmail and is treated as such for all mechanical purposes. Should the Elemental Defender be wearing armor when forming his Fire or Water Armor in this fashion, it encloses the armor and the Elemental Defender gains the benefits of only his Fire or Water Armor and not that from his armor, even if his armor would confer better benefits. Forming an elemental suit into this form takes a move action. The Elemental Defender gains the following free customizations: energy resistance, magic attacks, improved damage. At 2nd level, the Elemental Defender gains the flexible suit customization as a free customization when the elemental suit is in Fire or Water armor form. At 8th level, the elemental suit resembles and is treated as a masterwork breastplate for all mechanical purposes. Earth Plate: When formed into Earth Plat, an elemental suit resembles masterwork half-plate and is treated as such for all mechanical purposes. Should the Elemental Defender be wearing armor when forming his elemental suit in this fashion, the elemental suit encloses the armor and the Elemental Defender gains the benefits of only his elemental suit and not that from his armor, even if his armor would confer better benefits. Forming an elemental suit into this form takes a full-round action. The Elemental Defender gains the following free customizations: fortification, hardy. At 2nd level, the Elemental Defender gains the stalwart customization as a free customization when the elemental suit is in Earth Plate form. At 7th level, the elemental suit resembles and is treated as masterwork full plate for all mechanical purposes.

Customization Points

An Elemental Defender gains a pool of points he can use to customize his elemental suit, molding it to suit his needs. Modifying the customization points spent on an elemental suit requires 8 hours of concentration. An Elemental Defender may choose to leave customization points free when he sets his customization choices, allowing him to customize his suit on the fly. If he does so, setting a customization in this fashion takes one minute of concentration and that customization cannot be changed until the Elemental Defender spends another 8 hours modifying the elemental suit. Each elemental suit provides certain free customizations; these are provided on top of whatever customizations the Elemental Defender pays for with customization points, and are not subject to the usual level prerequisites or increased costs. If the Elemental Defender changes the type of his elemental suit and the free customizations would take the suit over the maximum limit (such as switching from an Fire or Water Armor with 3 Nimble customizations to Air Skin, which grants an additional Nimble customization), the excess customizations go inert until the astral suit is changed to make the selections valid (by reconfiguring the customization points via 8 hours of concentration or Reconfigure ability or switching the elemental suit type).

Craftsman

Beginning at 2nd level, an Elemental Defender gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1. Damage Reduction: Starting at 2nd level, when an Elemental Defender is wearing his elemental suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1. Invigorating Suit (Su): An Elemental Defender of at least 3rd level wearing his elemental suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. Reconfigure: Starting at 3rd level, an Elemental Defender can reconfigure up to his Wisdom modifier in customization points on his elemental suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.

Elemental Surge (Su)

An Elemental Defender learns how to infuse his elemental suit with additional power, augmenting the capacity of his suit. Beginning at 4th level, the Elemental Defender may spend an Elemental Surge to customize his Elemental Suit, gaining one temporary customization point for every four Elemental Defender levels. This ability, activated as a standard action, lasts for a number of rounds equal to the Elemental Defender’s Wisdom modifier. Activating this ability again, while already in use, immediately causes the previous duration to end. An Elemental Defender may end the duration as a free action at any time. Gain a number of elemental surges per day equal to half your Elemental Defender level plus your wisdom modifier.

Master Craftsman

At 5th level, an aegis gains the Master Craftsman feat as a bonus feat. He must still meet the prerequisites of the feat in order to gain its benefits.

Cannibalize Suit (Su)

Starting at 12th level, an Elemental Defender learns to convert the elemental energy used to create his suit into healing power. Once per day as a standard action, he can dismiss his elemental suit and heal a number of hit points equal to his customization pool. The Elemental Defender cannot reform his suit again for one minute after using this ability. Every two levels thereafter, the Elemental Defender can use this ability an additional time per day. Additional customization points gained from Augment Suit are not counted for this ability.

Perfect Merger (Su)

An Elemental Defender of 20th level has learned to become one with his suit. His suit cannot be dispelled or removed against his will by any means, although his elemental suit ability still does not function within areas where magic does not work, such as an anti-magic field. In addition, the Elemental Defender can spend two daily uses of his reconfigure ability, to alter all of the customizations on his astral suit. Finally, once per day, the Elemental Defender can boost his cannibalize suit ability, healing all of his hit point damage, although he cannot reform his suit for ten minutes after using this ability, rather than the standard one minute.


Customizations

Customizations are grouped by their cost in customization points. An aegis only gains the benefits of a customization when he is wearing his astral suit. Unless specified otherwise, a customization may not be selected multiple times.

1-point Customizations

The following customizations cost 1 point from the aegis’s customization pool.

