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    Mephibosheth's Avatar

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    Default Water, Earth, Fire, and Air [class]

    Greetings!

    As ashamed as I am to admit it, I have recently become addicted to Avatar: The Last Airbender. I know, it's sad. Anyway, the abilities that the benders (individuals with the ability to manipulate one of the four elements [earth, air, fire, water]) in the show exhibit are truly extraordinary, and I thought that a D&D campaign set in this world would be interesting to play. I ran a search on the boards to see if anyone else had done anything dealing with the benders, and wasn't really pleased with what had been crafted. Most previous attempts had focused on tweaking caster classes (esp. the Shugenja) to fit the examples from the show, which doesn't seem quite right to me. I kept getting hung up on ways to deal with bending abilities without resorting to slots/day or power points, when I remembered that there already was a class that functioned like I wanted my benders to function: the Warlock. So, here's my first creation, inspired by and balanced (I hope) against the Warlock. Please please please let me know how to improve it.

    AIR BENDER


    The speed and agility of the wind, the power of a tornado, and the subtlety of a cloud are all accessible to an Airbender, a member of a small group of individuals blessed with the ability to manipulate the air through sheer force of will. Airbenders can hurl blasts of wind at their foes, create shields of swirling air, and even slice objects to pieces with compressed air blasts.
    Adventures – Craving freedom above all else, many Airbenders are simply itinerant monks, whose traveling lifestyle invites adventure. Others adventure on behalf of their communities, to visit and assist friends living far away, or to help those in need.
    Characteristics – Airbenders are able to manipulate the air in many ways. Some chose to focus on mobility and can become the most agile of fighters. Others learn to capture their foes in swirling tornadoes, incapacitating their enemies. Still others seek to destroy the machinery of destruction, using compressed air to slice through metal, stone, and wood. All Airbenders, however, are agile fighters who can knock their enemies away and soar through the skies on wooden gliders.
    Alignment – While an Airbender can be of any alignment, Airbenders' emphasis of ahimsa (nonviolence) tends to attract more good than evil. However, the Airbender’s philosophical quest is one for ultimate liberation, and anyone who completes the training, whether good or evil, chaotic or lawful, can become an Airbender.
    Religion – Airbenders have a decidedly philosophical focus. They seek liberation from the bonds of the world, and their discipline and dedication to this goal are shown in their simple lifestyles. Few Airbenders worship any of the spirits, though nothing prevents them from doing so.
    Background – Airbenders are trained at monasteries under the tutelage of senior monks. When they achieve the status of Airbending Master, they receive arrow tattoos on their heads, arms, hands, legs, and feet. Often, an Airbending Master will take a young student under his/her wing and help the student on an individual level.
    Races – All Airbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Air Nomads.
    Other Classes – Airbenders are masters of defense and evasion. They work well with almost all other classes, though they find the confrontational style of Earthbenders difficult to understand and deal with. Airbenders’ emphasis on non-violence and defense can sometimes be frustrating for more offensively-minded individuals (especially Firebenders and members of the martial classes) but they work well with members of these classes as often as not.

    Abilities – A high Wisdom score is essential to an Airbender as it determines the save DC’s for many of his/her best forms and abilities as well as providing a needed AC boost. A high Dexterity is also important, as it affects many of an Airbender’s best skills and provides additional AC.
    Alignment – Any (though tending towards good)
    Hit Die – d6

    Class Skills – Balance, Climb, Concentration, Craft, Escape Artist, Handle Animal, Jump, Knowledge (Religion), Knowledge (Arcana), Knowledge (History), Perform, Profession, Ride, Swim, Tumble
    Skill Points at 1st Level – (4 + Int Modifier) x4
    Skill Points at Each Additional Level – 4 + Int Modifier

    AIRBENDER


    Class Features
    Weapon and Armor Proficiency – An Airbender is proficient with all simple weapons and Collapsing Crescent Fans. Airbenders are not proficient with any armor or shields.

    Dodge (Ex) – Airbenders are highly skilled at evading blows, often manipulating air currents to help them dodge attacks. When unarmored and unencumbered, an Airbender adds his/her Wisdom bonus (if any) to his/her AC. This bonus applies even against touch attacks or when the Airbender is flat-footed. He/she loses these bonuses when he/she is immobilized or helpless, when he/she wears any armor, when he/she carries a shield, or when he/she carries a medium or heavy load. Additionally, Airbenders gain a dodge bonus to Armor Class as shown on the above table.

    Air Blast (Su) – The first ability an Airbender learns is Air Blast. An Airbender attacks his/her foes with a blast of concentrated air at will, inflicting damage and driving them backwards with the force of the air. An Air Blast is a ray with a range of 50 ft plus 5 ft/2 levels. It is a ranged touch attack that affects a single target. An Air Blast drives its target backwards in the direction of the Air Blast. An Airbender can hurl the target of the Air Blast (which can be any creature or object weighing no more than 25 lbs/level, with a maximum of 375 lbs) up to 20 feet/level. Creatures and objects deal and take damage as described under the Violent Thrust version of Telekineses. The Airbender must succeed on a ranged attack roll (at a -2 penalty) in order to deal damage with a flung creature or object. The target of an Air Blast can avoid this effect by succeeding on a Reflex Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier). Air Blast counts as a special attack for the purposes of feat selection. An Air Blast is not a spell or spell-like ability, and as such is not subject to Spell Resistance. Using an Air Blast counts as an attack, and an Airbender can use a number of Air Blasts in one round equal to the number of iterative attacks he/she can make (as determined by his/her BAB). An Airbender cannot dual wield Air Blasts nor can he/she apply precision-based damage from any source to the damage dealt by his/her Air Blast.

    Beginning at 7th level, an Airbender can use a standard action that does not provoke an attack of opportunity to affect all creatures or objects in a line with his/her Air Blast. The length of this line is equal to the length of the Airbender’s Air Blast ray. Using this form of Air Blast counts as expending all of the Airbender’s Air Blasts for the round.

    Beginning at 13th level, and Airbender can use a standard action that does not provoke an attack of opportunity to affect all creatures or objects within a 10 foot radius of him/herself with his/her Air Blast. Using this form of Air Blast counts as expending all of the Airbender’s Air Blasts for the round.

    Deflect Bending (Su) – Early in their training, Airbenders learn to deflect the blasts from their opponents. During his/her turn, an Airbender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 30 feet + 5 ft/3 levels of the Airbender. As an immediate action, the Airbender can attempt deflect an enemy Bender’s blast with an opposed attack roll. An Airbender can deflect bending a maximum number of times equal to the number of attacks he/she is granted by BAB. If the Airbender makes any attacks, he/she forgoes that opportunity to deflect bending. If the Airbender’s attack roll is less than his/her opponent’s, the blast is unaffected by the deflection attempt. If the Airbender’s attack roll equals or exceeds his/her opponent’s, the blast is negated, deflected or swallowed up by a swirl of air.

    Air Grab (Su) – The Airbender alters the air currents around the desired object or creature, allowing him/her to manipulate it. As a standard action, the Airbender may propel the creature or object (weighing up to 50 lbs) up to 40 feet in any direction, though the effect ends if the distance between the Airbender and the target exceeds 100 feet +10 feet/level. A creature can negate the effects of Air Grab on itself or an object it possesses with a successful Will Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier). The target can be manipulated as if by one hand, as long as the force required is within the weight limit. For the purpose of any physical ability checks necessary, the Air Grab’s ability scores are equal to the Airbender’s Wisdom score.

    Airbending Forms (Su) – Beginning at 2nd level, and Airbender continues to study the art of controlling the air. He/she learns a single air bending form that he/she can use at will. As an Airbender gains levels, he/she learns more air bending forms, as shown on the above table. An Airbender can choose any air bending form from the list below for which he/she fulfills the prerequisites. At 2nd level, he/she can learn any of the Lesser Forms. Beginning at 8th level, he/she can learn any of the Lesser or Moderate Forms. Beginning at 17th level, he/she can learn any of the Lesser, Moderate, or Greater Forms. Using an Airbending Form (with the exception of Air Blast and Deflect Bending)is a standard action that provokes an attack of opportunity and can be disrupted by any effect that would disrupt casting a spell. An Airbender is considered to have a caster level equal to his/her Airbender level for the purpose of adjudicating forms that duplicate spell effects. All bending forms (including Air Blast, Deflect Bending, and Air Grab) have somatic components. Unless otherwise stated, a bender can only use one bending form per round, even if his/her actions would allow the use of more than one.

    Airbender’s Leap (Su) – Beginning at 3rd level and continuing as shown on the above table, an Airbender learns to use his/her bending to enhance his/her jumping ability. The Airbender gains a circumstance bonus to Jump checks equal to the amount shown on the table.

    Slow Fall (Su) – Beginning at 3rd level, an can slow his/her descent. When first using this ability, he/she takes damage as if the fall were 20 feet shorter than it actually is. The Airbender’s ability to slow his/her fall (that is, to reduce the effective distance of the fall) improves with his/her Airbender level until at 20th level he/she can slow his/her descent and fall up to 100 ft without harm. This ability only functions if the Airbender is conscious and capable of moving.

