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{{author
+
Elemental Bender by levels:
|author_name=Ghostwheel
 
|date_created=September 17, 2009
 
|adopter=
 
|date_adopted=
 
|status=Complete
 
|editing=
 
|img=
 
}}
 
{{3.5e Class Semantic
 
|description=With the ability to imbue his foes with the mystical toxins which grow within his body, this warrior proves a deadly foe for even the strongest of enemies.
 
}}
 
  
 +
#Bend Element, Bender's Blast, Weapon Focus (Bender's Blast)
 +
#Bending Technique, Shielded in Life
 +
#Least Elemental Affinity
 +
#Bending Technique, Bender's Focus +1
 +
#Lesser Elemental Affinity
 +
#Bending Technique
 +
#Greater Elemental Affinity
 +
#Bending Technique, Bender's Focus +2
 +
#Supreme Elemental Affinity
 +
#Bending Technique
  
==Toxinblade==</noinclude><includeonly>===Toxinblade===</includeonly>
+
Bend element: Ability to move element of choice around, partially DM-fiat
''"You're a fool to trust to your body to save you--watch as it crumbles about you!"''
 
  
Most warriors trust to their weapons to slay foes, but not all. Some use a far more insidious method to debilitate their foes, crushing them from within rather than without, or worse, attacking them both from within and without. The ones that specialize in this method of attack are known as toxinblades, strange warriors who can poison a foe with just a look and a wave of their hands.
+
Bending level: Equal to class level + 1/2 character level, max equal to character level.
  
<noinclude>===Playing a Toxinblade===</noinclude><includeonly>====Playing a Toxinblade====</includeonly>
+
Increases in certain situations
  
Some toxinblades are made through an ancient ritual. Others are born with the ability to produce toxins within their body, their liver and kidneys working together to create a powerful and subversive poison deep within their bodies. They then slowly learn to harness this poison, inflicting every-greater poisons first upon their foes' body, then on their minds, and finally upon their very soul.
+
*Fire: +1 during daytime, +2 on a fire-aligned plane
 +
*Water: +1 during night, +2 on a water-aligned plane
 +
*Earth: +1 while touching ground, +2 on an earth-aligned plane
 +
*Air: +1 while not touching ground, +2 on an air-aligned plane
  
'''Abilities:''' [[Constitution]] is by far the most important ability score for toxinblades, since it decides both the potency of their poison and their ability to withstand the blows that their foes inexorably hail upon them. Those who prefer to stand back and attack with ranged weapons as their toxins do their deadly work also invest in [[Dexterity]], while those who prefer to enter combat more deeply focus on [[Strength]].
+
Can use a move action to focus energy to increase by another one
  
'''Races:''' The natural sneakiness of their race makes halflings consumate toxinblades, poisoning their foes and running before their victims know what happened. While looked down upon, many dwarves find themselves becoming toxinblades, their natural fortitude bolstering them against the effects of the poisons running through their bodies.
+
Least Elemental Affinity:
  
'''Alignment:''' While most toxinblades are non-good and non-lawful, they have no hard alignment requirements and any emotion can fuel the transformation into a toxinblade.
+
*Fire - Gain endure elements (cold)
 +
*Water - Gain endure elements (fire)
 +
*Earth - Gain endurance feat
 +
*Air - bonus to jump checks equal to class level
  
'''Starting Gold:''' 6d4 x 10 gp (150 gp).
+
Lesser Elemental Affinity:
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Fighter|Fighter]].
+
*Fire - Gain fire resistance 5
 +
*Water - Water walking
 +
*Earth - +4 vs. being moved
 +
*Air - Constantly under Featherfall
  
{| class="zebra d20"
+
Greater Elemental Affinity:
|+
 
<div>{{Anchor|Table: The Toxinblade}}</div>
 
Hit Die: d10
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|1st|| class="left" | +1 || +2 || +0 || +2
 
| class="left" | [[#Call of Poison|Call of Poison]], [[#Toxin Pool|Toxin Pool]] (One target)
 
|-
 
|2nd|| class="left" | +2 || +3 || +0 || +3
 
| class="left" | [[#Poison Sheathe|Poison Sheathe]], [[#Poison Use|Poison Use]]
 
|-
 
|3rd|| class="left" | +3 || +3 || +1 || +3
 
| class="left" |
 
|-
 
|4th||class="left" | +4 || +4 || +1 || +4
 
| class="left" | [[#Poison Immunity|Toxin Immunity]]
 
|-
 
|5th||class="left" | +5 || +4 || +1 || +4
 
| class="left" | [[#Call of Poison|Call of Poison]] (Two targets)
 
