Difference between revisions of "User:Ghostwheel/Sandbox"

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Revision as of 22:55, 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