Podonis
2011-05-01, 02:44 PM
This class was created using Class Construction Engine by Khepri of SHADOWCRAFT STUDIOS. The pdf is here (https://acrobat.com/app.html#d=KWG4EYcgN*LiRBB02srjSg), do you think this is a valid class construction method?:smallredface:
I got the idea from watching Avatar: The Last Air Bender. This class is modeled after the Sorcerer/Wizard stats for the most part, but I gave them better HD and attack bonus because they don't get spells. I also made their class spell like abilities (such as Elemental Bolt and Elemental Shield) a few more times per day because of the lack of spells. Let me know what you think! As the title states, this is my first try at this sort of thing so i'd like to see what everyone thinks!:smalleek:
ELEMENTAL BENDER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Code Of Elements, Elemental Meditation, Elemental Bolt 1d6
2nd|
+1|
+0|
+0|
+3|Bonus Feat
3rd|
+2|
+1|
+1|
+3|Elemental Bolt 2d6, Elemental Shield 3/day
4th|
+3|
+1|
+1|
+4|Bonus Feat
5th|
+3|
+1|
+1|
+4|Elemental Bolt 3d6
6th|
+4|
+2|
+2|
+5|Bonus Feat, Summon Elemental 1/day
7th|
+5|
+2|
+2|
+5|Elemental Bolt 4d6
8th|
+6/+1|
+2|
+2|
+6|Bonus Feat
9th|
+6/+1|
+3|
+3|
+6|Elemental Bolt 5d6
10th|
+7/+2|
+3|
+3|
+7|Bonus Feat
11th|
+8/+3|
+3|
+3|
+7|Elemental Bolt 6d6
12th|
+9/+4|
+4|
+4|
+8|Bonus Feat
13th|
+9/+4|
+4|
+4|
+8|Elemental Shield 6/day
14th|
+10/+5|
+4|
+4|
+9|Bonus Feat, Elemental Bolt 7d6
15th|
+11/+6/+1|
+5|
+5|
+9|Elemental Resistance 25%
16th|
+12/+7/+2|
+5|
+5|
+10|Bonus Feat
17th|
+12/+7/+2|
+5|
+5|
+10|Elemental Resistance 50%, Elemental Bolt 8d6
18th|
+13/+8/+3|
+6|
+6|
+11|Summon Elemental 2/day
19th|
+14/+9/+4|
+6|
+6|
+11|Elemental Resistance 75%
20th|
+15/+10/+5|
+6|
+6|
+12|Elemental Immunity, Elemental Bolt 9d6[/table]
Abilities: A high Wisdom score makes an elemental bender’s attacks do more damage and allows their shield to last longer. High Dexterity is essential because it helps the bender aim the elemental bolt and makes the bender harder to hit. As always, Constitution will help the Elemental Bender survive as long as possible in rough battles.
Alignment: Any lawful or Good
Hit Dice: d10
Class Skills
The Bender's class skills (and the ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int. modifier) x 4.
Skill Points at Each Additional Level: 4 + Int. modifier.
Class Features
All of the following are class features of the bender.
Weapon and Armor Proficiency: Benders are proficient with all simple weapons. They are proficient with light and medium armor and shields, except tower shields.
[b]Code Of Elements: A Bender cannot attack any other bender of the same type. A Bender must automatically and immediately attack any bender of the Opposite type. If these rules are broken the Bender loses all Benefits of this class for 72 hours.
Elemental Meditation: A period of meditation no less than nine hours must be undertaken in order for the Elemental Bender to use the following abilities. If this mediation is not performed the Elemental Bender gains none of the following abilities until the nine hours are spent in meditation.
Elemental Bolt: Upon taking the first level of Elemental Bender, the player must choose either air, earth, fire, or water for their one element to bend. This chosen element is what all the bender's abilities are made up of. At First level a bender gains a bolt of pure element that he projects from his hand as a ranged touch attack. This bolt has a range of 60 feet and does 1d6+ Wis modifier damage of the bender’s element type. At 3rd, 5th, 7th, 9th, 11th, 14th, 17th and 20th level the bender gains an additional 1d6 to the bolt’s damage. This bolt affects a single target and allows no saving throw.
Bonus Feat: At 2nd level and every even level up to 16th the bender gains a bouns feat, but he must still meet all the prerequisites for the feats.
Elemental Shield: At third level a bender gains a circular shield of pure element that he can use to deflect all energy except the bender's opposite type away from himself three times per day. This shield is 1/3 the size of the bender and has a duration of rounds equal to 1d4+ Wisdom modifier. At 13th level the bender gains three additional uses per day of this shield. The shield is now half the size of the bender and has a duration of 1d8+ Wis Modifier. Using this shield is considered a standard action, but does not allow an attack of opportunity. This ability can be negated with a successful Will check DC 10 +Elemental Bender level.
Summon Elemental: At 6th level the bender gains the ability to summon a copy of himself once per day. This copy is composed completely of the element which the bender uses. At 18th level the bender gains one additional use per day of this ability. The elemental has no mind and no higher function; it merely runs at the opponent, resulting in an explosive collision. This collision deals damage equal to half the benders HP to the target and half that damage to 1d4 surrounding foes.
