Sub-Element Power(Sub-Element)

Feats: Sub-Element Power (sub-element)

You gain the true power of your sub-element.

Prerequisite: Sub-Element Affinity(Sub-Element), Character Level 7th.
Benefit: You gain the true power of your sub-element . You gain the power of your sub-element listed on the table below:

Sub-ElementAffinity Benefit
BeastClaws(Su): You can grow claws that deal 1d4 + Strength slashing damage (1d3 if Small size) as a move action. The claws allow you to make two attacks at your base attack bonus as a standard action. The claws stay in effect indefinitely, and may be dismissed as a free action. To use items(weapons, potions, etc) while you have claws you must a DC 20 Dexterity check.
PlantSpikes(Su): You can release volleys of wood shards, up to four such per round, as a standard action. This attack has a range of 60 feet with no range increment. Damage is 1d6 + Strength bonus. You can launch 1/2 your total character + Constitution modifier spikes per day.
StoneStoneform(Ex): A stone element creature gains DR 5/magic. However a stone element creature weighs twice what it would otherwise and cannot swim. Your Earthglide abilitiy can be used for a 120 feet per day.
MetalImproved Metal Coat(Su): Your metal coat ability improves. It now grants you a +6 armor bonus, +4 maximum Dexterity bonus, DR 2/adamantine, a -2 armor check penalty, and a 10% chance of arcane spell failure. It otherwise remains the same.
WindGust(Sp): As a standard action the character may generate a quick gust of wind. This is a ranged touch attack with a range of 30 feet with no range increment. The attack potentially knocks creatures prone; unless the creature succeeds a DC (10 + 1/2 your total character level + Constitution modifier) Reflex save, in which case the attack has no effect. Spell resistance does not apply to this ability, it is subject to arcane spell failure.
SoundShout(Sp): As a standard action you may shout explosively. This spell-like ability is an instantaneous burst with a radius of 10 feet centered on you. This magical shout can cause the deafened status for 1d4 round, however, a successful Fortitude save, DC, negates the effect. Spell resistance does apply, it is not subject to arcane spell failure.
StormElectric Aura(Su): You deal an extra 1 point of electricity damage on weapon damage rolls. You also gain electricity resistance 5.
EolianImproved Wings(Su): Your Wings ability may now be used at will.
WaveWater Body(Su): Your body is now primarily fluid, you receive damage reduction 5/bludgeoning.
IceIce Shards(Sp): As a standard action you may spray shards of ice. This spell-like ability has a range of 30 feet with no range increment and hits with a successful ranged touch attack. The ice shards deal 1d4 cold damage to a single target. Spell resistance does apply, as does arcane spell failure.
PoisonFangs (Su): You now have retractable fangs, similar to those of a viper or other snake. These fangs allow you to make a bite attack as a standard action, however, these fangs only deal 1 damage and inflict a poison on the victim. This poison has a frequency of 1/round for 6 rounds, deal 1 Constitution damage, and can be cured with a single Fortitude save DC (10 + 1/2 total character level + Constitution modifier).
PiscineBite(Ex): You gain a shark-like bite attack that deals 1d6 slashing damage as a primary natural attack.
FlameFlame Bolt(Sp): As a standard action you may fire a ball of flame at a single target as a ranged touch attack. This ball of flame deals 1d4 fire damage. A flame bolt has a range of 30 feet with no range increment. This spell-like ability is subject to both spell resistance and arcane spell failure.
SmokeSmokescreen(Sp): You may intensify your Smoke ability 3 + 1/2 total character level + Constitution modifier times per day. This effect grants you concealment (20% miss chance), and lasts for a number of rounds equal to your total character level. This spell-like ability is subject to neither spell resistance and arcane spell failure.
AshBurn (Su): All of your weapon attacks receive +1 fire damage. This can also be used to start fires with prolonged contact.
DragonBreath Weapon(Su): As a standard action you may breathe a 15 foot cone of fire. This attack deals 4d6 fire damage, however, with a successful Reflex save DC ( 10 + 1/2 total character level + Constitution modifier) it only deals half damage. You may breathe fire 3 + Constitution modifier times per day, and no more than once every 1d4 rounds. This ability is not subject to spell resistance or arcane spell failure.
SolarFlash(Sp): As a standard action a you may intensify your Light ability, emitting a powerful flash of light. This attack is a 5 foot radius burst centered on you. Affected creatures are dazed for 1 round, and dazzled for 1d4 rounds afterward. A successful Fortitude save DC ( 10 + 1/2 your total character level + Constitution modifier) prevents the dazed effect but the targets still remain dazzled for 1 round.
CrystalPure Crystal(Ex): Your spell resistance improves to 15 + your total character level, and you gain a +2 natural armor bonus.
LifeHealing Touch(Sp): You may use Cure Light Wounds 3 + 1/2 your total character level + Constitution modifier times per day as a spell-like ability at a caster level equal to your total character level. This ability is subject to spell resistance, but not arcane spell failure.
ShadowHide in Plain Sight(Su): You can use the Stealth skill even while being observed. As long as you are within 10 feet of an area of dim light, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow. If this ability is gained by other means, for example via class levels, your elemental bonus to Stealth increases to +8.
BloodBlood Drain(Su): You can suck blood from a grappled opponent; if you establish or maintain a pin, you drain blood, dealing 1d4 points of Constitution damage. You heal 5 hit points or gain 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to your full normal hit points) each round you drain blood.
GhostSoul Servant(Su): You have a constant Unseen Servant as specified by the spell, if the servant is destroyed or dismissed, it can be re-created as a free action. As long as the servant is in existence You gain a +2 deflection bonus to your armor class, and a +1 elemental bonus to all saving throws./td>

Sub-Element Power(Sub-Element)

Saroth Pretakor Pretakor