Bound Elemental Scales (3.5e Equipment)
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In the primal origins of the universe, when good and evil were newly formed concepts and the world was dominated by mysterious outsider beings, the creatures of the inner planes looked upon the chaos wrought in the world with a mix of horror and awe. It was some that looked upon one of the most powerful beings of that time, the prototype of what would eventually be called a Balor, and viewed these things as a shape to aspire to in order to have influence upon the world. So were "elemental fiends" born from a gestalt of like-minded creatures that mimicked, to a degree, the outer planes residents and specifically the balor. These fiends are now long past, but the gestalting technique they used to achieve their form had been recently unearthed. However instead of binding elementals together, the spellcasters of this age have bound elementals to other creatures in order to replicate some of their work. Naturally, by working off the designs of the elemental fiends the resulting creature begins to resemble something akin to an elemental balor. For this design, elementals are used to forge body armor and scales for the would-be host.
The type of elemental bound alters the design and nature of the scales. Choose from the following:
- Air: Pale blue scales adorn the body, light and pliable as snake skin. You are able to use feather fall (self only) at will. If you have a fly speed, your fly speed increases by +10 ft. You also are able to continue breathing normally for 3 rounds after entering a place where you should not be able to breathe.
- Earth: Heavy knobby scales cover the body, providing a rough defense. The creature gains +2 natural armor, and you ignore any damage that would deal less than 5 points of physical damage to you. This is not damage reduction (and is checked before DR applies), but if a damage source does not deal at least 6 points of damage, you negate the damage entirely.
- Fire: Scales of cherry red hot iron cover you, though the heat is but a comforting warmth. The creature gains +1 natural armor, and you are always under the effect of endure elements (cold). You can cause creatures in a grapple with you or in extended contact to take 1d6 fire damage every round you are grappling. You also gain or increase your resistance to fire by +3.
- Water: Navy blue scales seem to shimmer in the light, casting watery distortions over its surface. The creature gains +1 natural armor, and you can move underwater unhindered and gain a +8 bonus to Swim checks. If you have a swim speed, your swim speed increases by +10 ft. You are immune to catching on fire.
This grafts augments one of the creature's skin.
Graft Flesh (Any), summon monster V; Price 15000 gp.
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