    Air Shield (Su) – Beginning at 3rd level, an Airbender gains the ability to shape air currents into a swirling shield as a standard action that provokes an attack of opportunity. This shield can take the form of a sphere, a dome, or a disk, each with a radius of 10 feet. An Air Shield cannot penetrate solid objects, so using a spherical Air Shield on the ground (for example) is impossible. Once established, an Airbender can move his/her Air Shield 30 feet per round as a move action. An Air Shield has different properties that vary with the Airbender’s class level. This ability can be used a number of times per day equal to the Airbender’s Wisdom bonus (minimum 1).
    • At 3rd level, the Air Shield functions as Wind Wall with the exceptions noted above.
    • At 10th level, the Air Shield functions similarly to the lower-level version. However, it is much more powerful, deflecting all ranged attacks with the exception of massive projectiles (boulders, siege weapon projectiles, etc). It also deflects all melee attacks that originate outside the Air Shield and Medium and smaller creatures must succeed on a Reflex Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier) to pass through the Air Shield.
    • At 16th level, the Air Shield functions similarly to the lower-level version, except that it deflects massive projectiles and all forms of bending, regardless of element. Also, any Large or smaller creatures must succeed on a Reflex Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier) to pass through the Air Shield.
    Flight (Su) – Beginning at 4th level, an Airbender learns to manipulate the air currents around his/her glider, allowing him/her to fly. The Airbender’s flight speed and maneuverability are shown on the above table. An Airbender can fly for a number of rounds at a time equal to his/her Wisdom score before he/she must land. There is no limit to the number of times per day an Airbender can fly. If the Airbender is unable to land before the maximum duration ends, he/she begins to fall, though this fall is slowed by his/her glider. He/she takes falling damage as if he/she had fallen half the distance of his/her actual fall.

    Evasion (Ex) – As the Rogue ability.

    Multiclassing - Like a member of any other class, an Airbender may be a multiclass character, but multiclass Airbenders face a special restriction. An Airbender who gains a new class or (if already multiclass) raises another class by a level may never again raise his/her Airbender level, though he/she retains all his/her Airbender abilities.

    AIR BENDING FORMS

    Lesser Forms
    • On the Walls – The Airbender manipulates air currents to support him/her as he/she runs along steep surfaces. The Airbender can move normally on surfaces that usually require a climb check to negotiate. However, he/she must end his/her turn on a level surface.This form can be used as a swift action.
    • Burst of Speed – The Airbender creates small currents of air behind him/her as he/she runs and reduce air resistance, gaining a 10 ft circumstance bonus to his/her base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim. This effect lasts a maximum number of minutes equal to the Airbender’s class level. In order to maintain this effect, an Airbender must move at least 10 ft/turn, otherwise the effect ends and must be invoked anew.
    • Levitate – As the spell, except that the Airbender can only levitate him/herself or willing creatures.
    • Dust Cloud – As the spell Fog Cloud. This form cannot be used when there is no loose soil, dust, or other fine particulate matter present.
    • Tornado, Lesser – By manipulating air currents into a tight spiral, the Airbender can severely impede the movement of his/her foes. This form creates a small tornado anywhere within 30 feet of the Airbender, which can be moved 40 feet per round as a move action, has a 5 foot radius, and may be up to 20 feet tall. Upon contact with a creature, the tornado stops moving, even if it has movement remaining that turn. Creatures inside the tornado need to make a Reflex Save (DC + half the Airbender’s class level + the Airbender’s Wisdom modifier) or be entangled. Even if the creature passes the Reflex Save, he/she still moves at half speed until out of the tornado. Creatures that are larger than the tornado gain a +4 circumstance bonus to their Reflex Save. The tornado lasts as long as the Airbender concentrates to maintain it (a standard action that provokes an attack of opportunity), up to a maximum number of turns equal to the Airbender’s class level.
    • Flowing Air Strike – The Airbender manipulates the air currents around his/her limbs, causing his/her strikes to come harder and more quickly. When engaged in melee combat with unarmed strikes or any weapons he/she is proficient with, the Airbender gains a +1 circumstance bonus to attack and damage rolls. An Airbender can maintain this form as a swift action each round, up to a maximum of 1 round/level.
    • Stillness – When using this form, an Airbender creates an area of calm with a radius of 10 ft. Within this radius, he/she is able to limit the transmission of sound through the air, allowing those within the radius to move more stealthily, gaining a circumstance bonus to Move Silently checks equal to half the Airbender’s class level (minimum 1). The Airbender must concentrate to maintain this ability.
    Moderate Forms
    • Air Scooter – The Airbender forms a whirling ball of air and rides this ball as it speeds along the ground, attaining great speed and maneuverability. When using the Air Scooter form, an Airbender gains several benefits. First, his/her base speed increases to 60 ft. Second, he/she can ride the Air Scooter on any surface that would normally require a climb check, though he/she must end his/her turn on a level surface. Third, he/she ignores any movement penalties due to sand, snow or similar difficult terrain, but cannot be used to transport the Airbender over water, lava, or any other surface that could not support the Airbender’s weight. While using an Air Scooter, an Airbender must move at least 30 feet each round and cannot perform any other air bending forms. An Airbender can maintain his/her Air Scooter for a number of rounds equal to his/her class level.
    • Air Scythe – Forming the air into a thin blade of compressed air molecules, the Airbender can deal substantial damage to creatures and objects. An Air Scythe is a ranged touch attack (50 ft plus 5 ft/2 levels) that deals 1d6/2 levels of slashing damage. In addition, an Air Scythe is ideal for attacking objects, ignoring the first 10 points of the object’s hardness.
    • Deep Breath – By exhaling a high-pressure stream of air, the Airbender is able to move at great speeds, knocking down all in his/her path. The Airbender gains a circumstance bonus to bullrush and overrun attempts equal to half his/her class level (minimum 1). If the Airbender successfully bullrushes an opponent into a solid obstacle (wall, cliff face, large rock, etc), the opponent takes damage as if he had fallen the distance of the bullrush. This damage cannot be negated by Tumbling, Slow Fall, or any other ability. An Airbender can also use this ability to force foes backwards with his/her breath alone. Using this form functions identically to the normal use, except the Airbender need not travel with the bullrushed creature. Using this form (in either mode) requires no somatic components.
    • Tornado – As Lesser Tornado, except that creatures within the radius who fail their Reflex Save are stunned for the duration of the effect.
    • Air Step – Creating small cushions of air beneath his/her feat, the Airbender can move over surfaces that would normally not support his/her weight, including water, lava, thin ice, and similar surfaces. This does not allow the Airbender to fly or levitate. This effect lasts a number of rounds equal to the Airbender’s class level. In order to maintain this effect, the Airbender must move at least 10 ft/round or the effect ends.
    • Body of Air Thrust - The bender creates an outline of themselves from compressed air and sends it towards a target within 50 ft. The target takes 5d4 bludgeoning damage and is knocked back as if hit by an air blast and may take additional damage if applicable.
    Greater Forms
    • Air Scythe, Greater – As Air Scythe, but it ignores all hardness and deals an additional 2d6 damage.
    • Tornado, Greater – As Lesser Tornado, except that creatures within the radius who fail their Reflex Save are held for the duration of the effect.
    • Reap the Whirlwind – The Airbender creates a flat blade of compressed air which he/she wields in combat as he/she would a normal weapon (the Airbender is considered proficient with this weapon). This weapon deals 1d6/2 levels of slashing damage. Additionally, the Airbender can apply any precision damage to strikes with this weapon. Once summoned (a standard action that provokes an attack of opportunity) an Airbender can maintain this weapon for a number of rounds equal to his/her class level.
    • Updraft - The airbender manipulates the air around an enemy, forcing a violent burst of air directly beneath him. The target must make a Reflex save (DC = 10 + 1/2 class level + Wis Modifier) or be hurled upward 10 feet/level of the airbender. The target then plummets to the ground, taking proper falling damage.
      For each size above medium, cut the height the opponent is thrown by half. (1/2 for large, 1/4 for huge, etc.)
    • Ensnaring Wind – An Airbender using this form creates an area around a single foe where strong winds impede movement and combat. The Airbender can target any creature size Large or smaller with this ability. The targeted creature’s combat abilities are hindered, and it takes a penalty to attack and damage rolls equal to -1 per 3 Airbender levels. The target can attempt to avoid this penalty with a Fortitude Save (DC 10 + half the Airbender’s class level + the Airbender’s Wisdom modifier). An Airbender must concentrate in order to maintain this ability (up to 1 round/level).
    • Storm Winds - Using this form, an Airbender can create a wall of air that rushes away from him/her. He/she may affect every creature or object within a 60 ft cone with his/her Air Blast. Using this form is a standard action that provokes an attack of opportunity.
    First and foremost, I'm looking for input on the balance. Second, any ideas people have for new Airbending forms are welcome. I hope everyone likes the class. Waterbenders, Earthbenders, and Firebenders to follow (maybe).