|-
 
|6th||class="left" | +6/+1 || +5 || +2 || +5
 
| class="left" |
 
|-
 
|7th||class="left" | +7/+2 || +5 || +2 || +5
 
| class="left" |
 
|-
 
|8th||class="left" | +8/+3 || +6 || +2 || +6
 
| class="left" |
 
|-
 
|9th||class="left" | +9/+4 || +6 || +3 || +6
 
| class="left" |
 
|-
 
|10th||class="left" | +10/+5 || +7 || +3 || +7
 
| class="left" | [[#Call of Poison|Call of Poison]]] (Three targets)
 
|-
 
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7
 
| class="left" |
 
|-
 
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8
 
| class="left" |
 
|-
 
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8
 
| class="left" |
 
|-
 
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9
 
| class="left" |
 
|-
 
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9
 
| class="left" | [[#Call of Poison|Call of Poison]] (Four targets)
 
|-
 
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10
 
| class="left" |
 
|-
 
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10
 
| class="left" |
 
|-
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11
 
| class="left" |
 
|-
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11
 
| class="left" |
 
|-
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12
 
| class="left" | [[#Call of Poison|Call of Poison]] (Five targets)
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
The toxinblade's class skills (and the key ability for each skill) are [[SRD:Balance|Balance]] ([[Dex]]), [[SRD:Bluff|Bluff]] ([[Cha]]), [[SRD:Climb|Climb]] ([[Str]]), [[SRD:Craft|Craft]] ([[Int]]), [[SRD:Disguise|Disguise]] ([[Cha]]), [[SRD:Forgery|Forgery]] ([[Int]]), [[SRD:Heal|Heal]] ([[Wis]]), [[SRD:Hide|Hide]] ([[Dex]]), [[SRD:Intimidate|Intimidate]] ([[Cha]]), [[SRD:Jump|Jump]] ([[Str]]), [[SRD:Knowledge|Knowledge]] (Arcana) ([[Int]]), [[SRD:Knowledge|Knowledge]] (Dungeoneering) ([[Int]]), [[SRD:Knowledge|Knowledge]] (Nature) ([[Int]]), [[SRD:Listen|Listen]] ([[Wis]]), [[SRD:Move Silently|Move Silently]] ([[Dex]]), [[SRD:Profession|Profession]] ([[Wis]]), [[SRD:Ride|Ride]] ([[Dex]]), [[SRD:Sense Motive|Sense Motive]] ([[Wis]]), [[SRD:Sleight of Hand|Sleight of Hand]] ([[Dex]]), [[SRD:Spot|Spot]] ([[Wis]]), [[SRD:Survival|Survival]] ([[Wis]]), [[SRD:Swim|Swim]] ([[Str]]), [[SRD:Tumble|Tumble]] ([[Dex]]), and [[SRD:Use Rope|Use Rope]] ([[Dex]]).
 
|}
 
  
<noinclude>====Class Features====</noinclude><includeonly>=====Class Features=====</includeonly>
+
*Fire - Ignore fire resistance, 1/2 damage for immunity
 +
*Water - Gain cold resistance 5
 +
*Earth - Tremorsense
 +
*Air - Blindsense
  
All of the following are class features of the toxinblade.
+
Supreme Elemental Affinity:
  
'''Weapon and Armor Proficiency:''' Toxinblades are proficient with all [[SRD:Simple Weapon|simple]] and [[SRD:Martial Weapon|martial]] weapons. Toxinblades are also proficient with [[SRD:Light Armor|light armor]], [[SRD:Medium Armor|medium armor]], [[SRD:Heavy Armor|heavy armor]], and with [[SRD:Shields|shields]] (except for [[SRD:Tower Shield|tower shields]]).
+
*Fire - Fire immunity
 +
*Water - 20% miss chance vs. ranged attacks
 +
*Earth - DR 5/Adamantine, swift action to increase by 5, move action to increase by 1/2 bending level
 +
*Air - +30' speed
  
'''{{Anchor|Toxin Pool}}:''' From the start, the toxinblade has a reserve of poison manufactured deep inside his body that he can call upon to activate his various abilities. The poison is more metaphysical than physical, and can pass to the toxinblade's target without any physical contact of any sort. This ability grants the toxinblade a Toxin Pool which contains a number of Toxin Points. The toxinblade regains two Toxin Points per round, and may forcibly create more by taking a full-round action to generate a number of Toxin Points equal to his Constitution modifier. The toxinblade's Toxin Pool may contain a maximum number of Toxin Points equal to his Constitution modifier (minimum 0) + his class level + 5. All abilities that require the use of Toxin Points have a range of [[SRD:Spell_Descriptions#Close|Close]] (with effective caster level equal to character level) unless noted otherwise in the ability. This poison is metaphysical in nature, and can hurt even creatures normally immune to poisons. However, such creatures gain a +2 bonus to their save (if any).
+
Bender's Blast: Deals 1d6 per bending level. Costs one bending point per attack, use as attack actions, close range attacks (not touch). Alternatively, add 1/3 damage to unarmed melee attacks
  
