Corporate M
2010-06-25, 07:37 PM
I know there's avatar d20. But this actually has nothing to do with skillbased casting, and is actually able to compete with other classes in it functions like a buffed warlock. It's almost four classes in one, with alot depending on which element you choose to be a master of. If you were to introduce an avatar into the campaign. It would be assumed he had all elements as mastery and that would symbolize just how powerful and terrible he can actually be. (Cause theoretically the only feesible way to kill an avatar would be poison or disease. Or perhaps some mental effect that makes him forget he's the avatar and lose his immunities. But thats more like star wars knights of the old republic...)
ELEMENTAL BENDER:
http://zahr.files.wordpress.com/2008/12/avatar-the-last-airbender.jpg
Hit Die: d8 Weapon Prof: Simple and martial. Armor Prof: Light and Medium. (But no sheilds)
Class Skills: Climb, Contration, Jump, Knowledge (Arcana), Spellcraft
Knowledge (Religion), Move Silently
Skillpoints first level: 4+int modifier x4
Skillpoints additional level: 4+int modifier
{table=head]Level | BAB | Fort | Ref | Will| Special
1 | +1 | +X |+X | +X | Elemental Mastery (Least), 2 Bending Talents (Least, one of which must be chosen element)
2 | +2 | +X | +X | +X | 1 bending talent
3 | +3 | +X | +X | +X | 1 bending talent (must be chosen element)
4 | +4 | +X | +X | +X | 1 bending talent (Least or Lesser)
5 | +5 | +X | +X | +X | Elemental Mastery (Lesser)
6 | +6/+1 | +X | +X| +X | 1 bending talent (must be chosen element)
7 | +7/+2 | +X | +X | +X | 1 bending talent
8 | +8/+3 | +X | +X | +X | 1 bending talent (Least, Lesser, or Greater)
9 | +9/+4 | +X | +X | +X | 1 bending talent (must be chosen element)
10 | +10/+5 | +X | +X | +X | Elemental Mastery (Greater)
11 | +11/+6/+1 | +X | +X | +X | 1 bending talent
12 | +12/+7/+2 | +X | +X | +X | 1 bending talent (must be chosen element)
13 | +13/+8/+3 | +X | +X | +X | 1 bending talent
14 | +14/+9/+4 | +X | +X | +X | 1 bending talent (must be chosen element)
15 | +15/+10/+5 | +X | +X | +X | Elemental Mastery (Improved)
16 | +16/+11/+6/+1 | +X | +X | +X | 1 bending talent
17 | +17/+12/+7/+2 | +X | +X | +X | 1 bending talent (must be chosen element)
18 | +18/+13/+8/+3 | +X | +X | +X | 1 bending talent
19 | +19/+14/+9/+4 | +X | +X | +X | 1 bending talent (must be chosen element)
20 | +20/+15/+10/+5 | +X | +X | +X | Elemental Mastery (Advanced), 1 bending talent
[/table]
Elemental Mastery Least (Ex) :
At first level you choose a signature element to bend. This becomes your specialized element for the rest of your progressing bender levels. A bender at first level the bender gets two bending talents, one of which must be his favored element. (IE: The one he took elemental mastery in) The element you chose gives you the following mastery benefits.
Earth: Add appraise, climb, and tumble to your class skills. Good fortitude and reflex saves, poor will.
Fire: Add intimidate, bluff, and survival to your class skills. Good reflex and will saves, poor will.
Air: Add escape artist, hide, and move silently to your class skills. Good will and reflex saves, poor fortitude.
Water: Add diplomacy, heal, and swim to your class skills. Good fortitude and will saves, poor reflex.
Bending Talents (Sp) :
At the levels described, you gain a bending talent. Bending talents come in the following categories. They are spell like abilities who's DC and other stat based variables depend largely on the individual talent and the type of elemental bender you are...
Least: Weak talents that can be done at-will.
