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View Full Version : D&D 3.x Class Benders, Avatar: The Last Airbender inspired classes [PEACH]



SciChronic
2014-04-02, 12:44 AM
Table of Contents
I. Introduction
II. Concerns
III. Currently Working On
IV. Firebender
V. Waterbender
VI. Earthbender
VII. Airbender

I. Introduction
So the goal is to create 3.X classes of the benders from Avatar: the Last Airbender. There's probably well over a dozen of these, but I wanted to make one myself as more of a hobby to pass the time (even though I have little as it is, haha). Let's get to it then.

II. Concerns
Firebenders:
Basic Attacks
Currently fire strike runs on d12s, and lightning strike runs on d20s, which created a high amount of damage variance as intended, but i have concerns about their early game damage, and their lack of enhancement bonuses.

Waterbenders:
Coming soon

Earthbenders:
Coming Soon

Airbenders:
Coming soon

General:
Resource mechanics
having trouble working out how the resource for using bending techniques will work. At the moment its a mix between the inspiration mechanic of factotums and maneuvers from tome of battle

Synergy
At the moment Firebenders have Cha synergy, though I feel it is in a very limited capacity and would like to flesh it out more than just extending the duration of utilities and determining saves.
Waterbenders -> Wis synergy?
Earthbenders -> Str/Con/Wis synergy?
Airbenders -> Int/Wis Synergy?

Currently Working On
Fine-tuning firebenders
waterbenders

SciChronic
2014-04-02, 12:45 AM
IV. Firebender
Hit Die: 1d8
Alignment: any
Base Attack: Average
Skill Points at 1st level: (2+ Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Skills: Climb, Concentration, Craft, Intimidate, Jump, Knowledge (the planes), Profession, Ride, Spot, Swim, Use Rope
Weapon and Armor Proficiency: A firebender is proficient with all simple and martial weapons, as well as light armor.



Level
Base Attack
Fort
Ref
Will
Class Features
Spirit


1
0
2
2
0
Spirit of Fire, Bend Fire(Hold Flame), Fire Strike
0


2
1
3
3
0
Firebending Technique, Incinerator Daggers
5


3
2
3
3
1
Bend Fire(Draw Flames)
5


4
3
4
4
1
Firebending Technique
6


5
3
4
4
1
Scorch Marks
6


6
4
5
5
2
Firebending Technique
7


7
5
5
5
2
Bend Fire(Flame Glide)
7


8
6/1
6
6
2
Firebending Technique
8


9
6/1
6
6
3
Resilient Ember
8


10
7/2
7
7
3
Firebending Technique
9


11
8/3
7
7
3

9


12
9/4
8
8
4
Firebending Technique
10


13
9/4
8
8
4
Flame Counter
10


14
10/5
9
9
4
Firebending Technique
11


15
11/6/1
9
9
5

11


16
12/7/2
10
10
5
Firebending Technique
12


17
12/7/2
10
10
5

12


18
13/8/3
11
11
6
Firebending Technique
13


19
14/9/4
11
11
6

13


20
15/10/5
12
12
6
Firebending Technique
15



Class Features
Spirit of Fire: A Firebender's ability to use firebending techniques is limited by the amount of Spirit he has available. His maximum daily allotment of Spirit is equal to the base value shown on the table above plus his Charisma modifier. Spirit is used in two ways, spending and exhausting. Spent Spirit is regained at the end of every encounter, exhausted spirit is not regained until the firebender has rested.

Bend Fire: A firebender can control and manipulate fire.
At 1st level, he can create and hold a small flame in his hands without letting it go out of control as a free action. The held flame clearly illuminates the area in a 20ft radius and provides shadowy illumination out to a 40ft radius. When the flame is released, it immediately dissipates.
At 3rd level, a firebender can manipulate fire at will as the Control Flame power with a manifester level equal to that of his firebender augmenting the flame's size spends 1 Spirit per size category.
At 7th level, a firebender can shoot flames from his hands and feet with such force that it can slow his fall replicating the effects of featherfall. He can continuously shoot these flame for a number of rounds equal to twice his Charisma modifier. For every round beyond this amount, the firebender must exhaust 1 spirit and make a concentration check equal to 17 + 1 for each round beyond the normal limit. When a firebender stops using this technique he becomes weakened for a number of round equal to the number of rounds spent gliding, and cannot glide again until the weakened state subsides.