'''{{Anchor|Call of Poison}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' From the very start toxinblades can infuse their opponents with their mystical poisons. As a standard action, he may force an opponent to make a Fortitude save with a DC of his Constitution modifier + 1/2 his class level + 10. This effect lasts until the end of the toxinblade's next turn and costs 5 Toxin Points, causing 1d6 damage per class level to the target at the start of the toxinblade's turn. It and may be extended for another round for every additional Toxin Point spent, and ends early if the toxinblade is takes damage from the target. This may target an additonal enemy for every five class levels the character has (at level 5, 10, 15, etc).
+
*Water - Piercing Damage
 +
*Earth - Bludgeoning Damage
 +
*Air - Slashing Damage, reduce to d4s, medium range
 +
*Fire - Fire Damage, increase to d8s
  
This ability may be used with a reduction in cost of 2 Toxin Points by adding it onto a melee attack as a free action.
+
Techniques:
  
'''{{Anchor|Poison Sheathe}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The toxinblade learns how to use the virulent poison within his body to soften the blows of enemies. As a free action, he may spend a number of Toxin Points, limited up to his class level to gain DR 1/&mdash; for every two Toxin Points spent.
+
Universal:
 +
*Cone
 +
*Line
 +
*Minor deflection
  
'''{{Anchor|Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' With the knowledge he garners of his own body, the toxinblade learns how to apply poisons to his blade without the risk of poisoning himself.
+
Water:
 +
*Healing
 +
*Ice Wall
 +
*Obscuring Mist
 +
*Icy grip (entangle)
 +
*Octopus Form (hit all nearby enemies), enemies provoke AoOs for any movement within 15'
 +
*Ice Prison
 +
*Heavy Air (1/2 move speed)
 +
*Animate Plants
  
'''{{Anchor|Poison Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The toxinblade's body is so used to the poison running within his body that he gains immunity to poisons. Against any poison-like effect (as defined by the DM) that would work on him regardless of his immunity, the toxinblade gains a +4 bonus to his saving throw to resist.
+
Air:
 +
*Push/pull -> Line/Cone
 +
*Minor push (part of bending blast) (Perhaps part of basic bender's blast?)
 +
*Hover/Scorn Earth? -> Glide -> Fly
 +
*Checking wind
 +
*Deflect projectiles (immediate action)
 +
*Whirlwind
 +
*Shout
 +
*Blinding Grit
  
 +
Fire:
 +
*Volley (spread)
 +
*Blue Fire (increase die to d10) -> Blue fire flight (clumsy) and Lightning Bolt
 +
*Boil air (AoE DoT)
 +
*Redirect energy (lightning would be a bit too narrow, despite being more canon)
 +
*Flame whip (melee touch weapon, no str and can't be enchanted)
 +
*Immolate - add burning condition to bending blast
 +
*Flame Wall
 +
*Long blast (make bender's blast be long range)
 +
*Laser boom (like fire-fire-boom-boom guy)
 +
*Quick burst (attack as a swift action, 1/2 bending blast damage)
  
 +
Earth:
 +
*Rock wall
 +
*Rock smash (prone)
 +
*Rock armor
 +
*Stone grasp (immobilized)
 +
*Move earth (move enemies)
 +
*Earthquake
 +
*Rock spike (lift?)
 +
*Hand of stone (grapple?)
 +
*Soften earth (difficult terrain)
 +
*Rock lance (pierce opponent, str check to get out?)
 +
*Burrow
  
  
====Human Toxinblade Starting Package====
 
  
'''Armor:''' Scale mail (+4 AC, armor check penalty -3, speed 20 ft., 30 lb.), large steel shield (+2 AC, armor check penalty -2, 15 lb.)
+
Idea: Bloodbender PrC (3 class levels?), Metalbender? Maybe move blue fire stuff to a PrC as well
 
 
'''Weapons:''' Longbow (1d8, crit 20/x3, range inc. 100 ft., 3 lb, piercing), longsword (1d8, crit 19-20/x2, 4 lb., one-handed, slashing)
 
 
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|-
 
| class="left" | Bluff || 4 || Cha || &mdash;
 
|-
 
| class="left" | Craft (Poison) || 4 || Int || &mdash;
 
|-
 
| class="left" | Intimidate || 4 || Cha || &mdash;
 
|-
 
| class="left" | Listen || 4 || Wis || &mdash;
 
|-
 
| class="left" | Ride || 4 || Dex || &mdash;
 
|-
 
| class="left" | Sense Motive || 4 || Wis || &mdash;
 
|-
 
| class="left" | Spot || 4 || Wis || &mdash;
 
|-
 
| class="left" | Survival || 4 || Wis || &mdash;
 
|}
 
 
 
'''Feat:''' Skill Focus (Diplomacy).
 
