Sub-Element Affinity(Sub-Element)

Feats: Sub-Element Affinity(sub-element)

You have an affinity for your sub-element

Prerequisite: Sub-Element(Sub-Element), Character Level 5th.
Benefit: You now have an affinity for your sub-element . You gain a benefit for your affinity, and the benefit obtained can be found on the table below:

Sub-ElementAffinity Benefit
BeastScent(Ex): You gain the Scent ability.
PlantPhotosynthesis(Ex): Every hour that a you are exposed to direct sunlight, you heal a number of hit points equal to your total character level. A daylight spell does not provoke this fast healing; you must be exposed to real sunlight. In addition, so long as the you receive at least 4 hours of sunlight per day, you do not need to eat; you do need to drink.
StoneEarthglide(Su): You gain a burrow speed of 5 feet. You may pass through unworked stone or dirt like a fish moves through water. You may move in this fashion for a total distance of 60 feet per day.
MetalMetal Coat(Su): You may coat its body with metal as a move action. This grants the creature a +2 armor bonus, +6 maximum Dexterity bonus, a -2 armor check penalty, and a 10% chance of arcane spell failure. This is not a natural armor bonus and does not stack with with other effects that give an armor bonus (other than natural armor). This takes the same space on the body as a ordinary suit of armor or a robe, should you be wearing armor this effect supersedes it. The Metal Coat may be dismissed as a move action. While this ability is in effect you weigh twice what you otherwise would and cannot swim.
WindFeatherfall(Su): You only fall 60 feet per round, (resulting in no damage from falls), this ability is always active.
SoundGhost Sound(Sp): You can use the Ghost Sound spell as a spell-like ability 3 + Constitution modifier times per day. Caster level is equal to your total character level.
StormStormwalk(Su): You can walk or ride through storms (natural or magical) at your regular movement rate, completely unaffected by high winds (including gust of wind), pounding precipitation or waves, objects driven by the wind (which always seem to miss you), great claps of thunder, natural bolts of lightning,
EolianWings(Su): Once per day, as a move action, an you may bring forth massive feathered wings from your back. These wings allow the you to fly at your normal land speed with poor maneuverability. These wings last for one minute per character level and are dismissible as a standard action.
WaveQuench(Su): Your touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these flames are of size Large or smaller. You can dispel magical fire you touch as dispel magic cast by a sorcerer whose level equals your character level.
IceIceheart(Ex): You gain cold resistance 10.
PoisonPoison Immunity(Ex): You gain immunity to all non-magical poisons.
PiscineSwim(Ex): You gain a swim speed of 30 feet.
FlameFlameheart(Ex): You gain fire resistance 10.
SmokeSmoke(Su): You are constantly surrounded by a small amount of smoke. While not enough to actually hide your location, this smoke irritates the eyes of those adjacent to you, causing them to receive a -1 penalty on all attacks as long as they remain adjacent to you. This condition lifts 1d4 rounds after the creature is no longer adjacent to you. A successful Fortitude save DC (10 + 1/2 your character level + Constitution modifier) negates the condition entirely.
AshAshborn(Ex): You gain fire resistance 10.
DragonDragon’s Scales(Ex): Your skin becomes scaly, and you gain +2 natural armor.
SolarGuarding Light(Su): As long as you Light ability is active you gain a +2 deflection bonus.
CrystalReflective(Ex): You gain the spell resistance equal to 5 + your total character level.
LifeHealing Trance(Su): You may enter a healing trance as a full round action once per day. While in the trance you cannot move and are considered helpless, however you can perceive your surroundings to a limited degree (-8 Perception). The trance lasts for a number of rounds equal to your total character level, and while in the trance you gain fast healing 3. It takes 10 rounds for you to exit the trance, voluntarily or not.
ShadowSuperior Darkvision(Ex): Your darkvison increases by 60 feet. You may also see in any kind of magical darkness.
BloodBloodless(Su): Your blood is under your control, and as such, you automatically stabilize once disabled or dying, and do not risk losing further hit points. You are also immune to attacks that cause bleeding.
GhostLife Leech(Su): You automatically try to steal the last bit of life energy from anyone nearby. Each stable or dying creature within 30 feet of you (that is, any creature with -9 to -1 hit points) loses an additional hit point at the beginning of your turn. You gain the same amount as temporary hit points that last for 10 minutes. This effect cannot be suppressed, and functions on both friend and foe

Sub-Element Affinity(Sub-Element)

Saroth Pretakor Pretakor