    Mephibosheth
    Last edited by Mephibosheth; 2006-12-15 at 01:51 PM.
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  2. - Top - End - #2
    Bugbear in the Playground
     
    Mephibosheth's Avatar

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    Default Re: Water, Earth, Fire, and Air [class]

    What, no love for the Airbender? No one has any horrendous, tragic flaws or oversights to point out. No game-breakingly overpowered tricks or abilities? Not even any new Airbending forms to suggest?

    Oh well, I guess I'll just have to see what you guys think of the...

    WATERBENDER



    Graceful and quick, Waterbenders are individuals with the unique ability to manipulate water. Waterbenders can create long whips of water, sharp shards of ice, healing water, or giant tsunamis. Or they can dry your clothes instantly.
    Adventures - Waterbenders adventure most frequently to aid the tribe, be it to defend against an enemy, gain access to a crucial resource, or provide aid to an ally of the tribe. Also, Waterbenders in small communities may adventure to seek out a master to instruct them in their art.
    Characteristics - Waterbenders are able to manipulate water, giving it shape, moving it with great speed and power, or changing its phase from water to ice or vapor (and vice versa). They focus on the defense, turning their opponent's blows against them, blocking them with gushing watery shields, or immobilizing their opponents in ice. Select Waterbenders can also heal wounds, using water as a medium through which to align the chi and promote healing.
    Alignment - Waterbenders emphasize the defense and try to avoid injuring even their foes. Thus, Waterbenders tend toward good. Also, most Waterbenders are concerned with their community above all else, eschewing both the wandering lifestyle and the disciplined life of an ascetic or monk. They tend to be neutral instead of lawful or chaotic.
    Religion - Waterbenders draw their power from the Moon and venerate the Moon Spirit above all others. Their power waxes in the moonlight and wanes during the day. Also, many members of the Water Tribe revere the Ocean Spirit as the source of life for their people.
    Background - Most Waterbenders train under a master. In the Northern Water Tribe, there are large group lessons under the tutelage of a single master. In the Southern and Foggy Swamp Water Tribes where Waterbenders are fewer in number, Waterbenders tend to learn one-on-one from a single master.
    Races - All Waterbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Water Tribe, located at the north and south poles and in the Foggy Swamp.
    Other Classes - Waterbenders share their defensive focus and high agility with the Airbenders. However, they are less at odds with the more solid and unmoving style of the Earthbenders, though they prefer to redirect their opponents' attacks instead of overwhelming them. They dislike the unceasing aggression of the Firebenders, but can work with them if the need presents itself. They are also capable of working with the more martial classes, using their defensive skills to assist the warriors in battle.

    Abilities - Wisdom is important to Waterbenders, as it determines the Save DC's and durations of some of their Waterbending Forms. Waterbenders' emphasis on reflexes means that they also benefit from high Dexterity, which helps them turn their enemies' attacks and provides a boost to AC.
    Alignment – Any (tending towards good and neutrality)
    Hit Die – d6

    Class Skills – Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Listen, Perform, Profession, Sense Motive, Spot, Survival, Swim, Use Rope
    Skill Points at 1st Level – (4 + Int Modifier) x4
    Skill Points at Each Additional Level – 4 + Int Modifier

    Waterbender


    Class Features
    Weapon and Armor Proficiency – A Waterbender is proficient with all simple weapons, and light armor.

    Water Blast (Su) – The first ability a Waterbender learns is Water Blast. The Waterbender concentrates water into a large bubble in his/her hands and propels it at great speeds toward his/her foe. It is a ranged touch attack that affects a single target with a range of 50 ft plus 5 ft/2 levels, allowing no saving throw. A Water Blast deals 1d4 damage at 1st level (half damage to objects) and increases in power as the Waterbender gains levels, as shown above. A Water Blast is not a spell or spell-like ability, and as such is not subject to Spell Resistance. Using a Water Blast counts as an attack, and a Waterbender can use a number of Water Blasts in one round equal to the number of iterative attacks he/she can make (as determined by his/her BAB). A Waterbender cannot dual wield Water Blasts nor can he/she apply precision-based damage from any source to the damage dealt by his/her Water Blasts. A Waterbender can only use Water Blasts (or any of his/her Waterbending abilities) when there is a source of open water within 100 ft + 10 ft/level unless otherwise specified. Water used in a Water Blast or other Waterbending form is lost unless the Waterbender makes a successful Concentration check. In the case of Water Blast, the DC of this check is 15. Most Waterbenders carry a source of water (canteen, water skin, etc) with them wherever they go to ensure they are never unarmed.

    Deflect Bending (Su) – Early in their training, Waterbenders learn to deflect the blasts from their opponents. During his/her turn, a Waterbender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 30 feet + 5 ft/3 levels of the Waterbender. As an immediate action, the Waterbender can attempt deflect an enemy Bender’s blast with an opposed attack roll. A Waterbender can deflect bending a maximum number of times equal to the number of attacks he/she is granted by BAB. If the Waterbender makes any attacks, he/she forgoes that opportunity to deflect bending. If the Waterbender’s attack roll is less than his/her opponent’s, the blast is unaffected by the deflection attempt. If the Waterbender’s attack roll equals or exceeds his/her opponent’s, the blast is negated, deflected or swallowed up by a short outpouring of water or shard of ice. Water used in this form can be retained with a successful DC 15 Concentration check.

    Waterbending Forms (Su) – Beginning at 1st level, Waterbenders learn to manipulate water in a variety of ways. As shown on the above table, a Waterbender learns his/her first form at 1st level and learns new forms as he/she increases in level. Unless otherwise stated, using a Waterbending form is a standard action that provokes an attack of opportunity. A Waterbender is considered to have a caster level equal to his/her Waterbender level for the purpose of adjudicating forms that duplicate spell effects. All bending forms (including Water Blast, Deflect Bending, and Manipulate) have somatic components. Unless otherwise stated, a bender can only use one bending form per round, even if his/her actions would allow the use of more than one.

    Change Phase (Su) – Beginning at 2nd level, a Waterbender gains the ability to change the phase of water within 100 ft + 10 ft/level, turning liquid water into ice or vapor, ice or vapor into liquid water, or vapor directly into ice (and vice versa). Change Phase is a standard action that provokes an attack of opportunity. A Waterbender can change the phase of an amount of water equal to one 10 foot cube/2 levels. Once changed, the water shifts back to its original phase at the normal rate. Beginning at 6th level, a Waterbender can freeze, melt, or evaporate water as a move action. Beginning at 10th level, a Waterbender can freeze, melt, or evaporate water as a swift action.

    Manipulate (Su) – Beginning at 2nd level, a Waterbender can use his/her bending ability to manipulate water. He/she can draw water from any liquid or solid source within 100 ft + 10 ft/level, alter its shape, move it around in the air at a rate of 20 ft/round, and draw liquid water from the surface of any object soaked in water or covered in ice. Any objects contained in the area of water manipulated are brought along with the water. A Waterbender can manipulate a volume of water equal to one 5-foot cube/2 levels. Beginning at 7th level, a Waterbender can manipulate water vapor in this fashion as well.

    Ski (Su) – Beginning at 4th level, a Waterbender learns to create a disk of ice under his/her feat, allowing him/her to quickly slide across water, ice, snow, and similar smooth surfaces. Creating this disk and moving at the Waterbender’s ski speed can be completed as a move action. At 4th level, a Waterbender can ski at a rate of 20 ft/round, which increases as shown in the above table. A Waterbender can ski for a number of rounds at a time equal to his/her Wisdom score. A Waterbender must move at least 10 ft/round in order to avoid sinking.

    Circular Attack (Su) – Beginning at 10th level, a Waterbender can redirect his/her enemies’ attacks, using the enemy’s own energy to retaliate against him or her. Once per round, when the Waterbender successfully deflects a bending attack (using Deflect Bending, not Water Whip), he/she may make a Reflex Save opposed to the opponent’s attack roll. If the Waterbender matches or exceeds the opponent’s attack roll, he/she is able to bring the deflecting water round in a circle, absorbing the enemy’s energy and immediately making an additional Water Blast attack at that enemy. The Waterbender cannot choose to forgo this attack in order to gain an additional Deflect Bending attempt.

    Multiclassing - Like a member of any other class, a Waterbender may be a multiclass character, but multiclass Waterbenders face a special restriction. A Waterbender who gains a new class or (if already multiclass) raises another class by a level may never again raise his/her Waterbender level, though he/she retains all his/her Waterbender abilities.