Fire strike: A Firebender can shoot flames from his hands and feet as a ranged attack with a range of 10ft that deals 1d12 fire damage. Fire Strike can replace any number of normal attacks so long as at least one limb is free and empty to make the attack and does not provoke an attack of opportunity. Fire Strike attacks count as magic for purpose of bypassing damage reduction.
At 4th level and every 4 levels thereafter, the range of Fire Strikes increases by 5 ft. So at 8th level, Fire Strikes has a range of 20 feet, 25ft at 12th level and so on until 20th level with a range of 35ft.
At 3rd level and every 3 levels thereafter, Fire Strike deals an additional 1d12 fire damage; dealing 2d12 at 3rd level, 3d12 at 6th, 4d12 at 9th and so on until 18th level, dealing 7d12

Firebending Technique: At the levels noted on the table above, a firebender learns a firebending technique from the list below. Save DCs for Firebending techniques are equal to 10 + Spirit Spent or Exhausted + the firebender's Charisma modifier.

Firebolt: The firebender can shoot a small compressed ball of fire out to a range of 40ft that releases a small explosion with a 10ft radius dealing 1d6 fire damage per firebender level as a standard action. Targets caught in the blast can make a reflex save for half damage. requires at least 1 arm free and provokes attack of opportunity. Spends 5 spirit

Fire Sweep: As a standard action, the firebender makes a low kick releasing a wave of fire out in a 15ft cone dealing 1d6 fire damage per two firebender levels. Targets hit must made a reflex save or fall prone. Requires at least one leg free. spends 3 spirit

Fire Eater: As a full round action, the firebender can consume all fire near him healing 1d6 per firebender level. Doing so provokes attack of opportunity. Exhausts 3 Spirit

Channel Lightning: As an immediate action, firebenders can redirect lighting damage targeted towards them into a ranged touch attack. The redirected lighting travels 10ft per firebender level up to 200ft at level 20 before dissipating. immediate action. Channel Lightning cannot be done while flat-footed or otherwise denied a Dexterity bonus and both arms must be free. Exhausts 2 Spirit

Lightning Strike: replace Fire Strike attacks with Lightning strike attacks that deal Xd20 electric damage instead, where X is equal to the number of d12 used in Fire Strike attacks. Exhausts 1 Spirit per Lightning Strike. Channel Lightning is a prerequisite technique to learn Lightning Strike.

Dragon’s Dance: As a full round action, a firebender can attack all foes in range with his Fire Strike. Fire Strikes used in this way can be replaced by Lightning Strikes at double the cost (exhausting 2 spirit per Lighting Strike) if he knows the Lightning Strike technique. Spend 3 Spirit

Dragon’s Breath: A firebender can breathe fire in 30ft Cone dealing 1d10 fire damage per level. Targets hit can make a reflex save for half damage. Spend 5 spirit.

Twin Strike: Exhaust spirit to use Flame Strike twice per normal attack. The second attack is resolved separately. Requires two limbs free. Fire Strikes used in this way can be replaced by Lightning Strikes at double the cost (exhausting 2 spirit per lighting strike) if he knows the Lightning Strike technique. Exhausts 2 Spirit per Twin Strike

Burning Speed: As a standard action, gain an temporarily increase celerity as the haste spell lasting 3 rounds. Exhausts 1 spirit

Flame Dodge: Quickly dash in a 30ft line, leaving a trail of fire behind lasting 1d4 rounds. Stepping in the trail deals 2d6 fire damage per square traversed. Move Action. Spend 2 Spirit

Wall of Flames: 50ft Range. create 30ft tall wall of fire in a 5ft. per level line or circle around you with a 15 ft radius. Maintaining the wall is a concentration DC 20 + 1 per round maintained. Once created, the wall cannot move. touching or passing through the wall deals 1d6 fire damage per 2 levels. physical arrows, bolts, or javelins that pass through the wall turn to ash. Spend 5 Spirit

Flame Nova: The firebender releases a wave a fire around in him a 15ft burst dealing 1d10 fire damage per firebender level. Exhausts 3 Spirit


Incinerator Daggers: At 2nd level, a firebender can create up to one for each hand daggers made of focused fire as a free action. daggers deal 1d4 fire or slashing damage +1 for each firebender level. Treat as though you have two-weapon fighting, improved two-weapon fighting, and/or greater two-weapon fighting if you meet the base attack prerequisite. Incinerator Daggers are treated as light magic weapons and dissipate immediately after released.

