Elemental Manipulation


Conversions


Been trying to come up with a way to create a class that functions like the Benders in Avatar: The Last Airbender (TV Show not the Movie). I figured the Monk class would be a good starting point as far as base concept.

For the damage types of each style, I thought Air = Force, Earth = Bludgeoning\Piercing (dependant on how you shaped the rock), Fire = Fire (no brainer), Water = Slashing\Cold (Cold comes with more advanced moves).

The main issue I seem to be having is progression and flavor. Roughly what I have in mind is Low level = Basic attack (1d8 damage type), Block and High level = Ultimate (i.e. Fire = Lightning, Air = Tornado like effect, Water = Tidal Wave, Earth = This one's tricky, haven't figured it out yet.)

It's not much, but at this stage it's still a pretty rough concept. Any help is welcome.

Thanks in advance.


Earth Benders can raise and kick out at an enemy huge masses of rock. I'm thinking the boulders hurled by giants(Like in 3.5, more dice than just rocks.). Also, waves of stone coming smashing down at a target.


Here is one d20 version of Avatar.

I'm not sure if it is really finished, but there's a lot of fun stuff there, and converting shouldn't be too hard.


I think, mass of earth, 1D6 per level, add strength bonuses to hit and damage. Imprisonment, bury someone up to the neck if they fail their reflex save.


Thanks. This should be a great help.


And be sure to check out my anchorite. It may well inspire you.


CWenzler, Creator of Sarunia wrote:
And be sure to check out my anchorite. It may well inspire you.

Cool. I like it.

I can't speak to the balance, as I've just given it a glance, but a monk-ish class with actual variable mystic abilities is really nifty.

As to sub-ing in for Avatar, maybe... it would require some kind of limit, though, on one 'bending form' obviously unless one were The Avatar... and linking other powers to the particular bending styles. If I were just picking this class up for a regular campaign, I'd probably want the bending first, since they are rather versatile.


The anchorite looks cool. Is that going to become cannon?
I can up with similar ideas for the effects of Chi drain, because of the legends. The Avatar cartoon had that kind of effects when someone overexerted themselves. Also multiclassing such as the bounty hunters.


Just gave the Anchorite a quick glance, and may draw some inspiration from that.

I knew I couldn't have been the only one thinking of this conversion. It's too much of a fun concept to try out.

Thanks again all for the responses.

Now the only question is how to work in the concept for my homebrew world.


TeShen wrote:
As to sub-ing in for Avatar, maybe... it would require some kind of limit, though, on one 'bending form' obviously unless one were The Avatar... and linking other powers to the particular bending styles. If I were just picking this class up for a regular campaign, I'd probably want the bending first, since they are rather versatile.

A limit is already in place.

The following text is included with the Air Bender, Earth Bender, Fire Bender and Water Bender chi abilities.

"This is a base bending ability and it is mutually exclusive with all other base bending abilities."


Goth Guru wrote:

The anchorite looks cool. Is that going to become cannon?

I can up with similar ideas for the effects of Chi drain, because of the legends. The Avatar cartoon had that kind of effects when someone overexerted themselves. Also multiclassing such as the bounty hunters.

In Sarunia, it outright replaces the monk.


I think of bounty hunters as a variant ranger class.
Also, I think Airbenders are trained like monks so they won't abuse their powers by suffocating their enemies. I think some poltergeist events are the result of children with airbending talent going untrained too long.


Why not just use the Elemental Bloodline for Sorcerers?

There are a lot of elemental spells now that you can use to duplicate the effects of bending.


QOShea wrote:

Why not just use the Elemental Bloodline for Sorcerers?

There are a lot of elemental spells now that you can use to duplicate the effects of bending.

Because the damage type for most air and earth is incorrect.


As far as the Ultimate level of earth bending - how about metal bending? You could do all SORTS of awesome stuff with that!


Dal Selpher wrote:
As far as the Ultimate level of earth bending - how about metal bending? You could do all SORTS of awesome stuff with that!

I was thinking of making that maybe a three part feat chain. Reason is that not all Earthbenders can bend metal. Same with Bloodbending.


That... is an excellent point. Your feat chain idea is a good way to handle that too. Props to you, my friend!


Well I created this for Pathfinder use, though it's not completly done. But, if you can find some use for it, then all the power to you. Enjoy!

ELEMENTALIST

Elementalist are practitioners of an ancient form of spellcasting that derives it's power from the elemental forces of the world. Through careful study and practice, these spellcasters, also sometimes called "Benders", can manipulate forces of the primal and spiritual essence to devastating effects and power. Elementalists are wide spread through out the world and are often mistaken for hedge wizards and sorcerers. It's only when the Elementalist displays the raw power of nature that one questions their mysterious source of energy.

