Difference between revisions of "User:Ghostwheel/Sandbox"
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− | + | Elemental Bender by levels: | |
− | # | + | #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 |
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− | + | Bend element: Ability to move element of choice around, partially DM-fiat | |
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− | + | Bending level: Equal to class level + 1/2 character level, max equal to character level. | |
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− | + | Increases in certain situations | |
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− | + | *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 | ||
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+ | Can use a move action to focus energy to increase by another one | ||
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+ | 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: | ||
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+ | *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 | ||
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+ | *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) | ||
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+ | 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 | ||
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+ | |||
+ | |||
+ | 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:
- 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
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