Affinity Powers (Elementer)

The following represent the available affinity powers an elementer can prepare. Each one is divided into four parts: tier, element, effect, and synergy. Rather than being sorted alphabetically, affinity powers are sorted first by tier then by element.

**Tier**: The strength of the affinity power. A power can be a lesser, moderate, greater, or master affinity power. At first, the elementer can only prepare a single lesser power. When she reaches 6th level, she can also prepare a moderate power. At 11th level, she can prepare a greater power, and at 16th level she can prepare a master power. Gaining the benefits of her moderate, greater, and master affinity powers require the elementer to spend additional energy points (see affinity powers in the class description).

**Element**: The power’s element, which can be air, earth, fire, or water. Preparing multiple powers of the same type can grant synergy effects (see below).

**Effect: The benefit granted to the elementer while she is in aegis form and has paid the required energy cost for the power.**

**Synergy**: The synergy effect for a given affinity power. Synergy powers are available if the elementer is currently benefiting from more than one affinity power of the same element, and grows stronger the more active affinity powers she has of that element.

#### RAZOR WIND

**Tier**: Lesser; **Element**: Air

**Effect**: Your strikes are infused with the power of the storm. Your weapon attacks deal +2 points of electricity damage on a hit. This damage increases by +1 at 5th level and every four levels thereafter to a maximum of +6 electricity damage. This damage is multiplied on a critical hit and stacks with other sources of electricity damage, such as the shocking weapon property.

**Synergy**: If you have at least two air powers active, increase the range increment of your ranged weapon attacks (including throwing weapons) by 20 feet. Additionally, when you attack with a melee weapon you can choose to unleash a razor wind instead of attacking normally. A razor wind attack creates a shockwave of air, effectively increasing your reach by 10 feet for that attack. The razor wind carries all of the effects of your weapon attack (including magical properties), but always deals slashing damage instead of the attack’s normal type. This damage is considered magical for the purpose of overcoming damage reduction, but does not have the material properties of the weapon you use. Enhancement bonuses to the weapon can still allow you to overcome damage reduction with the razor wind; for example, a razor wind made with a +3 longsword will count as cold iron and silver for the purpose of overcoming damage reduction. You cannot use razor wind on attacks of opportunity.

If you have three air powers active, the range on your razor wind increases to 15 feet and the bonus range to your ranged attacks increases to 30 feet. If you have four air powers active, the razor wind’s range becomes 20 feet, and the bonus to ranged attacks becomes 40 feet.

#### CRUSHING STONE

**Tier**: Lesser; **Element**: Earth

**Effect**: Your strikes are infused with the weight of earth. You gain a +2 bonus on weapon damage rolls. This bonus increases by +1 at 5th level and every four levels thereafter to a maximum of +6. Your weapon attacks are treated as slashing, bludgeoning, and/or piercing for the purpose of overcoming damage reduction, whichever is more beneficial to you.

**Synergy**: If you have at least two earth powers active, your weapon attacks are also considered both silver and cold iron for the purpose of overcoming damage reduction. If you have at least three earth powers active, your weapons are also considered adamantine, and your attacks ignore up to 5 points of any kind of damage reduction, including DR/–. If you have four earth powers active, your attacks ignore up to 10 points of damage reduction, instead. This stacks with other effects that let you ignore damage reduction such as the Penetrating Strike feat.

#### SEARING HEAT

**Tier**: Lesser; **Element**: Fire

**Effect**: Your strikes are infused with the power of a raging inferno. Your weapon attacks deal +2 points of fire damage on a hit. This damage increases by +1 at 5th level and every four levels thereafter to a maximum of +6 fire damage. This damage is multiplied on a critical hit and stacks with other sources of fire damage, such as the flaming weapon property.

**Synergy**: If you have at least two fire powers active, you can create a burst of flame whenever you score a critical hit with a weapon attack. This burst deals 1d6 fire damage to the target and to creatures within 5 feet of it (except you). Creatures that are not the primary target can make a Reflex save to negate the damage. If your weapon has a x3 critical multiplier, the burst deals 2d6 damage; if the multiplier is x4 or higher, it deals 3d6 damage.

