Difference between revisions of "User:Ghostwheel/Sandbox"

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Barbarian by levels:
+
Elemental Bender by levels:
  
#Rage dice +1d6, Rage points
+
#Bend Element, Bender's Blast, Weapon Focus (Bender's Blast)
#Grimoire Power Attack, Rage Ability
+
#Bending Technique, Shielded in Life
#So... Angry! +1d6
+
#Least Elemental Affinity
#Rage Ability
+
#Bending Technique, Bender's Focus +1
#Rage dice +2d6
+
#Lesser Elemental Affinity
#Rage Ability
+
#Bending Technique
#Rage dice +3d6
+
#Greater Elemental Affinity
#Furious Attack -1, Rage Ability
+
#Bending Technique, Bender's Focus +2
#So... Angry! +2d6
+
#Supreme Elemental Affinity
#Rage Ability
+
#Bending Technique
#Rage dice +4d6
 
#Rage Ability
 
#Rage dice +5d6
 
#Furious Attack -2, Rage Ability
 
#So... Angry! +3d6
 
#Rage Ability
 
#Rage dice +6d6
 
#Rage Ability
 
#Rage dice +7d6
 
#Rage Ability, Capstone
 
  
*Rage dice apply to attacks gained from BAB
+
Bend element: Ability to move element of choice around, partially DM-fiat
*So... Angry! dice apply to all attacks made in a round
 
*Full BAB
 
*d12 HD
 
*Medium Armor
 
*4+int skill points
 
  
*Furious Attack: Remove that much penalty when power attacking
+
Bending level: Equal to class level + 1/2 character level, max equal to character level.
*Rage Points: Start full, can use them to power barbarian abilities. Can regain mid-battle by: A. Getting hit, B. Watching a friend fall unconscious, C. Stoke rage. Rage disappears if you don't regain or lose rage points for 2 rounds. Gain rage dice while raging. Enter rage by spending points.
 
  
;Rage Abilities/Trees:
+
Increases in certain situations
*Throw Anything - throw a weapon, using str
 
**Add returning
 
***Make it effectively a melee attack
 
*Hulk Up - As per Expansion
 
*Raging Attack - Extra attack at -2 attack roll
 
*Raging Speed - Increase speed, starts at +10' and increases at higher levels
 
*Pursue - move up to double speed after an opponent who moves away from you
 
**Make an attack after moving
 
*Raging Toughness - temp HP? DR?
 
*Heedless Charge - +4 to attack instead of +2 on a charge, -4 AC instead of -2
 
**Pounce - make an extra attack
 
*Corp-a-corp - enter an opponent's square (no AoO), both your reach is reduced by 5', and all squares adjacent to you are considered difficult terrain
 
*Unstoppable Juggernaut - +10 to str check to burst a door, break an object, or bull rush
 
*Refuse to Die - Diehard, gain bonus to attack/damage when under 0 HP
 
*Baleful Apperance - Foes you threaten take a penalty to attack your allies equal to your Charisma modifier, max 1 + 1 for every 4 class levels you possess (1 at 1, 2 at 5, 3 at 9, 4 at 13, 5 at 17)
 
*Angry at Gravity? - +10 to jump checks?
 
**Improved Angry at Gravity - Fly, average maneuverability?
 
*Caution to the Wind - All foes that threaten you may make an AoO against you, you gain a bonus to attack until the start of your next round equal to the number of opponents that attacked you
 
**Caution to the hurricane - Same but on a charge, for every foe that attacks you gain a +1 to attacks
 
*Primal Howl - swift action, enemies sickened on failed save
 
*Raging Charge - If you kill an enemy, you may make a charge action as an immediate action
 
*Suicidal Attack - +1 attack, -1 to AC and saves for one round, stacks up to however many points you spend, max up to class level?
 
*Ignore Distractions - Reroll saving throw
 
**Mindless Rage - Immunity to mind-affecting effects
 
**Fearless - Immediate action for immunity to fear
 
*Unrelenting Anger - Choose an effect, ignore it for 1-3 rounds (can use this even when normally unable to act)
 
*Raging Resistance - Immediate +5 vs. a saving throw
 
*Knockback - as knockback feat
 
*Animal Form - a la Pathfinder/Tome polymorph?
 
**Hybrid form? - think Norn
 
*Spirit guide - Midna/Navi/Prey hawk?
 
*Bite of the Wolf - gain bite, make trips with it
 
*Claws of the lion - pounce? claws? need to think about it some more. Maybe allows rage dice to affect them
 
*Protective - gain extra rage points if a friend is hurt
 
**Make an attack against an enemy who hits the friend
 
  
Moar ideas:
+
*Fire: +1 during daytime, +2 on a fire-aligned plane
*Uncanny dodge?
+
*Water: +1 during night, +2 on a water-aligned plane
*Other barbarian abilities?
+
*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

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