Difference between revisions of "User:Ghostwheel/Sandbox"

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*Fire - Ignore fire resistance, 1/2 damage for immunity
 
*Fire - Ignore fire resistance, 1/2 damage for immunity
 
*Water - Gain cold resistance 5
 
*Water - Gain cold resistance 5
*Earth - Diehard
+
*Earth - Tremorsense
 
*Air - Blindsense
 
*Air - Blindsense
  

Revision as of 00:29, 9 August 2010

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 - Float 1' above earth at will

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 damage for first bending level, increases by 1d6 for every 2 afterwards. Costs one bending point per attack, use as attack actions, close range attacks (not touch). Alternatively, add 1/2 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