If you have at least three fire powers active, the damage increases to 1d10. If the weapon is a x3 weapon, it deals 2d10, while a x4 multiplier or higher deals 3d10. If you have four fire powers active, the radius of the burst increases to 10 feet.

#### PIERCING COLD

**Tier**: Lesser; **Element**: Water

**Effect**: Your strikes are infused with freezing water. Your weapon attacks deal +2 points of cold damage on a hit. This damage increases by +1 at 5th level and every four levels thereafter to a maximum of +6 cold damage. This damage is multiplied on a critical hit and stacks with other sources of cold damage, such as the frost weapon property.

**Synergy**: If you have at least two water powers active, your successful weapon attacks leave a lingering chill on your foes. All of the struck creature’s energy resistances (if any) are lowered by 5; this has no effect on energy immunities. If you have three or more water powers active, the target takes a -2 penalty to all saving throws. If you have four water powers active, the energy resistance penalty increases to 10. These effects last until the end of your next turn and do not stack, even from another elementer. This synergy has no effect on objects.

#### WINDY STEP

**Tier**: Moderate; **Element**: Air

**Effect**: You are lifted into the sky by powerful winds, granting you flight. You gain a fly speed of 30 feet with good maneuverability.

**Synergy**: If you have at least two air powers active, you treat wind effects as two steps less severe. If you have at least three air powers active, you treat wind effects as three steps less severe, instead, and increase your fly speed to 40 feet. If you have four air powers active, increase your fly speed to 60 feet.

#### EARTHEN STEP

**Tier**: Moderate; **Element**: Earth

**Effect**: You channel the elements to move through the ground, granting you a burrow speed of 30 feet.

**Synergy**: If you have at least two earth powers active, you gain the earth glide universal monster ability. If you have three earth powers active, your burrow speed increases to 40 feet. If you have four earth powers active, your burrow speed increases to 60 feet.

#### BLAZING STEP

**Tier**: Moderate; **Element**: Fire

**Effect**: Your steps burn with elemental fire, letting you better grip onto surfaces. Your land speed increases by 20 feet.

**Synergy**: If you have at least two fire powers active, you ignore difficult terrain. If you have three fire powers active, your speed bonus increases to 40 feet. If you have four fire powers active, the bonus increases to 60 feet.

#### WAVE STEP

**Tier**: Moderate; **Element**: Water

**Effect**: You move as one with the water, gaining a swim speed of 60 feet and a +8 racial bonus to Swim checks. You can breathe underwater.

**Synergy**: If you have at least two water powers active, your weapon attacks suffer no penalty for being underwater. If you have three water powers active, your swim speed increases to 90 feet. If you have four water powers active, it increases to 120 feet.

#### CYCLONIC ARMOR

**Tier**: Greater; **Element**: Air

**Effect**: You are surrounded by a swirling vortex of air, causing ranged weapon attacks against you to have a 50% miss chance. Unusually large ranged attacks, siege weaponry, and attacks granted by spells are unaffected.

**Synergy**: If you have at least two air powers active, melee attacks against you suffer a 20% miss chance. If you have at least three air powers active, ranged attacks from spells, such as those granted by scorching ray, suffer a 20% miss chance against you. If you have four air powers active, unusually large ranged attacks and siege weaponry also suffer a 50% miss chance against you.

#### TECTONIC ARMOR

**Tier**: Greater; **Element**: Earth

**Effect**: Your flesh hardens like stone, granting you DR 5/bludgeoning.

**Synergy**: If you have two earth powers active, the damage reduction becomes DR 10/bludgeoning. If you have three earth powers active, it becomes DR 10/adamantine. If you have four earth powers active, it becomes DR 10/–.

#### PYROCLASTIC ARMOR

**Tier**: Greater; **Element**: Fire

**Effect**: Your surround yourself with scorching flames. Creatures striking you with a non-reach melee weapon or with their body take 1d6 fire damage.

