For the most part an ashborn looks like an ordinary person of his race. His skin is warm to the touch and a slight aura of heat can be seen emanating from his body, like that seen in the distance on a hot summer day.
Elementborn (Ashborn) Statistics:
Type: An ashborn creature gains the fire subtype.
Senses: An ashborn creature gains low-light vision
Defensive Abilities: If the base creature has an ability that is bypassed by the same element as the element infusing the base creature, such as regeneration, it loses that mode of bypass for the ability. Additionally, it gains the following:
Elemental Body (Ex)
Elementborn creatures’ bodies gain some of the qualities of elementals. Each time an elementborn creature is exposed to a bleed, precision damage, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it.
Weaknesses: An elementborn creature loses any weakness dependent on its chosen element.
Speed: An ashborn creature’s base speed increases by +10 ft.
Special Attacks: An ashborn creature gains the following special attacks.
Fire Breath (Su)
An ashborn creature can breathe a 30-foot cone of fire once every 1d4 rounds. Every creature in the area takes 1d6 points of fire damage per 2 Hit Dice the ashborn creature possesses (20d6 max). A successful Reflex save halves this fire damage. The save DC is Constitution-based.
Each of an ashborn creature’s natural attacks and melee attacks with metallic weapons deal an extra +1d6 points of fire damage.
Abilities: An ashborn creature’s ability scores change from the base creature’s as shown below.
Str: -2 Dex: +2 Con: -2 Int: +4 Wis: -4 Cha: +2
Bonus Feat: An ashborn creature gains Quick Draw as a bonus feat.
Special Qualities: An ashborn creature retains all the base creature’s special qualities and gains the following.
Fire Healing (Ex)
An ashborn creature regains 1 hit point for each full round that it remains in contact with a fire at least one size category smaller than itself. When struck by a magical fire effect, the ashborn creature heals 1 point of damage per 10 points of damage that the fire effect would otherwise deal.
An ashborn creature can climb an object on fire as though it had a climb speed equal to its highest speed. Furthermore, it can fly at its highest speed with perfect maneuverability so long as it remains in contact with fire, and it can walk on flames at its highest speed, as though walking on air via the air walk spell.