Elementals and Golems

Author Topic: Elementals and Golems  (Read 2035 times)

KellyD20Studios

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Elementals and Golems
« on: November 04, 2017, 04:29:17 PM »
Elementals are spiritual incarnations of primal forces that manifest as sentient beings. Golems are constructs of primal forces and elements, created by mages to serve their needs. Keep tabs on the different elementals and golems of Summoners Fate here.


Fire Elemental
Summoned from the magma & ashes of the Earth, the Fire Elemental blazes onto the battlefield. Using his faithful flame axe, he wields fiery death to those to which he comes to blows. Many try, but very few can put out this inferno of terror


Lightning Elemental
The Lightning Elemental brings forth the unstable power of stormbolts and certain painful electrocution…


Ice Golem
Feeling a piercing chill in the air? The ICE GOLEM is near! Check out the ice axe


Air Elemental
Summoned from the gales of a hurricane & violent squalls of a tornado, the Air Elemental storms onto battlefield. He has the ability to fly over people, obstacles, & traps. Using his two-handed crystal-bladed staff, he breezes through defeating his opponent....And his does it all with a gratified grin on his face.


Water Elemental
Here he is in all his wet glory. This summoned creature can attacks his enemies by thrusting his Trident. When he is defeat, not all is bad - all players on his team will GAIN life!


« Last Edit: November 04, 2017, 08:36:39 PM by KellyD20Studios »

BlackHorse

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Re: Elementals and Golems
« Reply #1 on: January 23, 2019, 09:57:24 PM »
Would the Air Elemental set of Traps if it ends its turn in that space?

RossD20Studios

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Re: Elementals and Golems
« Reply #2 on: February 01, 2019, 07:36:08 PM »
Would the Air Elemental set of Traps if it ends its turn in that space?

Previously, no. But with our recent change, flying creatures now trigger traps if they end movement on a trap. This is due to most flying creatures also having feat to walk with, but we also explain as the creature flying low to surface. I had considered a separate keyword ability for "hover" for creatures like Air Eleme tal and bat that are always floating as being able to never trigger traps, but not sure of the added complexity is needed. What do you think?