Cloud
Cloud creatures have adapted to live on the semi-solid floating cloud realms that drift above the earth. Many cloud creatures are slaves of the cloud giants that rule most cloud realms on the Material Plane, but a few rule their own realms. Many cloud creatures live on the Plane of Air.
Cloud creatures usually feature blue, white, or silver coloration. They otherwise appear as a normal member of their race.
Creating A Cloud Creature
“Cloud” is an inherited template that may be applied to any corporeal aberration, animal, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, undead, or vermin (referred to hereafter as the base creature).
An cloud creature uses all the base creature’s statistics and abilities except as noted here.
Size and Type: Creature type is unchanged. Cloud creatures gain the Air subtype, but do not gain a fly speed if the base creature cannot fly. Size is unchanged.
Speed: As base creature. If the base creature has a fly speed, improve maneuverability by one step (Clumsy to Poor, Poor to Average, Average to Good, Good to Perfect).
Special Attacks: An cloud creature retains all the special attacks of the base creature and also gains the following attack.
—Spell-like Ability: crackling ray – 3/day. Caster level is equal to Hit Dice.
Special Qualities: An cloud creature retains all the special qualities of the base creature and also gains the following qualities.
| HD |
electricity resistance |
| 1-5 |
5 |
| 6-10 |
10 |
| 11-15 |
15 |
| 16 + |
20 |
—Air walk (Su): At will. This ability functions as the sorcerer spell, except that the cloud creature can only cast it on itself. Beings in physical contact with an air walking cloud creature are also affected by air walk.
—Spell-like Ability: obscuring mist – 3/day. Caster level is equal to Hit Dice.
Abilities: Increase from the base creature as follows: Dex +2, Wis +2.
Skills: Cloud creatures gain a +4 racial bonus to Balance checks, and can speak Auran if their Intelligence score is 3 or higher.
Environment: Any non-underground.
Challenge Rating: +1
Level Adjustment: Same as the base creature +2.
Crackling Ray
Evocation (Electricity)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A crackling ray of electricity springs from your hand. You must succeed on a ranged touch attack with the ray to strike a target. The ray deals 1d6 points of electricity damage per two caster levels (maximum 5d6).
The crackling ray sets fire to combustibles it strikes, but cannot damage objects or melt metals.
Material Component: A crystal bead.
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