Darkvision

The Elemental Defender gains darkvision out to a range of 60 feet.

Energy Resistance

The Elemental Defender gains resist 5 against his active energy type. This resistance increases by 5 for every 5 levels the aegis possesses, to a maximum of 15 at 10th level. This customization can be selected multiple times. Each time beyond the first, the aegis selects an energy type (cold, electricity, fire, or sonic) to gain resistance to, in addition to his active energy type. If the aegis’s active energy type is the same as one he has selected, the effects do not stack.

Evasion

As long as the Elemental Defender is wearing the Elemental suit, if the Elemental Defender is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw. The Elemental Defender must be at least 2nd level before selecting this customization.

Extra Arms, Lesser

The Elemental Defender’s elemental suit has an extra pair of arms with limited function. Each arm can hold, but not use, any one item that can normally be held in one hand. Items held in this way count toward the Elemental Defender’s carrying capacity. The Elemental Defender can retrieve any item held by his extra arms as a swift action. The aegis does not gain any mechanical benefit from items held by these arms, such as a shield bonus to armor class.

Flexible Suit

The elemental defender's armor check penalty is reduced by 1 (to a minimum of 0). The Elemental Defender may also sleep in his elemental suit without becoming fatigued, if he was not already able to do so (such as if in air skin form).

Hardened Strikes

The elemental defender is considered to be armed even when unarmed, does not provoke attacks of opportunity when making unarmed strikes, and his unarmed strikes deal lethal damage. In addition, the Elemental Defender’s unarmed strikes can deal slashing or piercing damage, chosen at the time the customization is selected, instead of bludgeoning damage.

Magic Attacks

The elemental defender's elemental suit encompasses his melee attacks. All of the elemental defender's melee attacks are treated as if they were magic for the purpose of overcoming damage reduction. In addition, any melee weapons wielded by the elemental defender are treated as masterwork if they are not already.

Magic Damage

The elemental defender's melee attacks deal an additional 1 point of damage. The elemental defender must have the magic attacks customization and must be at least 5th level to select this customization.

Pull

The elemental defender's elemental suit envelopes his weapon and grants him the ability to pull creatures closer with a successful melee attack. Whenever the Elemental Defender makes a successful melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the Elemental Defender. This ability only works on creatures of a size equal to or smaller than the Elemental Defender. Creatures pulled in this way do not provoke attacks of opportunity. The Elemental Defender must have a reach of 10 feet or more to select this customization. If there is insufficient room for the target to move closer to the Elemental Defender, the attempt automatically fails.

Push

The Elemental Defender gains the ability to push creatures away with a successful attack. Whenever the Elemental Defender makes a successful melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the Elemental Defender. This ability only works on creatures of a size equal to or smaller than the Elemental Defender. Creatures pushed in this way do not provoke attacks of opportunity. If there is insufficient room for the target to be pushed away, the attempt automatically fails.

Ranged Attack

The elemental defender gains the ability to propel a non-magic crystal, formed from the elemental suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.

Retaliate

The Elemental Defender gains the ability as an immediate action to expend an elemental surge to make a melee attack against an enemy that has successfully hit him with a melee attack. This counts as an attack of opportunity and the Elemental Defender must be able to reach the enemy. An aegis must be at least 8th level before selecting this customization.

Speed

The Elemental Defender’s base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.

Spiked Carapace

The elemental suit is covered in sharp spikes as if equipped with armor spikes.

Stalwart

As long as the Elemental Defender is wearing the elemental suit, if the Elemental Defender is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The Elemental Defender must be at least 2nd level before selecting this customization.

Swim

The Elemental Defender gains a swim speed equal to his base speed.

Underwater Breath

The Elemental Defender can safely breathe underwater as long as he is wearing his elemental suit.

2-point Customizations

The following customizations cost 2 points from the Elemental Defender’s customization pool.

Adhesive Feet

The Elemental Defender gains a +4 bonus to CMD against bull rush, trip, and any combat maneuvers that attempt to move him from his current location. He also gains a +4 circumstance bonus to Climb checks.

Augmented Weapon

The elemental suit coats the Elemental Defender’s weapon. The weapon is treated as if it was one size category larger for damage purposes. The Elemental Defender does not suffer any penalties for wielding the weapon. This ability does not stack with effects that increase the Elemental Defender’s size category, such as enlarge person. The Elemental Defender must be at least 6th level to select this customization.

Brawn

The Elemental Defender gains a +2 enhancement bonus to Strength while he is wearing his elemental suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.

Chameleon

The Elemental Defender gains a +4 circumstance bonus to Stealth checks. The Elemental Defender must be at least 5th level before selecting this customization and this customization can be taken once for every five levels the Elemental Defender possesses.

Climb

The Elemental Defender gains a climb speed equal to 1/2 of his base land speed.

