Elemental Scion of Zilargo

(Magic of Eberron variant, p. 68)

The elemental scion of Zilargo attempts to understand the true nature of the elements through bizarre methods.

Requirements

Base Attack Bonus: +5

Skills: Knowledge (nature) 2 ranks , Knowledge (the planes) 2 ranks , Speak Language (Auran, Aquan, Ignan, or Terran) 1 ranks

Speak Language: The elemental language known must match the type of elemental that provides the scion's graft; see Special.

Special: Must have at least one elemental graft.


Hit die

d8

Skill points

2 + Int

Class Features

Elemental Graft Affinity (Ex): Though you might have a variety of elemental grafts (both before and after entering this class), you create a bond with a particular kind of elemental (air, earth, fire, or water). The elemental chosen must match the type of one of your existing elemental grafts, and you must speak the language of the chosen elemental.

This bond allows you to more easily take on other grafts of the same kind. Any time that you receive an elemental graft of the same kind as your chosen element,
determine the time required, gp cost, and XP cost as if the normal cost were reduced by 25% (as if the creator had the Exceptional Artisan, Extraordinary Artisan, and Legendary Artisan feats from the EBERRON Campaign Setting). These reductions do not stack with the benefits of those feats.

Elemental Spellcasting (Ex): Whenever you cast a spell with an elemental or energy descriptor that matches your chosen element, you add your elemental scion class level to your caster level. For the purpose of this ability, spells with the air or electricity descriptor match the air element, spells with the acid or earth descriptor match earth, spells with the fire descriptor match fire, and spells with the cold or water descriptor match water.

Graft Awareness (Ex): At 2nd level, one of your elemental grafts becomes sentient. The sentient graft is chosen by you, and must be of the type chosen for your elemental graft affinity. It gains an Intelligence, Wisdom, and Charisma score equal to 3 + your class level.

Your graft can communicate telepathically with you. Its sensory abilities are too limited for it to clearly perceive the outside world (it can't make Listen or Spot checks, for example), but its presence aids your senses slightly, granting you a +2 bonus on your Listen and Spot checks.

Grafted Health (Ex): As your elemental grafts increasingly integrate themselves into your body, you become slightly more robust. Beginning at 3rd level, you gain +1 hit point per graft that matches your chosen element.

Grow Elemental (Su): Eventually the synergistic relationship between you and your elemental graft attains a startling new level. Beginning at 4th level, you can grow a Large elemental (of the type chosen for your elemental graft affinity) as a standard action, using your own graft's substance as a seed. The elemental appears adjacent to you and can act immediately. It has the mental ability scores of your intelligent elemental graft (which might affect its Will save and skill check modifiers), but is otherwise identical to a normal elemental (see page 95 of the Monster Manual).

Though your graft provides a "seed" for the new elemental, the graft remains in place. The elemental you grow is created from surrounding matter and inhabited by the sentience of your intelligent graft. The various abilities of your elemental graft are not affected, but the graft is rendered nonintelligent for the duration of the effect.

You can communicate telepathically with the elemental, which follows your commands completely. If reduced to 0 hp, the elemental disappears and its sentience returns to the graft from which it came. Otherwise, the elemental remains for a number of rounds equal to your Constitution modifier plus the number of elemental grafts you have of that kind (minimum 1 round).

You can use this ability once per day at no risk to yourself, but additional uses take a toll on your health. Creating a second elemental within 24 hours of the first renders you fatigued and deals 1d4 points of Constitution drain. Creating a third elemental within the same 24-hour period renders you exhausted (even if you are not already fatigued) and deals 2d4 points of Constitution drain. Each additional use in the same 24-hour period deals an amount of Constitution drain equal to the previous drain +1d4 (3d4 for the fourth use, 4d4 for the fifth, and so on). Characters with immunity to Constitution drain or without a Constitution score cannot create more than one elemental in a 24-hour period.

At higher levels, the elemental you create is increasingly more powerful, at your option. The elemental you grow is Huge beginning at 6th level, a greater elemental at 8th level, and an elder elemental at 10th level.

Uncanny Dodge (Ex): The awareness of your sentient elemental graft improves your reactions. At 5th level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. If you already have uncanny dodge from another class, you gain improved uncanny dodge instead (see below). See the barbarian class feature, page 26 of the Player's Handbook.

Elemental Merge (Su): Starting at 7th level, you can physically merge with the body of any elemental that you summon, call, or grow (using your grow elemental class feature), as long as the elemental matches your chosen affinity. The elemental must be at least two size categories larger than you. Entering the elemental requires a move action, and you must be adjacent to the elemental to merge with it.

Once you have merged with the elemental, you can no longer take any actions other than communication. Instead, you control the elemental as easily as if it were you (though the elemental retains all its own ability scores and other statistics). The elemental doesn't benefit from (and cannot use) any of your special abilities, magic items, or continuous effects while you are merged; however, any temporary effects (such as spells) active on you when you merge are continued on the elemental, assuming that it would be a legal target for the effect.

For example, the elemental wouldn't benefit from your +1 full plate armor, ring of protection, gauntlets of ogre power, or uncanny dodge ability, nor could it activate your ring of invisibility. It would, however, share the benefit of the bless spell cast on you by your cleric ally, as well as the bull's strength and stoneskin spells cast on you by a sorcerer. If you had already activated your ring of invisibility before merging, it would gain that effect as well.

While inside an elemental, you have immunity to all effects both beneficial and harmful; effectively, you no longer exist as a separate physical body. If the elemental that you inhabit is killed or dismissed, you appear in a randomly determined square within its space.

You can remain inside the elemental for a number of rounds equal to your class level, though there is no limit to the number of times per day that you can use this ability.

This ability cannot be used to merge with a bound elemental that you have previously called.

Improved Uncanny Dodge (Ex): The awareness of your sentient elemental graft continues to improve your reactions. From 9th level on, you can no longer be flanked. See the barbarian class feature, page 26 of the Player's Handbook.

Ex-Elemental Scions of Zilargo

An elemental scion of Zilargo who loses all the elemental grafts of her chosen element loses all class features of this prestige class, and cannot gain any further levels in the class until she gains a new elemental graft of that type.

Advancement

Level BAB Fort Ref Will Special
1st +0 +2 +0 +0 Elemental graft affinity, elemental spellcasting
2nd +1 +3 +0 +0 Graft awareness
3rd +2 +3 +1 +1 Grafted health
4th +3 +4 +1 +1 Grow elemental (Large)
5th +3 +4 +1 +1 Uncanny dodge
6th +4 +5 +2 +2 Grow elemental (Huge)
7th +5 +5 +2 +2 Elemental merge
8th +6 +6 +2 +2 Grow elemental (greater)
9th +6 +6 +3 +3 Improved uncanny dodge
10th +7 +7 +3 +3 Grow elemental (elder)

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Craft INT no no
Intimidate CHA no no
Jump STR no yes
Knowledge (nature) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Survival WIS no no
Swim STR no yes

Spells for Elemental Scion of Zilargo