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Legacy of the Dragons
Elemental Scion Template The strength of earth, the ferocity of fire, the speed of wind, and the tenacity of wave—these factors come together to create an elemental scion, a creature of both mortal flesh and otherworldly might. When the force of the elemental spirits manifests itself in the normal world, a creature can use this power to become an elemental scion. This never happens by accident, always by choice. Elemental scions are always intelligent enough to make the choice for themselves, and it changes one forever. The elemental power seething within these scions manifests itself with varied effects. The physical changes to the transformed creature are generally minor. In appearance, the scion looks about the same. Yet the power of the earth bolsters him, fire makes him agile and quick, air allows him to float above the ground, and he can breathe water. All four elements work together within the creature: not in opposition, but in synthesis. It is only the union within a living, mortal creature that allows this convergence to occur. That spirit—perhaps the fifth element—unites the other four in a way not otherwise possible. In any event, elemental scions are rarer than even runechildren, and most people remain unaware of them. The transformation into an elemental scion does not change one’s outlook. Those with a dark heart are still cruel and selfish. More giving creatures retain their benevolent nature.
Sample Elemental Scion: Orichol (4th-level mojh mage blade) Medium Humanoid Hit Dice: 4d8+4 (26 hp), dying/dead –2/–10 Initiative: +2 Speed: 30 feet, fly 30 feet (average) AC: 18 (+2 Dexterity, +3 natural, +3 armor), touch 12, flat-footed 16 Base Attack/Grapple: +3/+6 Attack: Longsword (athame) +10 melee (1d8+5) Full Attack: Longsword (athame) +10 melee (1d8+5) Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet) Special Attacks: Fireburst, earth blast, athame, spells Special Qualities: Darkvision 60 feet, water breathing, shimmering shield Saves: Fort +3, Ref +4, Will +1 Abilities: Str 16, Dex 15, Con 12, Int 12, Wis 8, Cha 17 Skills: Balance +2, Forgery +2, Knowledge (runes) +2 Feats: Bonded Item (longsword), Elemental Mage (fire), Weapon Focus (longsword) Environment: Any Organization: Unique Challenge Rating: 6 Treasure: Standard Advancement: By character class Level Adjustment: +2
Even after Orichol transformed into a mojh, he—it—was not content. It still craved more power. Specifically, the power Orichol craved was that which would unite it with mystical energies. It wanted to feel them course through its veins. So the mojh sought far and wide, reading wellresearched texts and consulting with learned sages. Eventually, it learned of the Temple of the Four Pillars, located in the strange land of Kish. No one knows who built the temple, with its 444 steps leading up to its four grand doors. One thing was sure, though: Just as the texts had said, whosoever shall drink from the four pools surrounding the four pillars in the temple for 444 days straight shall come to liken themselves closer to the fundamental nature of the world and the four key elements that comprise it. Orichol discovered the truth of that personally. The mojh returned to the Lands of the Diamond Throne with newfound powers—an entirely new nature. Mentally, however, Orichol was still the power-craving mojh it had always been. Orichol wears a +1 studded leather jack and wields a longsword as an athame. It is tall for a mojh, and its elemental nature gives its flesh a rough texture and dark color.
Combat Orichol favors its elemental scion abilities over all else. It enjoys floating over foes and spraying its fire burst down upon them. It is overconfident and prone to foolhardiness, but it isn’t stupid. Orichol will run from a fight it cannot win. Fireburst (Sp): See ability description on next page. Earth Blast (Sp): See ability description on next page. Athame (Su): In Orichol’s hands, its longsword becomes a +2 weapon. It shares an empathic link with the weapon and knows where it is at all times. Water Breathing (Su): See ability description on next page. Shimmering Shield (Sp): Once per day, Orichol can create a shimmering aura around itself that grants the mojh a +2 deflection bonus to Armor Class for 4 rounds. Spell Slots: 4/3/1 Spells Readied: 0—bash, detect magic, lesser repair, minor illusion; 1st—acrobatics, fireburst, mudball, obscuring mist; 2nd—boil
Creating an Elemental Scion “Elemental scion” is a template that one can add to any living, corporeal creature with an Intelligence score of at least 3. An elemental scion uses all the base creature’s statistics and special abilities, except as noted here. Size and Type: The creature’s type does not change. Speed: Elemental scions can fly at half their normal speed, carried aloft by the wind. AC: Increase the creature’s natural armor bonus by +2 due to a stony substance that infuses the flesh. Special Attacks: An elemental scion retains all the base creature’s special attacks and gains the following special abilities (cumulative):