Difference between revisions of "User:Ghostwheel/Sandbox"

From Dungeons and Dragons Wiki
Jump to: navigation, search
m
m (Surgo moved page User:Big fat hairy balls/Sandbox to User:Ghostwheel/Sandbox without leaving a redirect: more puerile spam to clean up)
 
(25 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{author
+
Elemental Bender by levels:
|author_name=Ghostwheel
 
|date_created=April 15, 2010
 
|adopter=
 
|date_adopted=
 
|status=Complete
 
|editing=
 
|balance=Rogue
 
}}
 
<div class="blank">
 
{{#set:Summary=<!-- A short description of your class. This will show up on the class navigation page. -->
 
|Length=5
 
|Minimum Level=5
 
|Base Attack Bonus Progression=Moderate
 
|Fortitude Save Progression=Good
 
|Reflex Save Progression=Good
 
|Will Save Progression=Poor
 
|Class Ability=Other
 
|Class Ability Progression=Other
 
}}
 
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 
</div>
 
  
[[File:Trapmaker.jpg|thumb|right|270px|A magically-inclined trapsmith setting a trap for some unsuspecting brute.]]
+
#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
  
==Trapsmith==
+
Bend element: Ability to move element of choice around, partially DM-fiat
  
{{quote
+
Bending level: Equal to class level + 1/2 character level, max equal to character level.
|What makes me a good demoman? If I were a bad demoman I wouldn't be sitting here, discussing it with you, now would I?!
 
|orig=Demoman, Human Trapsmith
 
|src=
 
}}
 
  
<-fluff about this prestige class->
+
Increases in certain situations
  
===Trapsmith===
+
*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
  
<-why characters persue this class, what other classes they typically have, and what abilities are important->
+
Can use a move action to focus energy to increase by another one
  
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
+
Least Elemental Affinity:
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|-
 
! Base Attack Bonus:
 
| +3
 
|-
 
! Skills:
 
| Disable Device 4, Open Lock 4, Search 4
 
|-
 
! Feats:
 
| Skill Focus (Disable Device)
 
|-
 
! Special:
 
| Must have successfully disabled at least three traps in the past singlehandedly
 
|-
 
|}
 
  
{| class="zebra d20"
+
*Fire - Gain endure elements (cold)
|+ <div>{{Anchor|Table: The Trapsmith}}</div>
+
*Water - Gain endure elements (fire)
<p>Hit Die: d<-die size-></p>
+
*Earth - Gain endurance feat
|-
+
*Air - bonus to jump checks equal to class level
! 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 || +0 || +2 || +2 || +0
 
| class="left" | [[#Craft Trap|Craft Trap]], [[#Trap Points|Trap Points]], [[#Trapfinding|Trapfinding]]
 
|-
 
| 2nd || +1 || +3 || +3 || +0
 
| class="left" | [[#Evasion|Evasion]], [[#Look Out!|Look Out! I]], [[#Poison Immunity|Poison Immunity]]
 
|-
 
| 3rd || +2 || +3 || +3 || +1
 
| class="left" | [[#Mettle|Mettle]], [[#Void Being|Void Being]]
 
|-
 
| 4th || +3 || +4 || +4 || +1
 
| class="left" | [[#Evasion|Improved Evasion]], [[#Look Out!|Look Out! II]]
 
|-  
 
| 5th || +3 || +4 || +4 || +1
 
| class="left" | [[#Mettle|Improved Mettle]], [[#Look Out!|Look Out! III]]
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge (Dungeoneering)}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
|}
 
  
====Class Features====
+
Lesser Elemental Affinity:
  
All of the following are class features of the trapsmith.
+
*Fire - Gain fire resistance 5
 +
*Water - Water walking
 +
*Earth - +4 vs. being moved
 +
*Air - Constantly under Featherfall
  
'''{{Anchor|Trap Points}}:''' Already a master amongst trapmakers, trapsmiths have an innate pool of inspiration for traps, and instinct which compels them to fiddle with the things all day long. The the beginning of each encounter, a trapsmith begins with a number of Trap Points equal to one-half his [[Wisdom]] modifier plus twice his class level. These are used when creating traps, fueling movements that have become almost instinctive with the many times that the trapsmith has armed his creations. By taking a full-round action, the trapsmith may refill his trap points to the number he began the encounter with.
+
Greater Elemental Affinity:
  
'''{{Anchor|Craft Trap}} ([[Ex]]):''' With his knowledge of traps, a trapsmith may create a trap from the barest materials. Even in a desert wasteland, somehow he seems to find the bits and pieces needed to make traps, at times appearing to pull materials out of nowhere. With almost god-like intuition on the crafting of traps, the trapsmith knows the schematics for a number of traps. Each trap has a required class level; at each level, the trapsmith may choose a single trap to add to his repertoire for which he fulfills the level requirement. In order to use a trap, the trapsmith must expend a number of Trap Points equal to the trap's level requirement.
+
*Fire - Ignore fire resistance, 1/2 damage for immunity
 +
*Water - Gain cold resistance 5
 +
*Earth - Tremorsense
 +
*Air - Blindsense
  
