Tempest Air Elemental (3.5e Race)

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Tempest Air Elementals[edit]

Personality[edit]

Tempest Air Elementals are a race of almost formless features. Normally residing within storms or near them. They can always be found as a semi-dark cloud moving in the air. As such they have become known as "chaotic" omens. Sometimes the storms clean, Other times there is nothing left. Occasionally one will become more curious about the world, and when it does it usually takes on a more solid form. This is what we have come to know as "The Tempest" for short. The form is not permanent but can become more or less translucent depending on the beings' will. Some have even been mistaken for a person. Like a Hero from Legend or a villain from nightmares.

Physical Description[edit]

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The physical form can vary greatly but usually takes a form of a medium to large humanoid. As the being is air it has no weight.

Relations[edit]

Most of the races are secluded or nomadic. Never really settling down and never really taking on others for longer than needed. This is because since the air elemental is functionally immortal time, wealth, and love are all meaningless.

Alignment[edit]

Any Chaotic

Lands[edit]

Skies, Lands, Caves. It's all the same.

Religion[edit]

Usually, the Tempests do not praise a God, However, they have been known to call themselves such.

Language[edit]

Common, Auron (Elemental), and a language fitting the chosen form. (Orc form, orcish language. Elf, Elvish, etc.)


Racial Traits[edit]

  • Choose a race to emulate. This form will be for all intents and purposes your semi-permanent form. Say for example you choose "gold dragon" your age dictates your stats and modifiers.
  Let us say you choose an Adult Gold Dragon as your form.
Adult Gold Dragon
Age Size Str Dex Con Int Wis Cha Fort Ref Will
Adult Huge 33 10 21 20 21 20 18 18 18

The Rules are simple. Every 5 points is a +1 the stat it pertains to. The whole number of the stat rounds up. So 33 would be 35, which would be +7. So in order the stats for the race could be Strength +7, Dextarity +2, Intelligence +4, Wisdom +4, Charisma +4.

  After getting that information you then need to add in the Moifiers from The Air Elemental race.
  • Tempests are immune to poison, sleep, paralysis, electricity, wind effects, air effects and stunning. Not subject to critical hits.
  • Tempests are immune to lightening damage. However Fire damage gives them a -2 AC and -2 to attack for 1D4 rounds.
        This weakness does not stack but does prolong the weakness for 1 more round. Only applies if hit. This is due 
          to heat exciting the air molicules creatin more space between them. Tempests are also weak to force damage. 
            They take twice as much damage from force weapons.
  • Unless hit with a +1 Masterwork or magical attack the elemental cannot take damage from normal attacks.
  • Air elementals are unaturally dexterous. They get a +2 to Dex, +2 to Int and +2 to reflex saves.
  • base land speed is feet: 40ft, fly 40ft
  • Tempests Fury(Ex): - Any time a creature or object hits, is hit by, or otherwise touches a tempest in or out of combat, it is dealt 1d6 points of electricity damage per every 3rd class level (ie 1st, 3rd, 6th, etc). This damage also adds to the tempest's own melee attacks. Any of the tempest's electric abilities is so energetic that it ignores the resistance to the electricity of creatures affected, and affected creatures with immunity to electricity still take half damage. Creatures vulnerable to electricity take double the damage from it rather than the typical 150% damage. Creatures affected by it are able to take a reflex save (DC listed Below). Any creature that takes electricity damage from a tempest attack, or abilities becomes shocked for 2 rounds. As such they take 1d6 for 2 rounds unless they succeed the reflex save. Reflex save for half damage per die of 1d6 (3 rounds up to 4) (DC 10 + 1/2 Characters 10 Racial HD + CON modifier).
  • Tempests Grip(Ex): - A tempest's weapons are imbued with the energy of the tempest. weapons they hold are treated as magic +1 for the purpose of overcoming damage reduction as well as applying the effects of Tempest's Fury.
  • Tempest Blink (Su): The tempest can partake with the essence of lightning in order to move near-instantly from place to place. As a partial action usable once every 1d4 rounds, a tempest may blink to a different location it has line of effect to, up to the maximum distance lof 110ft. In the process of doing so, the tempest leaves a lightning bolt behind that travels the path it blinked in a straight line. Any creature or object caught in the path takes 2d6 points of electricity damage per 3rd level and is allowed a Reflex save for half. The save (DC 10 + 1/2 Characters 10 Racial HD + CON modifier).

This is not a teleportation effect but rather a transformation into electricity and propagation by electric current. As such, it is not stopped by teleportation-sealing spells. However, if some phenomenon blocks electricity from traveling into a certain area, that area also cannot be blinked to.



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