Adventures: Elementalists typically adventure to expand their knowledge of the world, both magical and mundane. Unlike wizards, who carefully approach adventures with planning and deduction, an elementalist uses wisdom to temper their curiosity. Since elementalists cast their spells like a sorcerer, they feel they are ready for anything that might be thrown at them.

Characteristics: Elementalists are the arcane spellcasters who draw on many cultural tastes and ideals. Often, they blend their spellcasting with an array of martial practices from eastern culture and fighting styles. But as with wizards and sorcerers, their spells are their primary class feature, and as such assume an all-important role in their lives. Many elementalists spells draw on the power of the eight elements (Air, Darkness, Earth, Fire, Light, Metal, Water, and Wood). These are the forces that make an elementalist unique to their spellcasting brethren. Finally, elementalists are adept at manipulating their spells, increasing their range, duration, or effect, or eliminating verbal or somatic components through permanent metamagic effects.

Alignment: Elementalists tend to stand apart from the lawful societies predominant in most cultures. This is modified, though, by race as one racial society changes from another. They have strong tendencies that are formed mostly from the main element they choose. Some elements, such as Air, have a chaotic style and those elementalists who chose that element are chaotic. The elements are associated with at least one or more alignments and when an elementalist chooses their Elemental Focus, their alignment must match at least one associated with that element. The elemental-alignments are: Air--Chaotic; Earth--Lawful; Fire--Chaotic; Light--Good or Neutral; Metal--Lawful; Shadow--Evil or Neutral; Water--Good or Neutral; Wood--Neutral.

Background: Elementalist crave magical power just as other spellcasters do, however, they often don't enroll into any colleges of wizardry for their type of spellcasting would surely get them expelled. So their thirst drives them to seek out others like themselves--hermits, recluses, or exiles who have gained the secrets they seek. Many elementalists are trained by a single mentor in this fashion. Others, who's society permits and accepts what an elementalist is, take on apprentices to pass down their legacy.

Races: While most elementalists are human, members of all the common races (and sometimes uncommon) can be known to express the abilities of an elementalist. Dwarves have been known to accept elementalists in their society more so than any other type of arcane spellcasting class due to the elementalist's affinity towards the Earth, Fire, and Metal elements. Elf elementalists typically associate themselves with the Air, Light, and Wood elements because of their love for the great forests.

Other Classes: Elementalists generally don't like members of other arcane class. They see wizards as boring librarians, searching through endless tomes to gain their might when the elemental forces could be at their fingertips. They see sorcery as a weak imitation of their own power and scoff that some sorcerers claims they have bloodlines that link themselves to elemental forces. And while Bards are good for a bawdry song, their limited spellcasting makes them a rather weak offensive force on the battlefield. As for non-spellcasting classes, an elementalist is aware that without fighters and knights to block the enemy soldiers, a cleric or shaman to heal their wounds, and perhaps a rogue to deal with pesky traps and locks their path to knowledge is obstructed by impassable and possibly fatal obstacles.


GAME RULE INFORMATION
Elementalists have the following game statistics.
Abilities: Wisdom determines how powerful a spell an elementalist can cast, how many spells the elementalist can cast per day, and how hard those spells are to resist. To cast a spell, an elementalist must have a Wisdom score of 10 + the spell's level. High Dexterity is helpful for an elementalist, who typically wears little to no armor. And a good Constitution score provides extra hit points as well as a better Fortitude save.
Alignment: Must match one of the alignments associated with their chosen element.
Hit Die: d8
Base Attack Bonus: Average (like a Clerics)
Save Progression: Good Reflex and Will. Poor Fortitude
Starting Gold: 3d6 x 10 gp (average 80 gp)

CLASS SKILLS
An elementalist's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge (nature) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Wis).

Skill Ranks per Level: 2 + Int modifier.

[size=3]CLASS FEATURES[/size=3]
All the following are class features of the elementalist.

Weapons and Armor Proficiency: Elementalists are proficient with all simple weapons, with weapons any of their spells might create, and one Martial weapon of their choice. Weapons formed by spells can be used with any feat or class feature the elementalist possesses. They are not proficient with any type of armor or shield. Armor of any type interferes with an elementalist's arcane gestures, which can cause his/her spells with somatic components to fail.

Spells: An elementalist casts arcane spells, which are drawn from the elementalist spell list. She can cast any spells she knows without preparing it ahead of time. To learn or cast a spell, an elementalist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an elementalist's spell is 10 + the spell level + the elementalist's Wisdom modifier.