Scorch Marks: A 5th level firebender becomes comfortable firebending even at close quarts and now threatens adjacent squares, and can now make attacks of opportunity with flame strike.

Resilient Ember: Heal no longer bothers a firebender. At 9th level, a firebender gains 10 fire resistance. at 12th, 15th, and 18th level, the firebender gains an additional 5 fire resistance.

Flame Counter: Beginning at 13th level, a firebender deals 2d6 fire damage to opponents that miss melee attacks against him. He can also shoot down physical projectiles equal to the number of attacks you base attack allows as an immediate action. To shoot down projectiles the firebender must make a ranged attack roll equal to or greater than the attack of the projectile. Shooting down a projectile must be declared before the damage of the attack is rolled and the firebender can only make move actions on his following turn after doing so. Spends 1 Spirit per projectile shot.
__________________________________________________ ______________

So the goal with firebenders was to give their damage a lot of variance. Fire is wild and somewhat unpredictable, so i wanted their damage die to replicate this. I also tried to add techniques for a lot of things seen throughout the show itself though they may not match up exactly with the show.

I want people who use the bender classes feel like they just be heroic, and not have to worry about conserving their resource in case of a big fight, so i'm thinking a regenerating resource is the way to go. At the same time however, i want to simulate fatigue, especially with firebending, so the use of spending for basic techniques and exhausting for special techniques was implemented.

SciChronic
2014-04-02, 12:47 AM
V. Waterbenders

Hit Die: 1d8
Skill Points at 1st Level: 4 x (6 + Int Modifier)
Skill Points at EachAdditional Level: 6 + Int Modifier
Class Skills: Balance, Climb, Concentration, Disable Device, Escape Artist, Gather Information, Heal, Hide, Jump, Listen, Move Silently, Open Lock, Ride, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope

Class Features:
Trapfinding:
Draw Water:

Bend Water:
1st - Draw Water (open water): Draw 2 levels of water as a free action as long as the source of water is within 20ft. Otherwise, draw 1 level of water as a move action from a water source within 40ft
3rd - Draw Water (Plants): Draw 1 Level of water from plants in a 5ft square within 15ft over 1 round. Draw 2 levels of water in a tree or other significant plant source is within the square. Plants that have their water taken die. Plant creatures can resist having their water drawn from them by making a fortitude save DC 10 + the water bender's Int modifier. Move Action
5th - Draw Water (Air): Draw 1 level of water over 2 rounds from the air around you, 2 full round actions
7th - Draw Water (Blood): Draw 1 level of water per medium creature or per two small creatures within 15ft, move action.

Water Whips

Waterbending Technique:
Ice Shards - Attack replacer 1d4+int modifier piercing/cold damage

Flash Freeze - cold damage in a line, freezes if fail reflex save, must pass strength check to break out of freeze.

Bloodbend - fort save, deal 1d4-1 constitution damage per round and stun. Can make fort save each turn. Requires full action to maintain as well as concentration check, must have Draw Water (blood)

Ride the Wave - move 40ft, creatures can be knocked prone, lose water to freeze opponents knocked prone

__________________________________________________ _____________________________

Goals:
the goal of waterbenders was to turn them into a semi-skill monkey (more like stealth ninja over npc interations) who can deal a small amount of sustained damage while using bending techniques to have some battlefield control options

SciChronic
2014-04-02, 12:48 AM
Reserve Post for Earthbenders

SciChronic
2014-04-02, 12:50 AM
Reserve Post for Airbenders

VoxRationis
2014-04-02, 10:35 AM
Interesting, but Firebenders seem to have a lot less endurance in this setup than seen on the show...
Furthermore, you have Channel Lightning as a prerequisite for lightning attacks, but in fact the majority of lightning users can't do that; it's a technique Iroh invented that he only taught to one person.

Ravens_cry
2014-04-02, 07:51 PM
I have to ask . . . why Intelligence? Intelligence doesn't seem to be a defining trait of skilled Firebenders to the best of my recall. Heck, I'd say Constitution is closer. Fire strike needs some editing. Given its low damage, I'd also make it a ranged touch attack.

VoxRationis
2014-04-02, 08:59 PM
Not Constitution; that's really an Earth or Water sort of thing. Most firebenders seem like they can't take it as well as they dish it out. Charisma seems to be important, though, as does Dexterity. Most of the great firebenders have strong forces of personality, even if they make questionable decisions (i.e., good Charisma, mediocre Wisdom), and are almost universally quick.