User:Ghostwheel/Sandbox

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