**Synergy**: For each fire power you have active beyond the first, increase the damage attackers take by 1d6. If you have three or more fire powers active, this power also affects attackers hitting you with reach weapons.

#### OCEANIC ARMOR

**Tier**: Greater; Element: Water

**Effect**: You envelop yourself with deflective waters. You gain temporary hit points equal to twice your elementer level. These temporary hit points are lost first and are removed upon leaving aegis form.

**Synergy**: If you have two water powers active, you gain 5 temporary hit points at the start of each of your turns. These stack with the temporary hit points granted by this power upon entering aegis form, up to twice your elementer level. If you have at least three water powers active, this increases to 10 temporary hit points per round. If you have four water powers active, the initial temporary hit points granted (and the maximum amount you can stack to with this power) increases to triple your elementer level.

#### RAGING TEMPEST

**Tier**: Master; **Element**: Air

**Effect**: You gain an aura that howls with a powerful storm. The aura has a maximum radius of 20 feet: you can make its radius any multiple of 5 feet up to this maximum and change it each time you enter aegis form. The howling winds drown out noise, effectively deafening creatures in the area (no save). Creatures that enter or start their turn in this aura take 2d6 electricity damage and must make a Fortitude save or move at half speed for 1 round. You are unaffected by your own aura.

**Synergy**: If you have at least two air powers active, creatures that fail their Fortitude saves are unable to move closer to you for 1 round. If you have at least three air powers active, the damage of your aura increases to 4d6. If you have four air powers active, the maximum radius of the aura increases to 30 feet.

#### RUMBLING EARTH

**Tier**: Master; **Element**: Earth

**Effect**: You gain an aura that churns and shakes the earth. The aura has a maximum radius of 20 feet: you can make its radius any multiple of 5 feet up to this maximum and change it each time you enter aegis form. The ground in the aura is treated as difficult terrain. Additionally, creatures that move through this area take 1d6 damage for every five feet they move through it (no save). Creatures that are not on the ground are unaffected. You are unaffected by your own aura.

**Synergy**: If you have at least two earth powers active, creatures that enter or start their turn inside your aura and are on the ground must make a Reflex save or become flat-footed for 1 round and begin bleeding for 2d6 damage per round. The bleed damage does not stack. If you have at least three earth powers active, the damage creatures suffer for moving through the aura increases to 1d8 per five feet moved. If you have four earth powers active, the maximum radius of the aura increases to 30 feet.

#### BURNING SUN

**Tier**: Master; **Element**: Fire

**Effect**: You gain an aura that burns with the fury of the sun. The aura has a maximum radius of 10 feet: you can make its radius any multiple of 5 feet up to this maximum and change it each time you enter aegis form. Creatures that enter or start their turn in this aura take 2d6 fire damage and must make a Fortitude save or become fatigued. This cannot cause a creature that is already fatigued to become exhausted. You are unaffected by your own aura.

**Synergy**: If you have at least two fire powers active, creatures that are fatigued and fail their Fortitude save become exhausted. If you have at least three fire powers active, the damage of your aura increases to 4d6. If you have four fire powers active, the maximum radius of the aura increases to 20 feet.

#### FROZEN SEAS

**Tier**: Master; **Element**: Water

**Effect**: You gain an aura that brings the chilling waters of the ocean depths. The aura has a maximum radius of 10 feet: you can make its radius any multiple of 5 feet up to this maximum and change it each time you enter aegis form. The ground in this aura becomes frozen with ice. Creatures treat this area as icy ground and must make an Acrobatics check (DC equal to your affinity power DC) to move through the area at more than half speed. Failure causes it to fall prone at the start of its movement. The ground stays frozen as long as it is in your aura and for 1 round thereafter. Additionally, creatures that enter or start their turn in this aura take 2d6 cold damage (no save). You are unaffected by your own aura and the icy ground.

**Synergy**: If you have at least two water powers active, creatures that enter or start their turn inside your aura must make a Fortitude save or be entangled for 1 round (though they can still move). If you have at least three water powers active, the damage of your aura increases to 4d6. If you have four water powers active, the maximum radius of the aura increases to 20 feet.