    WATERBENDING FORMS

    Lesser Forms
    • Water Whip, Lesser – Using this form, a Waterbender can (as a move action that doesn’t provoke an attack of opportunity) transform a small quantity of water (approximately the amount in 1 water skin) into a long whip. This water whip has the statistics of a normal whip (including the ability to trip and the bonus to disarm attempts) with the exception that it can be used to deal lethal damage even to armored foes, and the Waterbender is considered proficient in its use. A Waterbender can use his/her Water Whip in lieu of a Deflect Bending attempt to disrupt or block a bending or spellcasting attempt and can apply the whip’s +2 bonus to disarm attempts to the opposed attack roll. Additionally, a Waterbender can apply precision-based damage to attacks with a Water Whip and can treat a Water Whip as a normal whip for the purpose of weapon-based feats. Water used in this form can be maintained with a successful DC 15 concentration check.
    • Slice, Lesser – Increasing the surface tension of the water he/she wields, a Waterbender’s Water Blast deals full damage to objects. Water used in this form can be maintained with a successful DC 15 concentration check.
    • Fog Cloud – As the spell. Water used in this form cannot be maintained.
    • Bend Plants, Lesser – As Entangle. A Waterbender must use a standard action to concentrate on maintaining this effect. This form can be maintained for a number of rounds equal to the Waterbender’s class level.
    • Water Sprout – The Waterbender lifts water in a swirling, spiraling pattern with him/herself at the top. This allows the Waterbender to move straight up into the air at a rate of 20 feet/round. This Waterbending form can be used as a move action, moving up or down as desired. The Water Sprout lasts as long as the Waterbender concentrates (a standard action), up to a maximum number of rounds equal to the Waterbender’s class level. Water used in this form can be retained with a successful DC 20 concentration check.
    • Steady Stance - The bender encases their feet in ice. They gain a +1/bender level to saves or checks they need to make in order not to move. This form is preformed by a move action that doesn’t provoke an attack of opportunity. This form can be maintained indefinitely so long as the bender doesn’t move from the square. A bender can move from the square in which they are encased if they want, but doing so ends the form.
    • Healing Water, Lesser – As Cure Light Wounds, except that it requires a full round action to use this form. This form can be used a number of times per day equal to half the Waterbender’s class level. Water used in this form cannot be maintained.
    Moderate Forms
    • Water Whip – As Lesser Water Whip, except that it deals 1d6 damage instead of the standard whip damage and grants a +4 bonus to disarm attempts and attempts to disrupt bending instead of the usual +2 bonus. Water used in this form can be maintained with a successful DC 20 concentration check.
    • Ice Shards – By freezing a quantity of water into sharp shards, a Waterbender can create a ly ranged attack. This form creates a number of shards equal to the Waterbender’s class level, each of which deals 1d4 damage (maximum 10 shards). Half of this damage is cold and half is piercing. These shards are launched in a 60 foot cone. Creatures within the cone can reduce the damage by half with a successful Reflex Save (DC 10 + half the Waterbender’s class level + the Waterbender’s Wisdom modifier). Water used in this form can be maintained with a successful DC 20 concentration check.
    • Healing Water – As Cure Moderate Wounds. This form can be used a number of times per day equal to half the Waterbender’s class level. Water used in this form cannot be maintained.
    • Water Wave – By accentuating the normal fluctuations in water levels, a Waterbender can make standing water or ice accelerate forward in a wave, crashing into all in its path. The wave created by this form travels in a straight line outward from the Waterbender for a maximum distance of 10 ft/level. It initiates a bullrush against any creatures in its path, counting as a Large creature (with a 10 x 10 face) with a Strength score of 14 + 2 per 3 class levels for the purposes of resolving bullrush attempts. If the Waterbender so desires, he/she can ski at the crest of this wave, not provoking any attacks of opportunity while moving in this manner. Water used in this form cannot be maintained
    • Bend Plants – As Black Tentacles, except the form animates existing plant material, and therefore can only be performed where adequate plant material is present. Also, the form creates a 10 foot radius of animated plants, instead of the normal 20 feet. A Waterbender must use a standard action to concentrate on maintaining this effect. This form can be maintained for a number of rounds equal to the Waterbender’s class level.
    • Liquid Armor – The Waterbender encases him/herself in a layer of water or ice. He/she gains DR 5/– and gains a +2 bonus to AC (including touch AC) against bending attacks. Water used in this form can be maintained with a successful DC 25 concentration check. Liquid Armor lasts a number of rounds equal to the Waterbender's class level.
    Greater Forms
    • Water Whip, Greater – As Water Whip, except that it deals 1d8 damage instead of 1d6 and grants a +6 conus to disarm attempts and attempts to disrupt bending. Water used in this form can be maintained with a successful DC 25 concentration check.
    • Octopus Form – Bringing together a large quantity of water, a Waterbender using this form animates the water into 8 large tentacles springing up from the ground around him/her. Each of these tentacles can make a single slam attack each round. Each tentacle uses the Waterbender’s base attack bonus and has a Strength score of 20. Their slam attacks deal 1d8+5 damage and count as magical for the purposes of overcoming damage reduction. Additionally, each tentacle can forgo its attack in order to attempt to negate an attack of any type on the Waterbender. The tentacle makes an opposed attack roll and negates the attack if it exceeds the opponent’s attack roll. This form requires a substantial amount of water, and thus can only be performed in an area where a source of water is nearby. A Waterbender must use a standard action to concentrate on maintaining this effect. This form can be maintained for a number of rounds equal to the Waterbender’s class level. Water used in this form can be maintained with a successful DC 30 concentration check.
    • Slice, Greater – As Lesser Slice, except that the damage dealt by the Water Blast is affected as if by the Empower Spell feat. This form can be used a number of times per day equal to the Waterbender’s Wisdom modifier (minimum 1). Water used in this form can be maintained with a successful DC 25 concentration check.
    • Healing Water, Greater – As Cure Serious Wounds. This form can be used a number of times per day equal to half the Waterbender’s class level. Water used in this form cannot be maintained.
    • Water Wave, Greater – As Water Wave, except the wave created counts as a Huge creature and has a Strength score of 16 + 2 per 3 class levels for the purpose of resolving bullrush attempts. Water used in this form cannot be maintained
    • Water Ring – This form functions as Water Wave, except that it initiates a bullrush attempt against all opponents within 10 ft of the Waterbender, pushing them back as far as possible. Only opponents within 10 ft are affected by this form, even if the water ring encounters other opponents as it moves outwards.
    • Wall of Ice - As the spell. Use the bender's class level as his/her caster level for the purpose of this form.
    So, what do you think? Balance issues? Things I've forgotten/overlooked? Suggestions for more bending forms? Praise and commendations? Anything? Let me have it!

    Mephibosheth
    Last edited by Mephibosheth; 2007-06-14 at 11:36 PM.
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    Default Re: Water, Earth, Fire, and Air [class]

    Your tables need fixing it has only fort save up

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    Default Re: Water, Earth, Fire, and Air [class]

    ...hmmm... I'm planning on running a campaign based around the 6 elements and their opposing struggles: Earth vs Air, Water vs Fire, and Positive (+ve)Elemental Energy vs Negative (-ve) Elemental Energy... I'm even scrapping all D&D dragons, and making up 6 of my own!

    I am very interested in what you have to offer here, but I cannot read any tables, and you have no plan for a +ve Energy Bender and -ve Energy Bender... could these be put onto your impresive drawing board of class's and assoctaited portaraits?
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    Default Re: Water, Earth, Fire, and Air [class]

    There. I give up on the table codes, and used images instead!

    In the Avatar world, positive and negative energy don't exist on the same level as the four physical elements. If they are mentioned at all, it is in more philosophical terms, dealing with attitude and mindset. However, they don't have the same effects that positive and negative energy do in D&D. That said, you could easily adapt my basic structure to positive and negative energy, giving them an energy blast (similar to the Warlock's Eldritch Blast) and various other abilities based around manipulating positive and negative energy. If you want, I can add them to the bottom of the list (gotta do Earthbender and Firebender next), but you'd have to give me some more details about what you want them to be like. If you want to collaborate, let me know and I'll see what I can do. That said, I by no means lay claim to this class structure, so you are welcome to use it yourself, should you so desire.

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    Post Re: Water, Earth, Fire, and Air [class]

    You should put in the various descriptors for the abilities, Supernatural, Spell-Like, Extraordinary.
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    Default Re: Water, Earth, Fire, and Air [class]

    Done and done! I always forget to do that. Thanks for the reminder!

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    Default Re: Water, Earth, Fire, and Air [class]

    I really admire what you’ve done. I’ve thought of trying to make classes for benders but couldn’t think how to do it and still encompass the wide variety of abilities they have. You’ve done an excellent job. Now for critique.

    You have airbenders as tending towards law. I would say they are slightly more chaotic. They are nomads who place great value on freedom.

    I think warfans help in earthbending (along with hammers). They were the weapons of avatar Kyoshi. Airbenders use glider staffs. The only other weapons used in bending that I can think of are broad swords for firebending. I remember reading that earthbenders use dadoa as well.

    With an airbender’s flight ability, is he able to fly 1 round/level a day or does he need to just set down and then can take off again?

    With airbending forms that are disprupted by taking damage, can a concentration check be made to still “cast” the form and if so what spell level are forms considered to be?