If triggered, traps usually have some effect that the person who triggered it suffers, each effect lasting one round. Furthermore, unless specifically stated, traps deal an amount of damage equal to 2d6 per class level, and another 1d6 for every two character levels the character, though they allow a [[Reflex]] save for half damage. Traps that are untriggered remain viable for three rounds before becoming inert and useless. The DC of a trap is equal to 10 + class level + one-fourth character level + [[Intelligence]] modifier.
+
Supreme Elemental Affinity:
  
Traps can be thrown, and have a range increment of 15'. A trapsmith may target a specific square an enemy is within with a trap, but to do this he must make a ranged attack roll; should he miss, the enemy gains a +2 to his save against the trap, and should the attack roll total be less than 10, the trap doesn't even reach its intended square (roll as per a grenade-like weapon). Traps that are already layed into which an enemy walks force the enemy to take a -2 penalty to their saves against the trap.
+
*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
  
{| class="{{d20}}"
+
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
|+ Craft Trap Class Feature
 
! Level<br>Requirement || class="left" | Name || Effect || Trap Points<br>Expended
 
|- class="{{Odd-Even}}"
 
| 1 || class="left" | Flash Trap || class="left" | [[Will]] save or [[SRD:Dazzled|Dazzled]]
 
|- class="{{Odd-Even}}"
 
| 1 || class="left" | Howling Trap || class="left" | [[Will]] save or [[SRD:Shaken|Shaken]]
 
|- class="{{Odd-Even}}"
 
| 1 || class="left" | Gas Trap || class="left" | [[Fortitude]] save or [[SRD:Sickened|Shaken]]
 
|- class="{{Odd-Even}}"
 
| 1 || class="left" | Bear Trap || class="left" | [[Reflex]] save or Target can't move from its current space
 
|- class="{{Odd-Even}}"
 
| 2 || class="left" | Vine Trap || class="left" | [[Reflex]] save or [[SRD:Entangled|Entangled]]
 
|- class="{{Odd-Even}}"
 
| 2 || class="left" | Explosive || class="left" | Creatures in adjacent squares make a [[Reflex|Ref]] save or take equal damage to that of the original square
 
|- class="{{Odd-Even}}"
 
| 2 || class="left" | Startling || class="left" | [[Will]] save or [[SRD:Flat-Footed|Flat-Footed]]
 
|- class="{{Odd-Even}}"
 
| 2 || class="left" | Wind || class="left" | [[Reflex]] save or [[SRD:Knocked_Down|Knocked Down]]
 
|- class="{{Odd-Even}}"
 
| 2 || class="left" | Screaming || class="left" | [[Fortitude]] save or [[SRD:Deafened|Deafened]]
 
|- class="{{Odd-Even}}"
 
| 3 || class="left" | Burning || class="left" | Damage is Fire, and creature takes half damage again next round
 
|- class="{{Odd-Even}}"
 
| 3 || class="left" | Acid || class="left" | Damage is Acid, and creature takes half damage again next round
 
|- class="{{Odd-Even}}"
 
| 3 || class="left" | Frost || class="left" | Damage is Cold, and creature takes half damage again next round
 
|- class="{{Odd-Even}}"
 
| 3 || class="left" | Lightning || class="left" | Damage is Lightning, and creature takes half damage again next round
 
|- class="{{Odd-Even}}"
 
| 3 || class="left" | Disorienting || class="left" | [[Fortitude]] save or [[SRD:Staggered|Staggered]]
 
|- class="{{Odd-Even}}"
 
| 4 || class="left" | Frightening || class="left" | [[Will]] save or [[SRD:Frightened|Frightened]]
 
|- class="{{Odd-Even}}"
 
| 4 || class="left" | Nauseating || class="left" | [[Fortitude]] save or [[SRD:Nauseated|Nauseated]]
 
|- class="{{Odd-Even}}"
 
| 4 || class="left" | Tiring || class="left" | [[Fortitude]] save or [[SRD:Exhausted|Exhausted]]
 
|- class="{{Odd-Even}}"
 
| 4 || class="left" | Blinding || class="left" | [[Will]] save or [[SRD:Blinded|Blinded]]
 
|- class="{{Odd-Even}}"
 
| 4 || class="left" | Confusing || class="left" | [[Will]] save or [[SRD:Confused|Confused]]
 
|- class="{{Odd-Even}}"
 
| 5 || class="left" | Terrorizing || class="left" | [[Will]] save or [[SRD:Panicked|Panicked]]
 
|- class="{{Odd-Even}}"
 
| 5 || class="left" | Stunning || class="left" | [[Fortitude]] save or [[SRD:Stunned|Stunned]]
 
|- class="{{Odd-Even}}"
 
| 5 || class="left" | Dazing || class="left" | [[Will]] save or [[SRD:Dazed|Dazed]]
 
|}
 
  
'''{{Anchor|Trapfinding}}:''' Trapsmiths can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
+
*Water - Piercing Damage
 +
*Earth - Bludgeoning Damage
 +
*Air - Slashing Damage, reduce to d4s, medium range
 +
*Fire - Fire Damage, increase to d8s
  
