About Samen Vloe Firenze
Melee: Quarterstaff+6+5+1+3 (1d6+7+2+3) (BAB+STR+wepFocus+enhancement)
Acid resist: 5
Ray of Frost
Lvl 1: 5/day
Lvl 2: 4/day
Lvl 3: 2/day
0) you cannot change into your own race (so no extra strength for you for "turning into an oread")
1) You gain resist 5 (energy) as appropriate
2) You gain "Fire in the Blood" or whatever the appropriate template is, so you heal that type of damage too
3) You get a +2 to the physical stat, but it is ONLY the typical stat for that race (so this spell would grant +2 dex for turning into an ifrit, for example. )
4) You also gain the Spell Like Ability of that race
5) duration is 1 hour/level, this isn't a game-breaking ability
For now I will say that you can try out essences you've seen in elen form so far (so for example you could try out Moon, Smoke, and Stars, but not Dust or Rain (if there is such a thing))
Casting Time 1 standard action
Range 60 ft.
You can detect the aura that surrounds elementals. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of elementals.
2nd Round: Number of elementals in the area and the strength of the strongest elemental present. If you are of an opposing element, and the strongest elementals’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The element type and location of each elemental. If an elemental is outside your line of sight, then you discern its direction but not its exact location. If the element type is unusual, you must roll a spellcraft (that the staff gives you access to) to see how well you interpret the "aura".
Aura Strength: The strength of an elemental....etc...
Feats, Talents, and Traits:
1st: power attack
3rd: elemental spell
5th (bonus): Weapon Focus (Quarterstaff)
5th: Weapon Specialization (Quarterstaff)
+2 on conc checks during spell combat.
Linguistics 9 + INT + CS + 1(trait)
Spellcraft 9 + INT + CS + SF
knowledge arcana 9 + INT + CS
knowledge history 5 + INT + CS
knowledge planes 9 + INT + CS
Craft (calligraphy) 9 + INT + CS
Chain Shirt +2
cloak of resistance +2
belt of str +2
charm of int +2
Amulet of elemental strife
2d8+3 healing potion
Dust of Dryness (For Stof)
10-minute Background (incomplete):
Step 1: Background and Concept elements (at least 5) (history, description, personality)
The only reason he didn't end up in the mines like all the other children around Rokerenge was his particular apptitude for penmanship. His job is to take notes and keep records at the mine. Many consider this a waste of his muscles, but father encouraged him to use his mind rather than his might.
One day, while translating a memo into the four racial languages, it struck him how each script ties into the culture of the respective elen race, but common seems unrelated to all of them. Where did this language come from? It shares hardly any elements with the others. There must have been some other culture, lost to history and the dark, that spawned the language. Perhaps the races were once not tied to individual gods, but tied to the entire pantheon?
Historians laughed at him when he brought up the idea, and priests scolded him, accusing him of blasphemy. Regardless, he studied, experimented, and tinkered until he was able to tap into a type of magic not tied to the gods, yet touched by all their elements. He inscribed the symbols into his own flesh, simultaneously empowering his magic and branding himself a heretic.
His mother and siblings yelled at him for hours for doing this to himself, but in the end, father was able to convince them that while Samen is different, he is still family and still loved.
Step 2: Goals (one character, one player)
Step 3: Secrets (one known, one unknown)
Step 4: People (at least two allies/friends and one adversary)
Fillipo Guetanni - A Ifrit friend from youth, he now works deep in the mines.
Step 5: Three Memories, Mannerisms, or Quirks
Changes Magic Warrior ("Elemental Paragon")
1) Gain history and ditch dungeoneering as printed; do not do the other switch (planes makes way more sense for elementals)
2) No scrying bonus save. Instead, +2 on reflex saves vs Fire, Water, Earth, and Air keyworded spells.
Disadvantage on cha checks. If you are interacting with inquisitors, priests, or even a particularly pious individual, you will make the starting reaction to the group (or just yourself, if alone) unfriendly.
If you disavow your beliefs (pretend to be a follower of Volcano exclusively, for example), you will lose your "Magic Warrior" abilities until you repent in some way.
3) At 8th level, you can cast Protection from Energy once per day, caster level = character level. You choose the energy type when you cast it (but not sonic)
4) No idea about the 19th level thing, but we have like 5 years to get there
5) For the "beast shape" thing:
--Duration is one minute per level, just like the original ability
--It says you only get one ability at a time from the list, so:
--At 3rd level, let's say you have access to exactly one "aspect" (just like one animal/mask). This cannot be changed. You will eventually add the other aspects.
This could be:
Air: Fly 30 feet
Earth: Burrowing through dirt 30 feet (the ability to walk through stone walls is insane for 3rd lvl char)
Water: Swim 30 feet and water breathing
--5th, 7th, and 9th will add in one more "aspect" ,so at 9th you have access to all of them (but still only one aspect per activation, you just have more choices)
--The whirlwinds and vortexes have a hideous amount of rules baggage. I might allow something fancy for your aspects at higher levels, but these four elemental aspects as written are on-par (or probably a bit better) with the original set.
--Same thing with full blown earth glide.