    Can Burst of Speed form be taken multiple times in order to gain additional ten feet bonuses? Must an airbender run in oder for the form to continue effect or can he stop and still maintain the effect?

    I assume dust cloud and levitate have caster levels equal to airbending level but it should be stated anyway.

    Concerning tornado, does maintaining it provoke an aoo? Do other tornado forms require lesser ones as prerequisites?

    Try as I might I can’t think of any good airbending forms. The only one I could come up with is purifying air and maybe a type of control wind or weather (though that also sort of needs waterbending.)

    Waterbenders

    Though skills are fine as they are, I think waterbenders would have diplomacy as a class skill.

    I also don’t really see water benders as using shields. They use their arm movement too much in their bending art.

    You need to Concentration DC to retain water for deflect bending, water sprout and liquid armor.

    Is there a range to manipulate and change phase or simply a line of sight?

    How long does liquid armor last?

    For suggestions you could have a form that encases a target in ice, maybe one that directly manipulates water within a person allowing body control, or perhaps something akin to temporal stasis (like what Ang was found in).
    Last edited by Thistle; 2006-12-06 at 06:57 AM.
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    Default Re: Water, Earth, Fire, and Air [class]

    Now I see what you've done with the classes... this is exactly what I've been wracking my brain for!

    I've had the idea of making arcane magic, divine magic and psionics different: spell resistance only affect one type, damage reductions overcome only by one type, spellcraft, use magic divice, so on and so forth different for each of the three magics. My point, I needed a primary caster equivelent to the Psion and Wizard: someone who chanels magic and power of the dietys, but dosnt were armour. my thought had been to make the turn undead feature more like the warlocks eldrich blast, and cut spellcasting down to special elemental abilities.

    Anyway... I have a few more ideas about cosmology, element-alignment related things, some class things, combat rules, equipment, actually, a whole lot of stuf I see in the homebrew topic... if you're still keen to collaborate, PM me, and I'll see if I can put the 'big picture' of the world into a few easy to read paragraphs!
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    Default Re: Water, Earth, Fire, and Air [class]

    Yay replies! Thanks a lot everyone.

    Thistle:
    Thanks a lot for your input. Those are the kind of details I always miss when designing a class, so you've helped me immeasurably. If you don't mind, I'm going to respond to your many comments in list form.

    Airbender

    1. Airbender Alignment - The reason I have Airbenders tending toward law is their emphasis on discipline, meditation, and asceticism in their search for freedom. My understanding of the way that Airbenders are characterized in the show is as a group of Sadhus (renunciatory holy men in Indian religions tradition) who have put aside their attachment to worldly things in favor of freedom from this attachment. They seem disciplined in Aang's flashbacks, and Iroh specifically mentions this when he's explaining the various elements to Zuko. However, I can see your point, so I'll remove the "tend toward law" part to allow a wider variation in alignments.

    2. Airbender Weapons - I was somewhat stumped about what weapons to allow, since benders in the show use few weapons, but D&D mechanics work so much better if you have access to some weaponry. The reason I included warfans was because of this article.

    3. Flight - An Airbender can fly a number of rounds equal to his/her Wisdom score before he/she must set down. There is not limit to the number of times per day that an Airbender can fly. I'll clarify that above.

    4. Disrupting Bending - My intention was that a bender could maintain the bending with a successful Concentration check. I forgot that these Concentration checks are based on spell level, and I'm deliberately trying to divorce this system from spellcasting. I think that I'll have a set DC based on the level of bending form. I'm open to suggestions, though.

    5. Burst of Speed - I'll change it to a circumstance bonus so that it doesn't stack with itself. Also, from the way the form is used in the show, it seems like the Airbender has to keep moving. I'll clarify.

    6. Tornado - Yes, concentrating on the form provokes an attack of opportunity. I'll clarify.

    7. New Forms - Yeah, I'm at a loss for more Greater Forms. There've got to be some, but I can't think of what they would be. I was thinking of an air bubble like Aang uses to save himself from drowning a couple times, and maybe a better, non-glider flight, but other than that...

    Waterbender

    1. Skills - Adding diplomacy can't hurt. I'll make the change.

    2. Shields - Yeah, I had intended to remove the shield proficiency, but I just forgot. It's gone.

    3. Concentration DC's - Gimme a minute...

    4. Change Phase, Manipulate, Liquid Armor - Good call. I'll make the additions.

    5. New Forms - I like your ideas. The freeze-your-opponent-in-ice is one of my favorite moves, and can already be achieved by a combination of some form of Water Wave and Change Phase. I like the idea of controlling someone by bending their body's water. I'll work on some stats. I don't really know how that temporal stasis would work, but I will include a Water Bubble or something to replicate the air bubble he was in and the one Katara used in the Serpent's Pass episode. The stats will probably be similar to the Air Bubble form I'm thinking about for Airbenders.

    Thanks again for your input. I really appreciate the help.

    Magic8BALL:

    PM sent.

    Thanks everyone for the comments. Keep 'em coming. Also, Earthbender should be on the way in the near future.

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    Default Re: Water, Earth, Fire, and Air [class]

    It makes sense for fans to be an airbender weapon; Aang, even without the Avatar State, can use fans to airbend.

    Also, I was going to make Bending classes. My idea was to base it around how Warblades and company use their special powers, though.

    I like them, though, and think that once you've made all four you should maybe think about starting a PbP game with then.

    However, I don't think bending plants should be a normal ability of the waterbender; it should be a prestige class. The same would go for sandbending and lightningbending, I suppose.

    One last edit: Are you going to discuss how the phases of the moon and the time of day affect water and firebending?
    Last edited by Yuki Akuma; 2006-12-06 at 11:30 AM.
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    Default Re: Water, Earth, Fire, and Air [class]

    I could get into that, though I'm already involved in three PbP games (and potentially 1 more) and I'm going to India, so I don't know what my internet access will be like next semester. But, if I find out that I have easy internet access, I'll consider it. Also, I hope to have Earthbender up by this weekend. Already have the image drawn, but I need to take the time to work on the stats.

    What do you think of the balance of these, Yuki? You seem to have a good handle on these sorts of things (at least, from your work for Project CUTE), and I can never be sure. I want to keep them balanced with normal D&D classes so that I don't have to create entire new classes for warrior-types (Sokka, Mai, Ty Lee, etc.). Any input? Part of me thinks that Air Blast is overpowered (Violent Thrust at will at first level, WTF?) but its utility is fairly limited by only being able to thrust things in one direction and the low weight limit. I'm sure there are other things, but I can't put my finger on them right now, so any input would be wonderful.

    Finally, there's all sorts of other stuff for the Avatar universe that needs creating (sabre-toothed-moose-lions anyone?), so feel free to get involved. I'd even welcome your take on the bending classes, or some new forms.

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    Default Re: Water, Earth, Fire, and Air [class]

    Moi? Good at balancing classes? Hardly. Feats, spells, yes. Classes, no.

    Anyway, I don't think you'd want to turn this into a "Project Avatar" or something with CUTE still hanging around in limbo currently.
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    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."
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    Default Re: Water, Earth, Fire, and Air [class]

    Quote Originally Posted by Mephibosheth View Post
    Yay replies! Thanks a lot everyone.

    Thistle:
    Thanks a lot for your input. Those are the kind of details I always miss when designing a class, so you've helped me immeasurably. If you don't mind, I'm going to respond to your many comments in list form.

    Airbender

    1. Airbender Alignment - The reason I have Airbenders tending toward law is their emphasis on discipline, meditation, and asceticism in their search for freedom. My understanding of the way that Airbenders are characterized in the show is as a group of Sadhus (renunciatory holy men in Indian religions tradition) who have put aside their attachment to worldly things in favor of freedom from this attachment. They seem disciplined in Aang's flashbacks, and Iroh specifically mentions this when he's explaining the various elements to Zuko. However, I can see your point, so I'll remove the "tend toward law" part to allow a wider variation in alignments.

    2. Airbender Weapons - I was somewhat stumped about what weapons to allow, since benders in the show use few weapons, but D&D mechanics work so much better if you have access to some weaponry. The reason I included warfans was because of this article.

    3. Flight - An Airbender can fly a number of rounds equal to his/her Wisdom score before he/she must set down. There is not limit to the number of times per day that an Airbender can fly. I'll clarify that above.

    4. Disrupting Bending - My intention was that a bender could maintain the bending with a successful Concentration check. I forgot that these Concentration checks are based on spell level, and I'm deliberately trying to divorce this system from spellcasting. I think that I'll have a set DC based on the level of bending form. I'm open to suggestions, though.

    5. Burst of Speed - I'll change it to a circumstance bonus so that it doesn't stack with itself. Also, from the way the form is used in the show, it seems like the Airbender has to keep moving. I'll clarify.

    6. Tornado - Yes, concentrating on the form provokes an attack of opportunity. I'll clarify.

    7. New Forms - Yeah, I'm at a loss for more Greater Forms. There've got to be some, but I can't think of what they would be. I was thinking of an air bubble like Aang uses to save himself from drowning a couple times, and maybe a better, non-glider flight, but other than that...