Crystallized Weapon

The Elemental Defender’s elemental suit envelopes his melee weapon. The weapon is treated as if made from the element active for the suit. This treats the weapon as a masterwork weapon if it was not already and the aegis can pay elemental surge to charge the weapon with elemental energy which deals 2d6 additional points of elemental damage on its next hit. The weapon stays charged for 1 minute or until it successfully hits, whichever comes first.

Energy Resistance, Improved

The energy resistance gained from the Energy Resistance customization doubles. The aegis must have the Energy Resistance customization and be at least 6th level to select this customization.

Extra Arms

The extra arms on the Elemental Defender’s elemental suit gain improved functionality. The Elemental Defender gains a +2 circumstance bonus to Climb checks and CMD against grapple attempts for each extra arm that is not holding anything. In addition, one of the arms can wield and use a light or one-handed weapon, a shield, or any other item that can be used with one hand. Attacks made with this additional arm suffer a -2 penalty to attack rolls in addition to any penalties for using two weapons. These extra arms do not grant any additional attacks, only alternate arms with which to make the standard attacks. The aegis must be at least 5th level and have the Lesser Extra Arms customization before selecting this customization.

Flight

The Elemental Defender uses elemental energy to gain a fly speed equal to its base speed. The Elemental Defender’s maneuverability depends on his size. Medium or smaller Elemental Defenders have good maneuverability. Large Elemental Defenders have average maneuverability, while Huge Elemental Defenders have poor maneuverability. For 2 additional customization points, the Elemental Defender’s maneuverability increases to perfect. The Elemental Defender’s fly speed can be increased by spending additional customization points, gaining a 20-foot increase to fly speed for each additional point spent. The aegis must be at least 5th level before selecting this customization.

Fortification

The Elemental Defender gains 25% chance to negate critical hits or sneak attacks (so damage is rolled normally instead). This does not stack with armor with the same special ability. This ability can be selected again starting at 8th level and at 12th level, increasing the chance to negate critical hits or sneak attacks by an additional 25% for every additional time it is taken.

Hardy

The Elemental Defender gains a +2 enhancement bonus to Constitution while he is wearing his Elemental suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Constitution is increased by +2.

Improved Damage

The Elemental Defender’s melee attacks deal additional damage. If wielding a two-handed weapon, the Elemental Defender deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the Elemental Defender deals 2 additional points of damage on a successful hit. If wielding a light weapon, the Elemental Defender deals 1 additional point of damage on a successful hit. If dual-wielding, each weapon is affected separately.

Improved Damage Reduction

The Elemental Defender’s damage reduction from his elemental suit increases by 1. This customization can be taken once for every five levels the aegis possesses its effects stack. The aegis must be at least 5th level before selecting this customization.

Increased Size

The elemental suit grows in size and the Elemental Defender and all of his equipment is treated as one size category larger as if affected by enlarge person. The Elemental Defender must be at least 9th level to select this customization.

Nimble

The Elemental Defender gains a +2 enhancement bonus to Dexterity while he is wearing his elemental suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Dexterity is increased by +2.

Magic Resistance

The Elemental Defender gains magic resistance 13. This customization may be selected up to 3 times. Each subsequent time increases the magic resistance gained by 3. This ability can be selected again starting at 8th level and at 12th level, increasing the magic resistance by 3 for every additional time it is taken.

Powerful Build

The Elemental Defender gains the powerful build trait while wearing his astral suit. Whenever the Elemental Defender is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Elemental Defender is treated as one size larger if doing so is advantageous to him. The Elemental Defender is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The Elemental Defender can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Ram

The elemental suit forms a hardened shell over the Elemental Defender’s head. If the Elemental Defender makes a bull rush or overrun attempt, he gains a +2 bonus to his CMB. Alternatively, he can make a single attack with this shell as part of a charge and deal 2d6 points of damage. This attack is treated as adamantine when used to attack an object. This customization can be taken once for every five levels the aegis possesses, each additional selection increasing the bonus to CMB by 1 and the damage on a charge by 1d6 points of damage. The aegis must be at least 5th level before selecting this customization.

Retaliate, Improved

As the Retaliate customization, except the triggering attack does not need to be successful. The Elemental Defender must have the Retaliate customization and be at least 16th level before selecting this customization.

Tremorsense

The Elemental Defender gains tremorsense out to a range of 30 feet. This allows the Elemental Defender to pinpoint the location of creatures that it cannot see without having to make a Perception check as long as the creature and the Elemental Defender are in contact with the ground, but such creatures still have total concealment from the Elemental Defender. Visibility still affects the Elemental Defender’s movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The Elemental Defender must be at least 7th level before selecting this customization.

