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 - | + | *Earth - Tremorsense |
*Air - Blindsense | *Air - Blindsense | ||
Revision as of 00:29, 9 August 2010
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 - 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