    Waterbender

    1. Skills - Adding diplomacy can't hurt. I'll make the change.

    2. Shields - Yeah, I had intended to remove the shield proficiency, but I just forgot. It's gone.

    3. Concentration DC's - Gimme a minute...

    4. Change Phase, Manipulate, Liquid Armor - Good call. I'll make the additions.

    5. New Forms - I like your ideas. The freeze-your-opponent-in-ice is one of my favorite moves, and can already be achieved by a combination of some form of Water Wave and Change Phase. I like the idea of controlling someone by bending their body's water. I'll work on some stats. I don't really know how that temporal stasis would work, but I will include a Water Bubble or something to replicate the air bubble he was in and the one Katara used in the Serpent's Pass episode. The stats will probably be similar to the Air Bubble form I'm thinking about for Airbenders.

    Thanks again for your input. I really appreciate the help.

    Magic8BALL:

    PM sent.

    Thanks everyone for the comments. Keep 'em coming. Also, Earthbender should be on the way in the near future.

    Mephibosheth

    No no no no no. Airbending comes specificly through the FREEDOM of nomadic life style and lack of attachment. They're probably Chaotic.

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    Default Re: Water, Earth, Fire, and Air [class]

    Agreed

    Air = Chaos
    Fire = Chaos
    Water = Law/Order
    Earth = Law/Order


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    Default Re: Water, Earth, Fire, and Air [class]

    Earth=Law

    I really wanted a class that manipulated the elements and now I have one
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    Default Re: Water, Earth, Fire, and Air [class]

    Yay! More replies! Keep 'em coming, one and everyone! Let's see...

    On the Airbender alignment debate:
    I'm beginning to think that this debate is a product of the age-old debate over what the various alignments really mean. Is someone lawful if they follow all the rules, or if they have a personal code that they adhere to rigidly, even if it conflicts with the rules of society? I think that a person who seeks freedom can very well be lawful, especially if (like the Airbenders) their search for freedom proceeds in a very disciplined way that is associated with a definite set of principles. I'm currently studying South Asian politics, history, and culture, and my (albeit somewhat limited) understanding of asceticism and renunciation in South Asian religious traditions is informing my understanding of the alignment system and of the nature of Airbender philosophy. These traditions are exceedingly disciplined and lawful, despite an agreement that true freedom is their goal. That's why I think that Airbenders tend toward law. I may be wrong in my interpretation of the alignment system, but that's how I see it. Ultimately, however, my alignment notations are just guidelines and should in now way affect who the class is used in specific campaigns. If you want to say that Airbenders are chaotic go right ahead.

    Also, I only just started watching the show, but it seems to me that very few of the bending disciplines are chaotic. All of them seem disciplined and focused (even Firebending is more powerful when the practitioner is focused and centered). So these alignment debates are (imho) ultimately mere nitpicking. And like I say, if you want the characters to be a different alignment than I've outlined, go ahead and make that change.

    Serakus_DeSardis:
    Project CUTE! This is an attempt to create a system very very similar to D&D where young children are the heroes and their imaginations allow them to adventure, even while living in suburban America! We lost a lot of content (and our first discussion thread) in the board transfers, unfortunately, but the link above will take you to the current discussion thread. We're currently in the process of evaluating base classes for balance and quality, but it's kinda stalled...

    Everyone:
    I take it from the lack of criticism that people think that these are reasonably well-balanced against normal D&D classes like Fighter and Rogue. If this project is ever completed and an Avatar: the Last Airbender setting emerges, I envision these classes replacing most (if not all) caster classes and appearing alongside Rogues, Fighters, Barbarians, Rangers, and (maybe) Bards. Obviously something would have to be done to create balance despite the lack of magic items, but are the classes themselves balanced for this type of system?

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    Default Re: Water, Earth, Fire, and Air [class]

    Sorry about the double-post, but I wanted this to have it's own post. I hereby present...

    EARTHBENDER



    Strong and steady, Earthbenders are a highly disciplined group with the ability to manipulate stone, soil, crystal, and other earth-based substances. They can attack aggressively with hurled boulders, or they can be bastions of defense behind walls of stone and giant fissures.
    Adventures - Many Earthbenders are attached to Earth Kingdom military units and adventure at the command of their superior officers. Others wander for personal reasons including acquisition of wealth and power, to fight in Earthbending tournaments, and to find an Earthbending Master to help them improve their skills.
    Characteristics - Of all the bending arts, earthbending is perhaps the most balanced, strong in both offense and defense. On the offense, Earthbenders can hurl large boulders at their enemies, trap their enemies in cages of stone and soil, immerse their enemies in earth, or throw them off balance with localized earthquakes. On the defensive, they can raise stone walls out of the ground, encase their bodies in earthen armor, and hurl their enemies away with quickly-rising columns of stone.
    Alignment - An Earthbender's training and lifestyle is one of rigidity and endurance. As such, they tend to be lawful. However, unlike other bending disciplines, Earthbending lacks any nt moral imperative and Earthbenders fall all over the good-evil axis.
    Religion - Earthbenders are incredibly self-sufficient and, as a group, show little predeliction for religion. Some revere the Earth King as a minor deity, but many do not.
    Background - Many Earthbenders have a military background, employing their formidable powers for the benefit of the Earth Kingdom. Others learn in earthbending schools as children. Still others have private tutors.
    Races - All Earthbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Earth Kingdom.
    Other Classes - Earthbenders find the evasive style of Airbenders difficult to deal with, and prefer to stand their ground and fight than dodge attacks. They work well with almost all kinds of Benders, where their balance of offense and defense allows them to fill many roles. They also work well with the martial classes for the same reason.

    Abilities - A high Wisdom score is essential to an Earthbender as it determines the save DC's of many of his/her best abilities. High Constitution and Strength are also helpful if the Earthbender chooses to take advantage of his/her weapon and armor skills and engage in melee combat.
    Alignment – Any
    Hit Die – d8

    Class Skills – Climb, Concentration, Craft, Gather Information, Intimidate, Jump, Knowledge (Arcana), Knowledge (Geography), Listen, Profession, Spot
    Skill Points at 1st Level – (2 + Int Modifier) x4
    Skill Points at Each Additional Level – 2 + Int Modifier



    Class Features
    Weapon and Armor Proficiency – An Earthbender is proficient with all simple weapons, throwing hammers, warhammers, light and heavy picks, war fans, greatswords, and light and medium armor.

    Earth Blast (Su) - The first ability an Earthbender learns is Earth Blast. The Earthbender stomps the ground, causing a large rock to rise up to about chest level. The Earthbender then uses a punch or kick to send this rock hurtling toward his/her foe. Alternatively, an Earthbender can use an already-existing missile. It is a ranged touch attack that affects a single target with a range of 50 ft plus 5 ft/2 levels, allowing no saving throw. An Earth Blast deals 1d6 bludgeoning damage at 1st level and increases in power as the Earthbender gains levels, as shown above. An Earth Blast is not a spell or spell-like ability, and as such is not subject to Spell Resistance. Using an Earth Blast counts as an attack, and an Earthbender can use a number of Earth Blasts in one round equal to the number of iterative attacks he/she can make (as determined by his/her BAB), essentially sending multiple rocks in quick succession. An Earthbender cannot dual wield Earth Blasts, nor can he/she apply precision-based damage from any source to the damage dealt by his/her Earth Blasts. An Earthbender can only use Earth Blasts (or any of his/her Earthbending abilities) when there is a source of earth or stone within 100 ft + 10 ft/level of the Earthbender. For the purposes of earthbending, any worked or unworked stone, gems/crystals/unworked minerals, soil, or other earth-based material is considered earth. Even earth submerged in water can be used to earthbend. The most effective way of separating an Earthbender from earth is completely encasing the Earthbender in metal (though even this isn’t always successful in the case of extremely powerful Earthbenders).

    Block Bending (Su) Early in their training, Earthbenders learn to deflect the blasts from their opponents. During his/her turn, an Earthbender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 30 feet + 5 ft/3 levels of the Earthbender, summoning slabs of earth from the ground, walls, or ceiling to act as temporary shields (which are destroyed even in a successful Block Bending attempt). As an immediate action, the Earthbender can attempt deflect an enemy Bender’s blast with an opposed attack roll. An Earthbender can deflect bending a maximum number of times equal to the number of attacks he/she is granted by BAB. If the Earthbender makes any attacks, he/she forgoes that opportunity to deflect bending. If the Earthbender’s attack roll is less than his/her opponent’s, the blast is unaffected by the deflection attempt. If the Earthbender’s attack roll equals or exceeds his/her opponent’s, the blast is negated, blocked by a solid shield of stone or earth.

