Storm Elementals Discovery

(Water-Air-Lightning)
This template is only available by combining at least three other elemental traits, in this case water, air, and lightning.

Storm Elementals start as Large sized elementals, with an additional +2 body, mind, and soul (for 4 ranks of each when including the other elemental traits). There is no penalty for mixing elements of any kind with a storm elemental.

Storm Elementals greatest threat, is themselves. Whenever a Storm elemental makes an attack, it takes damage equal to (it's weapon level + damage multiplier) of the attack it makes. This can't be reduced in any way.

(Replacement defenses) Storm elementals are notoriously difficult to damage, as they have no week-points inherently, and many creatures merely must weather the storm. Normal attacks cause no damage to the Storm elemental, unless they do area damage. All area damage, and other elemental type attacks have their damage reduced by half, and only deal stunning damage. The only attacks which deal full damage, are attacks of the same type as the elemental is built from. (Water, Air, or Lightning attacks.) Storm Elementals can not be drowned, and can only be suffocated by forces which remove all air from them.

General Trait (Repeated here for convenience) Storm elementals combine their energy and their HP pools together into a single large pool.

Natural attacks (Repeated here for convenience) A rank 2 natural weapon, and can spend 5 health/energy to increase their natural weapon by 1 rank for the next 2 rounds.

Storm elementals have unnatural reach, and can make any of their attacks at double the normal range. Also, despite being non-corporeal, they can still push, shove, trip, etc. using high winds and water. They can add half-again that range(for a total of 3x normal range) for one round by spending 5 energy. 

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Gathering Storm

The Elemental can make a Body + Soul check, and add 1 to its current health pool for every 5 points in the check. It gets a bonus to this check equal to your elementalism. This also creates normal storm-like conditions around the elemental. Everything within 20feet/size category over small, suffers a -1 to all checks, for each size category of the Elemental. Checks made within the next two turns gain +5 to their roll, and increase the penalty to others by -1. The elemental can end the Gathering Storm, and add +2 to the attack and damage of its attacks for one round. This immediately ends the bonuses gained for gathering further.

Flying Hail

The elemental gains a medium range attack, which causes large balls of hail to pelt an enemy. Add a ranged attack with 2 ranks of weapon damage, 2 ranks of range (then doubled by the storm elemental's passive) and 1 rank of blinding.

Storm's Fury

The Elemental may spend 10 energy/health, to gain an extra attack for the turn. This can be done at most a number of times equal to the Elemental's Soul stat, but each additional use costs an extra 5 energy/health. (So 10 for the first, 15 for the second, 20 for the third, etc.)