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RFLS
2012-04-20, 10:19 AM
Hey, I have a homebrew class my DM worked up for me. It's supposed to have a feel very similar to that of the benders from avatar. I'm aware that there's already a homebrew class for that, but he wanted to do it himself because....I'm not sure. Anyway, here's what he cooked up. I'd like opinions of balance and whatnot, and any other critiques you may have. I'm going to ask for build suggestions over in the 3.5 forums.

BAB- 0,1,1,2,2,3,4,4,5,5,6/1,7/2,7/2,8/3,8/3,9/4,10/5,10/5,11/6/1,11/6/1

Fort/Ref/Will- 0/2/2,0/3/3,1/4/4- Add 1 every three levels to fort, and every two levels to Ref and Will

Spells per day- 3/0, 3/0, 3/1, 4/1, 4/2, 4/2/0, 5/3/0, 5/3/0, 5/4/1, 6/4/1/, 6/4/1/0, 6/5/2/1, -/6/2/1, -/6/2/2/0, -/-/3/2/1, -/-/3/3/1, -/-/4/3/2, -/-/4/4/2/1, -/-/5/4/3/2, -/-/5/5/4/3
Extra spells/day are as Wizard (via Int)

1 extra AC per 5 levels

Low speed bonus (+10 at level 20)

Unarmed damage slightly lowered from monk (incremented every five levels, with damage at level 20 being 2d8)

HD=d8
Caster level is treated as half class level.

Spells
All Warmage spells EXCEPT- cantrips, accuracy, fist of stone, true strike, fire trap, melf's acid arrow, whirling blade, poison, ring of blades, stinking cloud, contagion, evard's black tentacles, phantasmal killer, cloudkiller, prismatic ray, and orbs of force

Blades of fire does not stack with punching-people-buff

Acid Orbs are treated as Orbs of Earth and deal physical damage.

Cantrips are as follows, and only useable outside of combat.

Air
1 + 1/2 level bonus to- Jump, Move Silently
10 lbs of push/level / 5 feet / 5 seconds- max range of 50 feet

Fire
Light a fire- range of 30 feet.
Illuminate an area like a torch
Setting someone on fire is Will Save at DC 10 + Caster level

Earth
Lowers Climb DC by 1 + 1/2 level on cliff/stone (not metal/other)
3 cubic feet/level of earth or stone able to be moved/rearranged roughly. Max Range of 50 feet. Limited to 10 seconds of manipulation.

Water
1 + 1/2 level bonus to- Swim
Manipulate/freeze 1 gallon/level of water. Max Range of 50 feet. Limited to 10 seconds of manipulation.

A cantrip can be used to aid in perform checks, at 1 + 1/2 level bonus. The player may also come up with new cantrip uses at DM discretion/spellcraft check.

Class skills

AC Bonus (Ex): An avatar is highly trained at absorbing blows, even if he doesn’t know they are coming. When unarmored and unencumbered, the monk adds his Constitution bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Fast Movement (Ex): A level 3 or higher avatar’s land speed is faster than the norm for his race by 5 feet. This benefit applies only when he is wearing no armor, and carrying a light load. This benefit increases to 10 feet at level 11.

Unarmed Strike: Avatars are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, an avatar gains Improved Unarmed Strike as a bonus feat. An avatar’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an avatar may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an avatar striking unarmed. An avatar may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually an avatar’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. An avatar’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). An avatar also deals more damage with her unarmed strikes than a normal person would, as shown on Table 3–10: The Avatar. The unarmed damage on Table 3–10 is for Medium avatars. A Small avatar deals less damage than the amount given there with her unarmed attacks, while a Large avatar deals more damage; see Table 3-11: Small or Large Avatar Unarmed Damage.

Flurry of Blows (Ex): When unarmored, an avatar may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3–10: The Avatar. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When an avatar reaches 8th level, the penalty lessens to –1, and at 10th level it disappears. An avatar must use a full attack action (see page 143 of the Player’s Hand Book) to strike with a flurry of blows. When using flurry of blows, an avatar may attack only with unarmed strikes. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Stunning Fist (Ex): Avatars know how to strike opponents in vulnerable areas.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Con modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). See the glossary of the player’s handbook 3.5 (page 313) for effects of being stunned. You may attempt a stunning attack once per day for every avatar level you have attained, plus once per day per four levels of other classes, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Counter Elements (Ex): An avatar of 2nd level or higher can avoid elemental attacks by redirecting their flow. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Counter Elements can be used only if an avatar is wearing light armor or no armor. A helpless avatar (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Combat Reflexes (Ex): Avatars can respond quickly and repeatedly to opponents who let their defenses down.
Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, an avatar with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round—the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character’s threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.

Elemental Strike (Su): At 4th level, an avatar’s unarmed attacks are empowered with the elements. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction (see Damage Reduction, page 291 of the Dungeon Master’s Guide). Elemental Strike improves with the character’s avatar level. At 10th level, his unarmed attacks are also treated as weapons of any of the four elements for the purpose of dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction.

Arcane Channeling (Su): Beginning at 5th level, you can use a standard action to cast any touch spell you know and deliver the spell through your fists with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. At 20th level, you can cast any touch spell you know as part of a flurry of blows attack. When you do this, your unarmed attacks carry the energy of the spell with them, and you become capable of throwing them up to thirty feet. You can attack any opponent within your range as if they were standing next to you, landing the physical damage along with the touch spell on every hit, although cover rules still apply.

Improved Trip (Ex): Avatars are trained not only in tripping opponents safely but also in following through with an attack.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1.

Fist of Energy (Su): Once per round as a free action, an avatar of 7th level or higher can spend one of his daily stunning attempts to imbue his unarmed strikes with electricity, fire, or ice. The avatar chooses the energy type each time she activates the ability. For 1 round, each of his unarmed strike that hits deals an extra 1d6 points of damage (electricity, ice, or fire, depending on the choice).
At 10th level and higher, an avatar can cause his energy-imbued unarmed strikes to burst with flame or lightning on a critical hit. In addition to dealing an extra 1d6 points of energy damage, his unarmed attacks deal an extra 1d10 points of energy damage on a successful critical hit. If the avatar’s unarmed critical multiplier is ×3, he adds an extra 2d10 points of energy damage instead, and if the multiplier is ×4, he adds an extra 3d10 points of energy damage.

Improved Counter Elements (Ex): At ninth level, an avatar’s counter elements ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless avatar (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.


Skills
Skills: (4+int)x4
Skills: Balance, Climb, Concentration, Diplomacy, Escape Artist?, Handle Animal?, Intimidate, Knowledge(Nature), Knowledge(The Planes), Tumble, Swim, Sense Motive, Perform, Profession, Spellcraft, Search, Listen, Spot

RFLS
2012-04-20, 12:04 PM
I'd like to request a mod take this down; my internet spazzed and I accidentally double-posted.