    Earthbending Forms (Su) – Beginning at 1st level, Earthbenders learn to manipulate earth in a variety of ways. As shown on the above table, an Earthbender learns his/her first form at 1st level and learns new forms as he/she increases in level. Unless otherwise stated, using an Earthbending form is a standard action that provokes an attack of opportunity. An Earthbender is considered to have a caster level equal to his/her Earthbender level for the purpose of adjudicating forms that duplicate spell effects. All bending forms (including Earth Blast, Deflect Bending, and Move a Rock) have somatic components. Unless otherwise stated, a bender can only use one bending form per round, even if his/her actions would allow the use of more than one.

    Move a Rock (Su) – Beginning at 2nd level, an Earthbender can use his/her bending ability to manipulate earth. He/she can draw earth from any source within 100 ft + 10 ft/level, alter its shape, and move it around in the air at a rate of 20 ft/round. Any objects contained in the area of earth manipulated are brought along with the earth. An Earthbender can manipulate a volume of earth equal to one 5-foot cube/2 levels.

    Climb – Beginning at 4th level, an Earthbender learns to adhere his/her hands and feet to the earth, gaining the ability to move along any earthen surface with ease. This ability functions as the spell Spider Climb. Beginning at 4th level, an Earthbender can move at a rate of 20 ft/round in this manner, and the movement rate increases as shown on the above table.

    Head-On Defense – Beginning at 7th level, whenever an Earthbender is subject to an effect that can be avoided by a Reflex Save, he/she may make a Fortitude Save instead.

    Multiclassing - Like a member of any other class, an Earthbender may be a multiclass character, but multiclass Earthbender face a special restriction. An Earthbender who gains a new class or (if already multiclass) raises another class by a level may never again raise his/her Earthbender level, though he/she retains all his/her Earthbender abilities.

    EARTHBENDING FORMS

    Lesser Forms
    • Earthen Shield, Lesser – This form causes a small wall of relatively soft earth to shoot out of any earthen surface within 30 ft +5 ft/3 levels of the Earthbender. The wall is 1 inch thick per 4 class levels and composed of one 5-foot square per five class levels. An Earthbender can double the walls thickness by halving its area, and double its area by halving its thickness. It provides cover to creatures standing behind it, as a normal wall. An Earthbender can create a Lesser Earthen Shield in almost any desired shape, provided that the wall is firmly anchored in existing earth (though it can be anchored in an earthen wall or ceiling and need not be vertical). A Lesser Earthen Shield cannot be used to as a bridge. A Lesser Earthen Shield, like any other stone or earthen substance, can be destroyed by a disintegrate spell or by normal means of dealing damage. Each 5-foot square of the shield has 5 hit points per inch of thickness and hardness 2. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 10 + 2 per inch of thickness.
    • Earthquake, Lesser – Using this form, an Earthbender creates a small, instantaneous earthquake in a single 5-foot square, knocking creatures within that area off balance. An Earthbender may create an earthquake in any square within 30 feet. Any creature within that square must make a Reflex Save (DC 10 + half the Earthbender’s hit dice + the Earthbender’s Wisdom Modifier) or be knocked prone.
    • Earthen Grasp – as the spell with the exception that it can be used as long as the target is on a horizontal surface made out of earth (including stone, crystal, etc) and that it only targets the s5-foot square in which it is created.
    • Soften Landing – Using this form is an immediate action that can be performed once per round. It allows the Earthbender to soften the ground beneath him/her in order to avoid damage from falling. When using this form, the Earthbender treats falls as if they were half their actual distance for purposes of determining falling damage.
    • Catapult, Lesser – Using this form, an Earthbender can cause a column of earth and stone to thrust up out of the ground and strike a creature or object, launching it a distance of 5 ft/level in a direction of the Earthbender’s choice (maximum 50 ft). This effect can be avoided with a successful Reflex Save (DC 10 + half the Earthbender’s hit dice + the Earthbender’s Wisdom modifier).
    • Dust Cloud – Using this form, an Earthbender can cause loose soil to billow up from the ground in huge clouds, obscuring the view of everyone within the cloud. This form functions as the spell Fog Cloud.
    • Tremorsense – An Earthbender using this form can take a move action to listen and feel the minute movements of the ground. He/she automatically pinpoints the location of anything within a 40 ft radius that is in contact with the ground. The range of this tremorsense is halved when the Earthbender is standing on sand or similarly loose soil. An Earthbender cannot use this ability when not in contact with the ground in some way (i.e. while flying, swimming, standing on ice on a lake, etc).
    • Steady Stance - The bender encases their feet in stone. They gain a +1/bender level to saves or checks they need to make in order not to move. This form is preformed by a move action that doesn’t provoke an attack of opportunity. This form can be maintained indefinitely so long as the bender doesn’t move from the square. A bender can move from the square in which they are encased if they want, but doing so ends the form.
    Moderate Forms
    • Earthen Shield – This form functions as Lesser Earthen Shield with a few exceptions. An Earthbender can create an Earthen Shield anywhere within 50 ft + 5 ft/2 levels. An Earthen Shield is 1 inch thick per 4 class levels and composed of one 5-foot square per 2 class levels.It is composed of hard clay and bits of stone instead of soft earth and has 10 hit points per inch of thickness and hardness 5 and can be breached on a successful Strength check (DC 15 + 2 per inch of thickness). Tiny or smaller creatures can use an Earthen Shield as a bridge, provided its thickness is at least 3 inches.
    • Earthquake – This form functions as Lesser Earthquake with a few exceptions. The earthquake created fills a square with 10-foot sides. Additionally, the Earthbender can cause any creature within the area who fails a Reflex Save to not only fall prone, but to move to any point within or adjacent to the area of the earthquake.
    • Stony Grasp – as the spell
    • Catapult – As Lesser Catapult, except that the column can launch a creature or object a maximum distance of 10 ft/level (maximum 150 ft).
    • Create Rubble – Using this form, an Earthbender can create an area of heavy terrain within a 20 foot radius. This area can be centered on any point within 100 ft + 10 ft/level of the Earthbender. All the normal penalties for heavy terrain apply within this area. Additionally, all creatures and objects within this area take 2d6 points of bludgeoning damage as the ground is violently ed and tumbled.
    • Excavate – Using this form, an Earthbender can quickly dig a trench, hole, or tunnel, breaking apart the soil and depositing it around the edges of the excavation. An Earthbender can dig a maximum volume of one 10 ft square/level (or a similar volume with different dimensions) in each use of this form. The earth moved in this excavation is deposited in a pile around the excavation (roll a d8 each time to determine where). The excavation must be within 30 ft of the Earthbender.
    • Greater Tremorsense – This form functions as Termorsense except the radius within which the form functions is 80 ft.
    • A Place to Stand – An Earthbender may use this form to fuse any loose soil or sand into a much sturdier surface. An Earthbender may create one five-foot cube per level. These cubes must all be touching at least one other cube and at least one must touch the Earthbender. The platform created by sue of this form may be thrown using Earth Blast, moved using Move a Rock, or simply used as a platform to negate any penalties for standing on loose dirt and sand.
    • Tilt - Using this form an earth bender is able to quite literally tilt a large portion of rock or earth by a 65 degree angle and send everyone (aside from the bender) tumbling and falling. An earth bender may affect an area equal to 1 5ft. cube every two levels in this manner. Those caught on the slab must make Balance Checks every time they attempt to move or take any action requiring a standard action or more. The DC for this check equals 5+Earth Bender level+Wis Modifier. Failure means that the person cannot move. Failure by more then 10 means that you slide down the tilt 10 feet per five past 10.
    • Column of Earth – Using this form, an Earthbender can cause a column of earth, stone, or crystal to thrust out of any earthen surface. The column has a maximum diameter of 5 ft + 5 ft per 4 Earthbender levels, and can have a maximum height of 10 ft + 5 ft per 2 Earthbender levels. An Earthbender can create a column anywhere within a 30 foot radius of him/herself. If an Earthbender creates a column underneath another creature, that creature is allowed a Reflex Save (DC 10 + half the Earthbender’s hit dice + the Earthbender’s Wisdom modifier) to avoid the column (the creature moves to the closest square adjacent to the column on a successful save). If the Earthbender causes a column to crush a creature against a solid surface, the creature takes 4d6 damage. The creature is then pinned between the solid surface and the column, but can escape with a DC 30 Strength or Escape Artist check.
    • Earth Jump – Using this form, an Earthbender can transport him/herself through the earth over short distances. This form functions as the spell Dimension Door, save that the range is reduced to short (25 ft + 5 ft/2 levels). Both the Earthbender’s starting and ending positions must be connected by a contiguous area of earth or stone at least 10 ft thick at all points.
    Greater Forms
    • Earthen Shield, Greater – This form functions as the spell Wall of Stone. The Earthbender’s caster level is equal to his/her class level for the purposes of adjudicating the effects of this form. The Reflex Save DC to avoid the entrapping function of this form is equal to 10 + half the Earthbender’s hit dice + the Earthbender’s Wisdom Modifier.
    • Earthen Armor – As a full-round action that provokes an attack of opportunity, an Earthbender can cause chunks of earth to adhere to his/her body, forming a formidable suit of armor. The Earthbender gains DR 10/– and a slam attack dealing 1d8 damage + the Earthbender’s Strength modifier. This armor can be sundered as normal. Earthen Armor lasts a number of rounds equal to the Earthbender’s class level.
    • Engulf – When using this form, an Earthbender opens up a fissure in the ground directly beneath a single creature. If the creature fails a Reflex Save (DC 10 + half the Earthbender’s class level + the Earthbender’s Wisdom modifier), he/she falls into this fissure and is encased up to his/her neck. An Engulfed creature is considered helpless, though he/she can still take any action that does not require somatic components. An Engulfed creature can break free with a DC 40 Strength check, or can be dug out of his/her predicament.
    • Catapult, Greater – As Catapult, except that the Earthbender can launch a number of creatures or objects equal to the Earthbender’s Wisdom bonus (minimum 2)
    • Lava Flows - A bender using this firm brings magma up from below the ground. A bender is able to effect 10 lb./level of material. A bender may then use the Move a Rock ability on the liquid stone or metal. Magma becomes cool at a normal rate. Aside from the initial distance it takes to draw magma to the surface, a bender can control lava out to a distance of 100ft+10ft/bender level. Should a source of lava be avalible near the surface the distance and weight limits are still imposed.
      (From d20srd: Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
      Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
      An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava.)
    Again, let me know what you think, and I'm always open to new ideas for bending forms.