Lesser: Slightly stronger talents that after done, require 1d4+1 rounds to "recharge". (Unless otherwise noted)
Greater: The strongest talents that can only be executed once per day each. (Unless otherwise noted)
Though there is no sure way to know which bending talent will use what stat, every element tends to draw from two of the six stats.
Earth: Constitution and Charisma
Fire: Dexterity and Charisma
Air: Dexterity and Wisdom
Water: Constitution and Wisdom
Elemental Mastery Lesser (Ex) :
You gain elemental resistance 5 to your chosen element. Typically the damage types of elemental bendings is listed as such, and this is what you can resistance too.
Earth: Force and Normal damage. (Normal meaning weapon type damages such as bludgeon, piercing, and slashing)
Fire: Fire and Negative energy damage.
Air: Sonic and Lightning energy damage.
Water: Cold and Acid energy damage.
Elemental Mastery Greater (Ex) :
Your elemental resistance becomes 10 instead of 5.
Elemental Mastery Improved (Ex) :
You gain a special ability based on the element you chose.
Earth: Tremorsense
Fire: Immunity to fear effects and death attacks
Air: Telepathy
Water: Fast Healing 3
Elemental Mastery Advanced (Ex) :
You gain immunity to the damage sources of your chosen element instead of just resistance.
Some example bending talents...
Chill Wind (Air Bending / Least)
Effect: A cone shaped 60ft burst deals 2d6 sonic damage and makes all within range make a reflex save DC equal to dexterity score+1 or become prone. Even if they make the save, they are pushed back 5ft as if a bull-rush attempt.
Fire Seed (Fire Bending / Least)
Effect: You make a melee touch attack. (Use your dexterity instead of strength for this melee attack) If you succeed, the opponent must make a fortitude save DC equal to charisma score+1 every round or take 1d6 fire damage. This lasts untill they make a succesful fort save.
Grasping Claws (Earth Bending / Least)
Effect: For a number of rounds equal to your constitution modifier+1, you gain a natural claw attack that deals 1d8+wisdom modifier (slashing) damage. Critical: 19-20. Multiplyer: x2. Use wisdom instead of strength for this melee natural attack.
Storm Spike (Water Bending / Least)
Effect: Any target within 30ft takes 1d8+constitution modifier damage. If the target does not move out of their square on it's next turn, it takes additional damage equal to your wisdom modifier.
And yes, if you noticed. I'm basically trying to introduce 4th edition to 3rd.
ELEMENTAL BENDER:
http://zahr.files.wordpress.com/2008/12/avatar-the-last-airbender.jpg
Hit Die: d8 Weapon Prof: Simple and martial. Armor Prof: Light and Medium. (But no sheilds)
Class Skills: Climb, Contration, Jump, Knowledge (Arcana), Spellcraft
Knowledge (Religion), Move Silently
Skillpoints first level: 4+int modifier x4
Skillpoints additional level: 4+int modifier
{table=head]Level | BAB | Fort | Ref | Will| Special
1 | +1 | +X |+X | +X | Elemental Mastery (Least), 2 Bending Talents (Least, one of which must be chosen element)
2 | +2 | +X | +X | +X | 1 bending talent
3 | +3 | +X | +X | +X | 1 bending talent (must be chosen element)
4 | +4 | +X | +X | +X | 1 bending talent (Least or Lesser)
5 | +5 | +X | +X | +X | Elemental Mastery (Lesser)
6 | +6/+1 | +X | +X| +X | 1 bending talent (must be chosen element)
7 | +7/+2 | +X | +X | +X | 1 bending talent
8 | +8/+3 | +X | +X | +X | 1 bending talent (Least, Lesser, or Greater)
9 | +9/+4 | +X | +X | +X | 1 bending talent (must be chosen element)
10 | +10/+5 | +X | +X | +X | Elemental Mastery (Greater)
11 | +11/+6/+1 | +X | +X | +X | 1 bending talent
12 | +12/+7/+2 | +X | +X | +X | 1 bending talent (must be chosen element)
13 | +13/+8/+3 | +X | +X | +X | 1 bending talent
14 | +14/+9/+4 | +X | +X | +X | 1 bending talent (must be chosen element)
15 | +15/+10/+5 | +X | +X | +X | Elemental Mastery (Improved)
16 | +16/+11/+6/+1 | +X | +X | +X | 1 bending talent
17 | +17/+12/+7/+2 | +X | +X | +X | 1 bending talent (must be chosen element)
18 | +18/+13/+8/+3 | +X | +X | +X | 1 bending talent
19 | +19/+14/+9/+4 | +X | +X | +X | 1 bending talent (must be chosen element)
20 | +20/+15/+10/+5 | +X | +X | +X | Elemental Mastery (Advanced), 1 bending talent
[/table]
Elemental Mastery Least (Ex) :
At first level you choose a signature element to bend. This becomes your specialized element for the rest of your progressing bender levels. A bender at first level the bender gets two bending talents, one of which must be his favored element. (IE: The one he took elemental mastery in) The element you chose gives you the following mastery benefits.