Unlock Magic

The elemental suit is able to emit energy that resonates with magic items, helping the Elemental Defender use them. The Elemental Defender gains a +2 bonus to Use Magic Device checks while wearing his astral suit. If the aegis has 10 ranks in Use Magic Device, this bonus increases to +4.

3-point Customizations

The following customizations cost 3 points from the aegis’s customization pool.

Blindsense

The elemental suit augments the Elemental Defender’s senses, giving him blindsense out to a range of 30 feet. This ability allows the Elemental Defender to pinpoint the location of creatures that he cannot see without having to make a Perception check, but such creatures still have total concealment from the Elemental Defender. Visibility still affects the Elemental Defender’s movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The Elemental Defender must be at least 9th level before selecting this customization.

Burrow

The Elemental Defender gains a burrow speed equal to 1/2 his base speed. He can use this speed to move through dirt, clay, sand, and earth. He does not leave a hole behind, nor is his passage marked on the surface. The Elemental Defender must be at least 9th level before selecting this customization.


Diehard

When the Elemental Defender’s hit point total is below 0, but he is not dead, he automatically stabilizes. He does not need to make a Constitution check each round to avoid losing additional hit points. He may choose to act as if disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isn’t his turn). If he does not choose to act as if disabled, he immediately falls unconscious. When under this effect, the Elemental Defender is staggered. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some swift actions, such as manifesting a quickened power) he takes 1 point of damage after completing the act. If his negative hit points are equal to or greater than his Constitution score, he immediately dies.

Extra Arms, Greater

The extra arms on the Elemental Defender’s elemental suit function at nearly the same capacity as his normal arms. Each arm can now wield or use a light or one-handed weapon, shield, or any other item that he could normally use. Alternatively, the Elemental Defender can use one or both arms when wielding a two-handed weapon, possibly allowing him to wield a pair of two-handed weapons. The circumstance bonus on Climb checks and CMD against grapple attempts increases to +3 per extra arm that is not holding anything. The Elemental Defender must be 8th level and have the Extra Arms and Lesser Extra Arms customizations before selecting this customization.

Frightful Presence

The Elemental Defender makes his elemental suit unsettling to his foes, gaining the frightful presence ability. The Elemental Defender can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the Elemental Defender must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the Elemental Defender’s class level + the Elemental Defender’s Charisma modifier. If the Elemental Defender has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the Elemental Defender are immune to this effect. The Elemental Defender must be at least 11th level before selecting this customization.

Quickened Attacks

When the Elemental Defender makes a full attack, he gains one additional attack at his highest attack bonus. This customization does not stack with other sources of extra attacks, such as haste. The Elemental Defender must be at least 10th level before selecting this customization.

Reach

The Elemental Defender’s reach increases by 5 feet. The Elemental Defender must be at least 7th level before selecting this customization.

4-point Customizations

The following customizations cost 4 points from the aegis’s customization pool.

Blindsight

The elemental suit massively augments the Elemental Defender’s senses, giving him blindsight out to a range of 30 feet. The Elemental Defender can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as he has line of effect to the target. The Elemental Defender must possess the blindsense customization to take this customization. The Elemental Defender must be at least 11th level before selecting this customization.

Energy Immunity

The Elemental Defender gains immunity to his active energy type as long as he is wearing his elemental suit. The aegis must be at least 15th level before selecting this customization.

Extra Passenger

The Elemental Defender can carry one creature of the same size or smaller as the Elemental Defender’s base size (powers and effects that increase the Elemental Defender’s size do not allow him to carry larger creatures, although Increased Size and Improved Increased Size customizations do allow the aegis to carry larger passengers). The carried creature is treated as if it has total concealment and he gains the damage reduction of the elemental suit, as well as any environmental customization options, such as that granted from the Energy Resistance or Underwater Breath customization. The creature carried using this ability remains adjacent to the Elemental Defender and moves with the Elemental Defender’s move actions. A creature can be loaded and unloaded into the elemental suit as a free action by the Elemental Defender, but the creature can take no actions until its next turn. The Elemental Defender must be at least 11th level before selecting this customization.

Improved Evasion

As long as the Elemental Defender is wearing the elemental suit, if the Elemental Defender is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw and only half damage if the saving throw fails. The Elemental Defender must be at least 12th level before selecting this customization.

Improved Stalwart

As long as the Elemental Defender is wearing the elemental suit, if the Elemental Defender is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he takes no damage if he makes a successful saving throw and reduced effect if the saving throw fails. The Elemental Defender must be at least 16th level before selecting this customization.

Increased Size, Improved

The elemental suit grows in size and the Elemental Defender is treated as two size categories larger, you gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size. The Elemental Defender must be at least 15th level and have selected the increased size customization to select this customization. This customization does not stack with the increased size customization.

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