    Mephibosheth
    Last edited by Mephibosheth; 2007-06-14 at 11:37 PM.
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    Default Re: Water, Earth, Fire, and Air [class]

    Yeah! Earthbenders. “Toph, you rule.”

    I’m not sure earthbenders would have swim as a class skill. I can see why you have it in order to reward high strength but it doesn’t fit flavorwise. A knowledge (architecture) could fit but that is a matter of debate.

    Slight edit to move a rock, change “water” to “earth”.

    New forms. Metal bending, grant a burrow speed, a dust cloud ability, change forms (sand to rock, coal to diamond, use to increase hardness), or grant tremorsense.
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    Default Re: Water, Earth, Fire, and Air [class]

    ..Thistle, the whole point of encasing earthbenders in metal to nullify their powers is because earthbenders can't bend metal. They can only do unworked ore, rocks and soil.
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    Default Re: Water, Earth, Fire, and Air [class]

    Except Toph. Maybe she just reached a high enough level...

    The description for earth armor is slightly confusing. I assume, because it only grants DR and a slam attack, that it isn't armor on the order off full plate, etc. so it wouldn't have max dex penalties or speed reduction. If not, you should state what type of armor is created. If so, you should probably clean up the description a bit. Maybe call it "earth shell" or something.

    Also, I'd add in that thing the Dai Li (sp?) do where they have earth gloves/boots and use them to grapple/harm people.


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    Default Re: Water, Earth, Fire, and Air [class]

    ^^Not entirely true, as seen in the season finale: extremely powerful earthbenders, currently only Toph, are able to crudely bend metal. (Edit: Argh! Eat mind blast, simu ninja!)

    To the OP: Do not be ashamed of loving Avatar! Watching each episode is like being splashed in the face with a bucket of pure liquid awesome (bendable, of course). You have my sincerest admiration for creating such an excellent combination of two of the greatest joys known to man. (/hyperbole)
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    Default Re: Water, Earth, Fire, and Air [class]

    Earthbenders cannot bend smelted metals, Iron is okay.
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    Default Re: Water, Earth, Fire, and Air [class]

    Ze magnifque! Something can sink my teeth into! i love it, and it really works. Though I see water bender's more neutral than lawful, and i think that you could remover the multi-class restriction for waterbenders. Going with the flow means not staying the exact same, y'know?

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    Default Re: Water, Earth, Fire, and Air [class]

    I heartily applaud these classes and second the notion that watching each episode of Avatar is like being splashed in the face with a bucket of pure liquid awesome.

    I can't wait to see Firebenders

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    Default Re: Water, Earth, Fire, and Air [class]

    Thanks for the help and praise, everyone. *watches as his ego inflates* I'm glad people like the benders so far.

    Average Joe:
    How is the description of Earthen Armor confusing? Would it fix the problem if I just changed the name and replaced all references to "armor?" Is there a deeper clarification that needs to be made? Do you think it would be better if the Earthbender could craft a specific type of armor instead of granting DR? I kinda like the way it is now, if only because it avoids any armor stacking confusion, but I'm more than open to other versions.

    I think that, if this "project" continues, the Dai Li use of earthen gloves should be a PrC as opposed to a class feature. It seems too specific to be a general class feature. Likewise, I think that the ability to bend metal should be a high-prerequisite feat or PrC ability instead of a class feature.

    Rama Lei:
    Currently, Waterbenders do tend toward neutrality rather than law. As a rule I dislike alignment requirements, especially for base classes. I think that recommendations are fine, but alignment requirements always result in unending debates over the nature of alignment and infinite permutations of the class to make it appropriate for characters of other alignments (Paladin of Slaughter, anyone?). Thus, while I have made alignment recommendations, they're by no means set in stone.

    As to multiclassing, I'm going to include the multiclassing restriction on all of the bender classes. The show characterizes bending as a very disciplined art, and there are few (if any) characters that both bend and fight with weapons. The only one I can think of off the top of my head is Zuko, who is clearly a less powerful bender than Azula, Iroh, and others more focused on bending. In the case of waterbenders, their "go with the flow" attitude isn't about changing their training to match the situation, but rather about adapting their techniques to the unique situation. That's how I view it, anyway.

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    Default Re: Water, Earth, Fire, and Air [class]

    Quote Originally Posted by Mephibosheth View Post
    How is the description of Earthen Armor confusing? Would it fix the problem if I just changed the name and replaced all references to "armor?" Is there a deeper clarification that needs to be made? Do you think it would be better if the Earthbender could craft a specific type of armor instead of granting DR? I kinda like the way it is now, if only because it avoids any armor stacking confusion, but I'm more than open to other versions.
    You pretty much interpreted my comments correctly, though you're right about the armor stacking thing. Heck, maybe it was just me. Maybe no change is needed. I was just slightly confused the first time I read it. I think the best single thing you could do would be to remove the phrase, "...forming a formidable suit of armor." Instead, perhaps something like, "forming a shell that absorbs damage," or something like that.

    If the dai li fist thing is delegated to a PrC or feat, then shouldn't spider climb as well? I mean, to my recollection, the dai li are the only ones who actually do that, and it fits well with their cloak and dagger mistique. Just a thought.

    Really, I'm just nit picking here. You did a good job with this, and it really doesn't need any really major changes, as far as I can tell.


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    Default Re: Water, Earth, Fire, and Air [class]

    For an air bending form there is a power called "emergency of breath" or something along those lines. It makes the target unable to breath.

    Are there stats for war fans in a book I don't have? If not I made some. Comment on the thread. (http://www.giantitp.com/forums/showt...13#post1651013)
    War Fan

    Exotic light melee weapon
    Cost: 5gp
    Damage: 1d4
    Critical: 19-20/x3
    Range: 10 ft.
    Weight: 1 lb.
    Type: Slashing

    War fans resemble normal hand fans but are made of metal and have razor edges. They are the typical weapons of Earth Kingdom women. Famous examples of their use include the Kyoshi warriors and avatar Kyoshi. Airbenders are also known to use war fans.
    War fans are effective at fending off ranged attacks. A character is considered to have a +1 shield bonus against ranged attacks that require an attack roll while wielding a war fan. (Using two war fans does not grant a +2 bonus, though the two-handed defense feat does stack.)
    A war fan can be used by a monk with their flurry of blows.
    Last edited by Thistle; 2006-12-07 at 01:50 AM.
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    Default Re: Water, Earth, Fire, and Air [class]

    Its been revealed that Earth Benders can bend metal...its just harder cause its purified and dosn't crumble as regularly.

    Toh can do it for sure and its possible that Bohmi can as well

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    Default Re: Water, Earth, Fire, and Air [class]

    ..That's what I get for only watching half of series 2.

    ...Oh, remember that earthbenders can bend rock candy, too!

    Also, a feat that allows the use of Tremorsense as a swift action would fit Toph, wouldn't it?


    And a new form (I'm thinking Moderate):

    Place to Stand
    An Earthbender may use this form to fuse any loose soil or sand into a much sturdier surface. An Earthbender may create one five-foot cube per level. These cubes must all be touching at least one other cube and at least one must touch the Earthbender. The platform created by sue of this form may be thrown using Earth Blast, moved using Move a Rock, or simply used as a platform to negate any penalties for standing on loose dirt and sand.

    I'm thinking loose dirt and sand would impose some sort of penalty to earthbending, especially Tremorsense...

    Edit: A way to balance Air Blast may be to impose a sort of skirmish-like limitation. Considering Airbenders move around a lot during battle.

    Fans and glider staffs may be able to remove this limitation...
    Last edited by Yuki Akuma; 2006-12-07 at 06:55 AM.
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