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Centuries ago, powerful entities from the elemental planes of The Flux visited the world. Taking an active interest in the affairs of mortals for their own alien reasons, these entities, known as the Noble Djinn, imbued certain people with a token of their elemental powers. These were the first Elemental Weavers.
Legend says that it was their own hubris that led to their downfall. Mortals, unaccustomed to such power, abused their gifts and waged war on other Weavers and the Unimbued. Eventually, the Weavers were annihilated, and the Noble Djinn left the world to its own devices.
Yet some of that residual power remained.
Elemental Awakening is a supplement for the 3.5/OGL system. The seeds of the ancient Elemental Weaver powers have lain dormant within the descendants of the ancient Weavers, but now those seeds begin to flower and these long-lost powers blossom once more. As one of the Awakened, players will learn to harness their gifts to empower their characters with unique abilities. Instead of using all new races or classes, the Awakened use new feats to customize their racial and class abilities. Awakened can swap out selected class abilities for certain Awakened feats.
Players have the choice of four Awakened feats (Air, Earth, Fire, or Water) that they can select during character creation. As players gain new feats, they can build upon their Awakened gifts by selecting additional Awakened-specific feats. Fighters will unlock many Awakened feats that qualify as fighter bonus feats. Wizards can employ special Awakened feats for their bonus metamagic feats. And all classes will discover that they can swap out certain class-specific benefits for Awakened feats. 37 feats in all.
For storytellers and game masters looking to run truly heroic campaigns, Elemental Awakening is a supplement that not only offers new options to players, but several unique plot devices. Entire campaigns can revolve around the players trying to understand the truth behind their bizarre abilities. In low magic worlds, the Awakened might be feared by superstitious commoners, while in high magic worlds their strange abilities would attract the attention of powerful kings and dictators that want to take their gifts for themselves.
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ELEMENTAL POTENCY [GENERAL]
Prerequisite: Awakened (Any)
Benefit: When making a caster check to overcome a creature's spell resistance, you gain a +4 bonus to the check when casting a spell based on your elemental affinity.
Special: A wizard may select Elemental Potency as a bonus feat.
Prerequisite: Awakened (Earth)
Benefit: You gain an additional +2 bonus to attack and damage when charging. You also gain a +4 bonus to opposed strength checks when initiating or opposing a bull rush.
Special: A fighter can take Juggernaut as a fighter feat.
SUMMON MEPHIT [GENERAL]
Prerequisite: Awakened (any), Elemental Speech, Manipulate Elements
Benefit: Once per day, as a spell-like ability, you can summon a mephit of the appropriate type to aid you. The mephit remains with you for a number of minutes equal to your total character levels, or until dismissed or destroyed. If destroyed on the material plane, the mephit is not killed but simply returns to its home plane. Summoning the mephit is a full round action that provokes an attack of opportunity. If you treat the mephit well while it is summoned, the same mephit returns each time this ability is used. Giving the mephit a reward for its service (minimum 10 gp/character level value) will eventually encourage it to teach you special abilities.