 
 
'''Bonus Feats:''' Toughness.
 
 
 
'''Gear:''' Backpack, bedroll, waterskin, flint & steel, 3 torches, sewing needle, belt pouch, sack, traveler's outfit.
 
 
 
'''Gold:''' 4d4 gp.
 
 
 
===Campaign Information===
 
 
 
====Playing a Toxinblade====
 
 
 
'''Religion:''' While many toxinblades worship Hextor, using the poison to defeat his foes and and focus attacks on themselves rather than on their allies, others see the connection of their poison to nature and pay due to Obad-Hai. Others use their poison to exact justice upon their enemies, allowing poisoners to feel exactly what it's like to suffer from a debilitating toxin and worship St. Cuthbert, while those who are more mischievous follow Olidammara. Finally, those who work in the dark to keep secrets hidden and known only by their church follow the teachings of Vecna.
 
 
 
'''Other Classes:''' Many of the more martial classes, especially Paladins, hold toxinblades in disdain, seeing their poisonous powers as "tricksy" and "dishonorable". Most casters are fairly neutral in their outlook of toxinblades, seeing their powers as just another extension of magic, transmuters in particular holding some respect for those willing to change their bodies through arcane rituals. Finally, rogues and other sneakier classes enjoy keeping company with toxinblades who protect them while they work their dirtier deeds, and hold their ability to manufacture poison within themselves in high regard.
 
 
 
'''Combat:''' Toxinblades usually work as frontliners who focus on attracting enemy attention while they inflict debilitating effects upon their foes and keep their attention off their allies. Some others work from a distance, using their powers on enemies while never coming within their grasp.
 
 
 
'''Advancement:''' The toxinblade makes a good dip for any martial class that wants to be a little more "sticky", increasing the attractiveness of targeting the toxinblade over other characters.
 
 
 
====Toxinblades in the World====
 
 
 
;NEED TO FINISH FROM HERE ON DOWN
 
 
 
{{quote|"Even if a dozen swords are arrayed against us, we shall prevail; for together, we are far stronger than any of us apart!"|orig=Delmar, human marshal}}
 
 
 
'''Daily Life:''' Many marshals find themselves thrust into the role of leaders or mediators where they use their skills to convince others to act one way or another. Their knowledge of tactics also sometimes places them in the role of an advisor, where they give sound advice on how to act in the coming battles ahead.
 
 
 
'''Organizations:''' marshals can be found in almost any organization where martially-oriented characters group. In wars they can be found leading squads, in churches they can be found leading prayer services, and in times of peace they can be found training militia. Governments, churches, and other organizations that seek to pacify others through the use of martial power love to recruit marshals for their cause.
 
 
 
'''NPC Reactions:''' Marshals, with their charismatic ways and knowledge of interaction, are often welcomed by most people. There are, however, some people who see them as a force which fuels the war machine, and amongst pacifists they are often shunned if they display their true abilities.
 
 
 
====Marshal Lore====
 
 
 
Characters with ranks in Knowledge (Local) can research Marshals to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
 
{| class="zebra d20"
 
|+ Knowledge (Local)
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | Marshals are often leaders of various groups for some reason, though no one is really sure why.
 
|-
 
| 10 || class="left" | The companies which contain marshals often have less deaths in them, almost as though something keeps the marshal's companions alive despite the fact that marshals have no real healing abilities.
 
|-
 
| 15 || class="left" | Marshals are able to toughen their allies, boost their attacks, and are a boon in most groups. Just be follow their orders and you should do fine.
 
|-
 
| 20 || class="left" | Often the key to winning battles, marshals can push people past their own limitations. As a marshal grows in power, they can revive their allies from near-death, allow them to make devestating attacks, and even have them all charge together for a series of stunning strikes.
 
|}
 
 
 
====Marshals in the Game====
 
 
 
Marshals can benefit almost any party that contains people who do damage, boosting their abilities while keeping allies standing and moving about tactically. They are often found in the company of military squads, allowing squadmates to attack faster, do more damage, and be more effective, or as leaders in rebellions, filling much the same purpose.
 
