Nature gods and the lords of the elements sometimes grant their champions special powers, infusing them with the essence of one of the four elemental planes. The powers in control of the elements grant this gift only rarely, since its strength can remain in a bloodline for many generations. In fact, element-infused creatures occasionally become races unto themselves. Some sages argue deep dwarves owe their origins to earth-infused dwarves, and aquatic elves owe theirs to water-infused elves.
Element-infused creatures of different elemental types have little in common, but those infused with the same element often share certain features. A water-infused creature generally has webbed appendages and blue skin, hair, or scales; and a fire-infused creature may have red or orange skin, hair, or scales. An air-infused creature usually looks much like an albino version of its kind, and an earth-infused creature's dark body is typically pebbled and rough.
“Element-Infused” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). An element-infused creature uses all the base creature's statistics and special abilities except as noted here.
Challenge Rating: As base creature +1
Type: An element-infused creature gains the subtype of the element that infuses it (air, earth, fire, or water). Do not recalculate base attack bonuses, saves, or skill points.
Senses: An element-infused creature gains a new sense depending on the type of element infusing it.
Air: blindsight +30 ft.
Earth: tremorsense +30 ft.
Fire: low-light vision.
Water: tremorsense +30 ft.
Defensive Abilities: If the base creature has an ability that is bypassed by the same element as the element infusing the base creature, such as regeneration, it loses that mode of bypass for the ability. Additionally, it gains the following:
Element-infused creatures' bodies gain some of the qualities of elementals. Each time an element-infused creature is exposed to a bleed, precision damage, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it.
Weaknesses: An element-infused creature loses any weakness dependent on its chosen element.
Speed: An element-infused creature retains the base creature's speeds and gains a new speed according to the element that infuses it. If the base creature already possessed the mode of movement that the element would grant, the element-infused creature retains the higher speed.
Air: An air-infused creature gains a fly speed (perfect maneuverability) equal to its highest speed. If the base creature already has a fly speed, it increases to match the base creature's highest speed, with perfect maneuverability. If the base creature gains a fly speed from the application of this template, the flight is supernatural in origin.
Fire: A fire-infused creature's base speed increases by +10 ft.
Water: A water-infused creature gains a swim speed equal to its highest speed if the base creature does not already have one.
Special Attacks: An element-infused creature retains all the base creature's special attacks and gains those described here.
Air-infused creatures take a -1 penalty on attack and damage rolls against an air elemental.
Once every 1d4 rounds, an air-infused creature can breathe a 60-foot cone of Wind that mimics a terrible windstorm. Every creature within this area that is not flying must succeed on an Acrobatics or Strength check vs. the wind blast's DC or fall prone. A flying creature that fails is instead blown away from the air-infused creature, moving a distance equal to 5 feet per point by which it failed the check. If the creature encounters a large object (such as a wall) during this movement, it takes 1d6 points of damage per 5 feet the object prevented it from moving. The save DC is Constitution-based.
Once every 1d4 rounds, an earth-infused creature can release a storm of rock in a 30-foot-radius spread. Those within range take 1d6 bludgeoning damage per 2 Hit Dice the earth-infused creature possesses. A successful Reflex save halves this damage. The save DC is Constitution-based.
An earth-infused creature gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the earth-infused creature takes a -4 penalty on attack and damage rolls. These modifiers apply to overrun and bull rush maneuvers as well.
A fire-infused creature can breathe a 30-foot cone of fire once every 1d4 rounds. Every creature in the area takes 1d6 points of fire damage per 2 Hit Dice the fire-infused creature possesses (20d6 max). A successful Reflex save halves this fire damage. The save DC is Constitution-based.
Each of a fire-infused creature's natural attacks and melee attacks with metallic weapons deal an extra +1d6 points of fire damage.
While water is within its reach, a water-infused creature can pick up a cohesive ball of water and throw it at a distant target as a ranged attack. If the water-infused creature can make multiple ranged attacks during a round, it can devote as many of them as it wishes to waterball attacks, so long as it has a ready source of water within reach. Waterballs can be thrown underwater or through a border between air and water with no penalties to range or on the attack roll.
A waterball is considered a thrown weapon with a range increment of 20 feet. It deals nonlethal damage as a slam attack based on the water-infused creature's size. As with other thrown weapons, the water-infused creature's full Strength bonus applies to the damage roll.
A waterball can be used to snuff out a non-magical fire instead of attacking a creature as per the quench spell. To use it in this way, the water-infused creature must succeed on a ranged touch attack against the source of the fire.
Waterballs do not retain their cohesiveness when not grasped or thrown by a water-infused creature.
At the GM's discretion, other liquids can be thrown in a similar matter, but the water-infused creature must touch the liquid and take any damage it deals if not immune to its particular dangers.
A water-infused creature gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the water-infused creature is touching the ground, it takes a -4 penalty on attack and damage rolls. These modifiers CMB and CMD as well.
Abilities: Modify from the base creature as follows (minimum 1 for all scores).
Feats: An element-infused creature gains a bonus feat based on the element that infuses it.
Special Qualities: An element-infused creature retains all the base creature's special qualities and gains those described here.
The element-infused creature's natural armor bonus improves by +2 over that of the base creature.
A fire-infused creature regains 1 hit point for each full round that it remains in contact with a fire at least one size category smaller than itself. When struck by a magical fire effect, the fire-infused creature heals 1 point of damage per 10 points of damage that the fire effect would otherwise deal.
A fire-infused creature can climb an object on fire as though it had a climb speed equal to its highest speed. Furthermore, it can fly at its highest speed with perfect maneuverability so long as it remains in contact with fire, and it can walk on flames at its highest speed, as though walking on air via the air walk spell.