'''{{Anchor|Evasion}} ([[Ex]]):''' A trapsmith has learned much of evading the threats of fireballs and boulders launched his way by traps, and gains the ability to take no damage or detrimental effects whatsoever on a successful [[Reflex]] save against an ability or effect.
+
Techniques:
  
At fourth level this ability improves, and if a trapsmith would normally incur a lesser effect on a successful save normally from a damaging ability, he instead takes this lesser effect on a failed [[Reflex]] save against an effect.
+
Universal:
 +
*Cone
 +
*Line
 +
*Minor deflection
  
'''{{Anchor|Look Out!}} ([[Ex]]):''' The trapsmith is experienced in the movement of both friends and foes, calling out at just the right moment for a friend to avoid the primed trap that was about to go off, or shouting an enemy into confusion through both bluffs and truths to get them to step into a set trap. At 2nd level, a trapsmith may use an Immediate action to cause a creature to move 5' in any direction if they fail a Will save (DC 10 + Class level + one-fourth character level + Charisma modifier). This counts as a Language-Dependent, Mind-Affecting effect, and movement caused by this ability provokes no Attack of Opportunity.
+
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
  
At 4th level, the trapsmith's powers grow, and he is able to pierce the language barriers between himself and targets through empathic gesturing and loud noises. At this level, Look Out! is no longer Language-Dependent, and the Trapsmith may move a creature up to 10'.
+
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
  
At 5th level, the trapsmith's voice carries an added dimension, allowing him to force enemies to trip and fall over themselves in their haste to follow his commands which ring to their core. At this level, Look Out! is no longer a Mind-Affecting effect, and the Trapsmith may move a creature up to 15'.
+
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)
  
'''{{Anchor|Mettle}} ([[Ex]]):''' Not only fireballs and boulders may act as a detriment to the trapsmith's ability to navigate a dungeon successfully, but also magical traps plague him. Thus, a trapsmith learns his way around such traps and effects, foiling their creators at every turn. He gains the ability to take no damage or detrimental effects whatsoever on a successful [[Fortitude]] or [[Will] save against an ability or effect.
+
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
  
At fourth level this ability improves, and if a trapsmith would normally incur a lesser effect on a successful save normally from a damaging ability, he instead takes this lesser effect on a failed [[Fortitude]] or [[Will] save against an effect.
 
  
'''{{Anchor|Void Being}} ([[Su]]):''' The trapsmith has crossed so many traps and magical sensors undetected that the movements have become natural--he does not even need to think about it. After reaching 3rd level, a trapsmith is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by divination spells or effects that reveal location. The ability even foils limited wish, miracle, and wish when they are used to gain information about the trapsmith’s location (however, metafaculty can pierce this protective barrier). In the case of scrying that scans an area a trapsmith is in, the effect works, but the trapsmith simply isn’t detected. Remote viewing or scrying attempts that are targeted specifically at a trapsmith do not work. Furthermore, magical sensors and traps, such as Explosive Runes, Glyph of Warding, or Symbol of Pain do not register, threaten, or harm the Trapsmith unless triggered by another creature.
 
  
 
+
Idea: Bloodbender PrC (3 class levels?), Metalbender? Maybe move blue fire stuff to a PrC as well
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION
 
====Playing a <-class name->====
 
 
 
'''Combat:''' <-Typical role in combat->
 
 
 
'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->
 
 
 
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations->
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 
====<-pluralized class name-> in the World====
 
 
 
{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}
 
 
 
<-Where characters of this class fit in a d20 world->
 
 
 
'''NPC Reactions:''' <-How NPCs react to characters of this class->
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 
====<-class name-> Lore====
 
 
 
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> 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"
 
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 11 || class="left" | <-not so common knowledge->.
 
|-
 
| 16 || class="left" | <-rare information->.
 
|-
 
| 21 || class="left" | <-very rare information->.
 
|-
 
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.
 
|}
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
 
====<-pluralized class name-> in the Game====
 
 
 
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
 
 
 
'''Adaptation:''' <-Fitting this class in your campaign->
 
 
 
'''Sample Encounter:''' <-DM placement for NPC of this class->
 
 
 
''EL <- whatever ->:'' <-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter->
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
 
 
<!-- REMOVE THIS LINE BEFORE YOU SAVE! --> <nowiki>
 
----
 
{{3.5e Prestige Classes Breadcrumb}}
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:Class]]
 
[[Category:Prestige 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