 
 
'''Adaptation:''' While the standard flavor is that of an inspiring leader, the class can easily be played in a domineering, almost sadistic role where the marshal (perhaps "mistress" instead?) calls their allies "slaves" or "peons", making scorching remarks to get them to fight past their own abilities rather than using inspiring words.
 
 
 
'''Sample Encounter:'''
 
 
 
''EL <!-- EL Number -->:'' 6
 
 
 
 
 
----
 
{{3.5e Base Classes Breadcrumb}}
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:Class]]
 
[[Category:Base Class]]
 

Latest revision as of 23:41, 24 May 2022

Elemental Bender by levels:

  1. Bend Element, Bender's Blast, Weapon Focus (Bender's Blast)
  2. Bending Technique, Shielded in Life
  3. Least Elemental Affinity
  4. Bending Technique, Bender's Focus +1
  5. Lesser Elemental Affinity
  6. Bending Technique
  7. Greater Elemental Affinity
  8. Bending Technique, Bender's Focus +2
  9. Supreme Elemental Affinity
  10. Bending Technique

Bend element: Ability to move element of choice around, partially DM-fiat

Bending level: Equal to class level + 1/2 character level, max equal to character level.

Increases in certain situations

  • Fire: +1 during daytime, +2 on a fire-aligned plane
  • Water: +1 during night, +2 on a water-aligned plane
  • Earth: +1 while touching ground, +2 on an earth-aligned plane
  • Air: +1 while not touching ground, +2 on an air-aligned plane

Can use a move action to focus energy to increase by another one

Least Elemental Affinity:

  • Fire - Gain endure elements (cold)
  • Water - Gain endure elements (fire)
  • Earth - Gain endurance feat
  • Air - bonus to jump checks equal to class level

Lesser Elemental Affinity:

  • Fire - Gain fire resistance 5
  • Water - Water walking
  • Earth - +4 vs. being moved
  • Air - Constantly under Featherfall

Greater Elemental Affinity:

  • Fire - Ignore fire resistance, 1/2 damage for immunity
  • Water - Gain cold resistance 5
  • Earth - Tremorsense
  • Air - Blindsense

Supreme Elemental Affinity:

  • Fire - Fire immunity
  • Water - 20% miss chance vs. ranged attacks
  • Earth - DR 5/Adamantine, swift action to increase by 5, move action to increase by 1/2 bending level
  • Air - +30' speed

Bender's Blast: Deals 1d6 per bending level. Costs one bending point per attack, use as attack actions, close range attacks (not touch). Alternatively, add 1/3 damage to unarmed melee attacks

  • Water - Piercing Damage
  • Earth - Bludgeoning Damage
  • Air - Slashing Damage, reduce to d4s, medium range
  • Fire - Fire Damage, increase to d8s

Techniques:

Universal:

  • Cone
  • Line
  • Minor deflection

Water:

  • Healing
  • Ice Wall
  • Obscuring Mist
  • Icy grip (entangle)
  • Octopus Form (hit all nearby enemies), enemies provoke AoOs for any movement within 15'
  • Ice Prison
  • Heavy Air (1/2 move speed)
  • Animate Plants

Air:

  • Push/pull -> Line/Cone
  • Minor push (part of bending blast) (Perhaps part of basic bender's blast?)
  • Hover/Scorn Earth? -> Glide -> Fly
  • Checking wind
  • Deflect projectiles (immediate action)
  • Whirlwind
  • Shout
  • Blinding Grit

Fire:

  • Volley (spread)
  • Blue Fire (increase die to d10) -> Blue fire flight (clumsy) and Lightning Bolt
  • Boil air (AoE DoT)
  • Redirect energy (lightning would be a bit too narrow, despite being more canon)
  • Flame whip (melee touch weapon, no str and can't be enchanted)
  • Immolate - add burning condition to bending blast
  • Flame Wall
  • Long blast (make bender's blast be long range)
  • Laser boom (like fire-fire-boom-boom guy)
  • Quick burst (attack as a swift action, 1/2 bending blast damage)

Earth:

  • Rock wall
  • Rock smash (prone)
  • Rock armor
  • Stone grasp (immobilized)
  • Move earth (move enemies)
  • Earthquake
  • Rock spike (lift?)
  • Hand of stone (grapple?)
  • Soften earth (difficult terrain)
  • Rock lance (pierce opponent, str check to get out?)
  • Burrow


Idea: Bloodbender PrC (3 class levels?), Metalbender? Maybe move blue fire stuff to a PrC as well