Elemental Resistance: Starting at level fifteen the bender becomes more resistant to all elements except his opposite. By level twenty he is completely immune to all elements except his opposite which he only takes half damage from.
EDIT: Changes in green!
I got the idea from watching Avatar: The Last Air Bender. This class is modeled after the Sorcerer/Wizard stats for the most part, but I gave them better HD and attack bonus because they don't get spells. I also made their class spell like abilities (such as Elemental Bolt and Elemental Shield) a few more times per day because of the lack of spells. Let me know what you think! As the title states, this is my first try at this sort of thing so i'd like to see what everyone thinks!:smalleek:
ELEMENTAL BENDER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Code Of Elements, Elemental Meditation, Elemental Bolt 1d6
2nd|
+1|
+0|
+0|
+3|Bonus Feat
3rd|
+2|
+1|
+1|
+3|Elemental Bolt 2d6, Elemental Shield 3/day
4th|
+3|
+1|
+1|
+4|Bonus Feat
5th|
+3|
+1|
+1|
+4|Elemental Bolt 3d6
6th|
+4|
+2|
+2|
+5|Bonus Feat, Summon Elemental 1/day
7th|
+5|
+2|
+2|
+5|Elemental Bolt 4d6
8th|
+6/+1|
+2|
+2|
+6|Bonus Feat
9th|
+6/+1|
+3|
+3|
+6|Elemental Bolt 5d6
10th|
+7/+2|
+3|
+3|
+7|Bonus Feat
11th|
+8/+3|
+3|
+3|
+7|Elemental Bolt 6d6
12th|
+9/+4|
+4|
+4|
+8|Bonus Feat
13th|
+9/+4|
+4|
+4|
+8|Elemental Shield 6/day
14th|
+10/+5|
+4|
+4|
+9|Bonus Feat, Elemental Bolt 7d6
15th|
+11/+6/+1|
+5|
+5|
+9|Elemental Resistance 25%
16th|
+12/+7/+2|
+5|
+5|
+10|Bonus Feat
17th|
+12/+7/+2|
+5|
+5|
+10|Elemental Resistance 50%, Elemental Bolt 8d6
18th|
+13/+8/+3|
+6|
+6|
+11|Summon Elemental 2/day
19th|
+14/+9/+4|
+6|
+6|
+11|Elemental Resistance 75%
20th|
+15/+10/+5|
+6|
+6|
+12|Elemental Immunity, Elemental Bolt 9d6[/table]
Abilities: A high Wisdom score makes an elemental bender’s attacks do more damage and allows their shield to last longer. High Dexterity is essential because it helps the bender aim the elemental bolt and makes the bender harder to hit. As always, Constitution will help the Elemental Bender survive as long as possible in rough battles.
Alignment: Any lawful or Good
Hit Dice: d10
Class Skills
The Bender's class skills (and the ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int. modifier) x 4.
Skill Points at Each Additional Level: 4 + Int. modifier.
Class Features
All of the following are class features of the bender.
Weapon and Armor Proficiency: Benders are proficient with all simple weapons. They are proficient with light and medium armor and shields, except tower shields.
[b]Code Of Elements: A Bender cannot attack any other bender of the same type. A Bender must automatically and immediately attack any bender of the Opposite type. If these rules are broken the Bender loses all Benefits of this class for 72 hours.
Elemental Meditation: A period of meditation no less than nine hours must be undertaken in order for the Elemental Bender to use the following abilities. If this mediation is not performed the Elemental Bender gains none of the following abilities until the nine hours are spent in meditation.
Elemental Bolt: Upon taking the first level of Elemental Bender, the player must choose either air, earth, fire, or water for their one element to bend. This chosen element is what all the bender's abilities are made up of. At First level a bender gains a bolt of pure element that he projects from his hand as a ranged touch attack. This bolt has a range of 60 feet and does 1d6+ Wis modifier damage of the bender’s element type. At 3rd, 5th, 7th, 9th, 11th, 14th, 17th and 20th level the bender gains an additional 1d6 to the bolt’s damage. This bolt affects a single target and allows no saving throw.
Bonus Feat: At 2nd level and every even level up to 16th the bender gains a bouns feat, but he must still meet all the prerequisites for the feats.
Elemental Shield: At third level a bender gains a circular shield of pure element that he can use to deflect all energy except the bender's opposite type away from himself three times per day. This shield is 1/3 the size of the bender and has a duration of rounds equal to 1d4+ Wisdom modifier. At 13th level the bender gains three additional uses per day of this shield. The shield is now half the size of the bender and has a duration of 1d8+ Wis Modifier. Using this shield is considered a standard action, but does not allow an attack of opportunity. This ability can be negated with a successful Will check DC 10 +Elemental Bender level.
Summon Elemental: At 6th level the bender gains the ability to summon a copy of himself once per day. This copy is composed completely of the element which the bender uses. At 18th level the bender gains one additional use per day of this ability. The elemental has no mind and no higher function; it merely runs at the opponent, resulting in an explosive collision. This collision deals damage equal to half the benders HP to the target and half that damage to 1d4 surrounding foes.
Elemental Resistance: Starting at level fifteen the bender becomes more resistant to all elements except his opposite. By level twenty he is completely immune to all elements except his opposite which he only takes half damage from.
EDIT: Changes in green!