Pelitaulukko
Hahmot Pelimaailma Oikea maailma Pelipäivät |
PathfinderSociety / WulfSummons
Air elemental, small flying Air elemental, small Ice elemental, small Mud elemental, small Lemure d3 Riding dogs, celestial Air mastery Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental. Earth glide A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Elemental traits Immunity to bleed, paralysis, poison, sleep effects, and stunning. Not subject to critical hits or flanking, or take additional damage from precision-based attacks. Entrap The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 Greater than the saving throw DC. Destroying the entrapping material frees the creature. The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water. Ice glide A burrowing ice elemental can pass through non-magical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Icewalking This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. Numbing cold Deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is Constitution-based. Smite evil 1/day as a swift action, adds CHA bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial/fiendish creature rests. Snow vision Can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow. |