Earth: Add appraise, climb, and tumble to your class skills. Good fortitude and reflex saves, poor will.
Fire: Add intimidate, bluff, and survival to your class skills. Good reflex and will saves, poor will.
Air: Add escape artist, hide, and move silently to your class skills. Good will and reflex saves, poor fortitude.
Water: Add diplomacy, heal, and swim to your class skills. Good fortitude and will saves, poor reflex.
Bending Talents (Sp) :
At the levels described, you gain a bending talent. Bending talents come in the following categories. They are spell like abilities who's DC and other stat based variables depend largely on the individual talent and the type of elemental bender you are...
Least: Weak talents that can be done at-will.
Lesser: Slightly stronger talents that after done, require 1d4+1 rounds to "recharge". (Unless otherwise noted)
Greater: The strongest talents that can only be executed once per day each. (Unless otherwise noted)
Though there is no sure way to know which bending talent will use what stat, every element tends to draw from two of the six stats.
Earth: Constitution and Charisma
Fire: Dexterity and Charisma
Air: Dexterity and Wisdom
Water: Constitution and Wisdom
Elemental Mastery Lesser (Ex) :
You gain elemental resistance 5 to your chosen element. Typically the damage types of elemental bendings is listed as such, and this is what you can resistance too.
Earth: Force and Normal damage. (Normal meaning weapon type damages such as bludgeon, piercing, and slashing)
Fire: Fire and Negative energy damage.
Air: Sonic and Lightning energy damage.
Water: Cold and Acid energy damage.
Elemental Mastery Greater (Ex) :
Your elemental resistance becomes 10 instead of 5.
Elemental Mastery Improved (Ex) :
You gain a special ability based on the element you chose.
Earth: Tremorsense
Fire: Immunity to fear effects and death attacks
Air: Telepathy
Water: Fast Healing 3
Elemental Mastery Advanced (Ex) :
You gain immunity to the damage sources of your chosen element instead of just resistance.
Some example bending talents...
Chill Wind (Air Bending / Least)
Effect: A cone shaped 60ft burst deals 2d6 sonic damage and makes all within range make a reflex save DC equal to dexterity score+1 or become prone. Even if they make the save, they are pushed back 5ft as if a bull-rush attempt.
Fire Seed (Fire Bending / Least)
Effect: You make a melee touch attack. (Use your dexterity instead of strength for this melee attack) If you succeed, the opponent must make a fortitude save DC equal to charisma score+1 every round or take 1d6 fire damage. This lasts untill they make a succesful fort save.
Grasping Claws (Earth Bending / Least)
Effect: For a number of rounds equal to your constitution modifier+1, you gain a natural claw attack that deals 1d8+wisdom modifier (slashing) damage. Critical: 19-20. Multiplyer: x2. Use wisdom instead of strength for this melee natural attack.
Storm Spike (Water Bending / Least)
Effect: Any target within 30ft takes 1d8+constitution modifier damage. If the target does not move out of their square on it's next turn, it takes additional damage equal to your wisdom modifier.
And yes, if you noticed. I'm basically trying to introduce 4th edition to 3rd.