Moteborn

Thousands of otherwise ordinary mortals live among the wonders and perils of the elemental plane, inhabiting isolated citadels that loom atop drifting earthmotes or thronging trade-towns standing on the shores of exotic seas.
    Mortal denizens of the Elemental Chaos, known as moteborn, often leave their homes behind and seek their fortunes elsewhere. A moteborn’s reason for doing so might be anything: Catastrophe sometimes destroys an elemental realm, leaving its survivors scattered and homeless. A criminal, whether guilty or falsely accused, might flee to avoid punishment. Someone whose culture values personal honor might go into exile when dishonored, hoping to spare family and friends from disgrace. Other moteborn are people of status in their native domains, and such moteborn travel and adventure to prove their worth.
    Depending on how and why a moteborn leaves his or her elemental home behind, he or she might wander the Elemental Chaos in search of wealth and power, or search for a new home in the natural world where he or she can win high station. Another moteborn might be an exile hiding from enemies back home, taking a false name and traveling to keep ahead of pursuers and assassins.

    Moteborn Starting Feature (1st level): You gain a +2 power bonus to Arcana checks. Add Primordial to the languages you can read, write, and speak. If you already know Primordial, you instead learn Abyssal, Dwarven, or Giant.
    You also gain the summon flame zephyr power.
    Moteborn Level 5 Feature (5th level): You gain a +5 power bonus to checks to locate, activate, and control magical or elemental portals, gates, and similar objects. If a portal is trapped or dangerous, or leads to a hazardous destination, you can sense this danger with a successful Arcana check (moderate DC of your level).
    Moteborn Level 10 Feature (10th level): You can use summon flame zephyr twice per day, but only once per encounter.

Moteborn Attack Summon Flame Zephyr

From the smallest spark, cinder, or candle flame, you command a minor elemental of air and fire to come forth.

Daily        Elemental, Summoning
Minor Action      Ranged 10

Effect: You summon a flame zephyr in an unoccupied square in range. The creature is an ally to you and your allies.
    The zephyr lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You don’t need line of effect to the zephyr to command it. When you command the zephyr, the two of you share knowledge but not senses.
    When the zephyr makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties.
    The flame zephyr lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left).
Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.


Moteborn Utility 2Elemental Adaptation

You use minor elemental warding to adapt yourself to almost any hazardous environment.

Daily        Elemental
Minor Action      Personal

Effect: Choose acid, cold, fire, lightning, or thunder. Until the end of the encounter, you gain resist 5 to that damage type and a +5 power bonus to Endurance checks.


Moteborn Utility 6Elemental Drudge

You call forth a minor elemental and dispatch it on an errand.

Daily        Conjuration, Elemental
Standard Action      Ranged 5

Effect: You conjure a minor elemental spirit that animates a Small mass of whatever element is available in an unoccupied square in range. This drudge persists until you dismiss it as a minor action, until it completes its task, or until 1 hour has elapsed. The drudge has speed 10 and a +0 bonus to ability checks required to perform its errand. It can travel up to 1 mile from you in the performance of its task. You can command the drudge to do any of the following errands.

      Fetch: The drudge can retrieve an object of up to 50 pounds, as long as you can indicate or describe the object and its location. If the object is too heavy, stuck, or otherwise inaccessible, the drudge returns to you without the object.

      Carry: The drudge can carry an object of up to 50 pounds to a location, as long as you can indicate or describe the object and its location.

      Manipulate: The drudge can go to a location, which you must indicate or describe, and manipulate an object that you can indicate or describe. If the object is not where you specified or cannot be manipulated as you directed, the drudge returns to you.


Moteborn Utility 10Elemental Mine

You bottle raw chaos in a small area, creating a hazard that goes unseen until an enemy steps into it.

Encounter        Elemental, Zone
Minor Action      Ranged 10

Target: One square

Effect: The target square becomes a zone that lasts until the end of the encounter or until an enemy enters it. Without a Perception check (DC 10 + your level + your highest ability modifier), your enemies notice neither the zone nor your use of this power. When an enemy enters the zone, that enemy and each creature adjacent to the zone take 5 damage and fall prone.


Published in Heroes of the Elemental Chaos, page(s) 52.