Like other spellcasters, an elementalist can only cast a certain number of spells of each level per day. He base daily spell allotment is given on Table 1:2 below. In addition, an elementalist receives bonus spells per day if she has a high enough Wisdom score.

An elementalist's selection of spells is extremely limited. An elementalist beings play knowing two 1st-level spells of her choice that are not associated with a specific element. At each new elementalist level, she gains one or more new spells as indicated on Table 1:3 below. (Unlike spells per day, the number of spells an elementalist knows is not affected by her Wisdom score; the numbers on Table 1:3 are fixed.) These new spells must be drawn from the elementalist spell list and cannot be associated with a specific element. Elementalists also gain knowledge of all spells with her associated Elemental focus. When an elementalist gains a second Focus, they also receive all the spells from that second focus.

Upon reaching 4th level, and at every even-numbered elementalist level after that (6th, 8th, and so on), an elementalist can choose to learn a new spell in place of one she already knows. In effect, she loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An elementalist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, an elementalist need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bonus Language: An elementalist learns one specific language based on her choice of her elemental focus. The choices are: Air--Auran; Darkness--Infernal; Earth--Terran; Fire--Ignan; Light--Celestial; Metal--Choose any one language (may not be a secret language); Water--Aquan; Wood--Sylvan.

Watchful Spirit: Once per day at 1st level, an elementalist can reroll an initiative roll she has just made before she knows her place in the initiative order. She takes the better of the two rolls. At 10th level, she gains greater watchful spirit and may reroll her initiative with a +2 insight bonus to her roll.

Cantrips: Elementalists learn a number of cantrips, or 0-level spells, as noted on Table: 1:3 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Bonus Feat: At 2nd level, an elementalist gains a bonus metamagic feat. She gains an additional bonus metamagic feat at 7th, 13th, and 19th level.

Unarmed Strike: At 3rd level, an elementalist gains Improved Unarmed Strike as a bonus feat. An elementalist's attacks may be with fist, elbows, knees, and feet. This means that she may make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an elementalist striking unarmed. An elementalist may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually an elementalist'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 elementalist's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

An elementalist also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 1:1 Elementalist. The unarmed damage values listed on Table 1:1 is for Medium characters. A Small elementalist deals less damage than the amount given there with his unarmed attacks, while a Large elementalist deals more damage; see Table: Unarmed Damgae Small or Large Elementalist Unarmed Damage.

TABLE: Unarmed Damage
Level Damage (Small Elementalist) Damage (Large Elementalist)
1st–4th 1d4 1d8
5th–8th 1d6 2d6
9th–12th 1d8 2d8
13th–16th 1d10 3d6
17th–20th 2d6 3d8

Spell Secret: At 3rd level, and every three levels thereafter, an elementalist can choose one spell known to her that then becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell's level does not change nor does it require a full-round action to cast. Once the choice of the spell and modification are chosen, they cannot be changed. As the elementalist gains levels, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell.

Armored Body: At 5th level, the Elementalists constant connection to the primal forces of the world slowly turns his skin harder. When unarmored and unencumbered, the elementalist adds gains a +2 bonus to AC and CMD. This bonus increases by 1 for every five elementalist levels thereafter, up to a maximum of +5 at 20th level.

Elemental State: At 8th level, and every three levels there after (11th, 14th, and 17th) they can select an option taken from the list below. These features represent the primal essence of the elemental forms. Air, Darkness, Fire, and Water flow and shift with the speed and quickness of mercury while Earth, Light, Metal, and Wood are rooted in Strength and Stamina. An elementalist cannot select an elemental state more than once:


  • Natural Instincts: An elementalist gains a +2 bonus to a set of skills thats based on their elemental focus- Air, Darknes, Fire, and Water receive a this bonus to Dexterity-based skill checks. Earth, Light, Metal, and Wood receive this bonus to Strength-based skill checks.
  • Focusing Power: An elementalist may select the Spell Focus feat and apply that benefit to spells associated with their focused element. Alternatively, they can select a Combat Feat. They must still meet the prerequisites for that feat.
  • Primal Conditioning: An elementalist receives a +1 bonus to a saving throw that corresponds to their specific element- Air, Darkness, Fire, Water receive this bonus to Reflex saves. Earth, Light, Metal, and Wood receive this bonus to Fortitude saves.
  • Elemental Flux: An elementalist mimics the basic fundamentals of their preferred element through controlled movements- Air, Darkness, Fire, Water may ignore difficult terrain. Earth, Light, Metal, and Wood add their Wisdom mofifier to damage rolls on any charge attack.

TABLE 1:1 The Elementalist

Level BAB Fort Ref Will Unarmed Special
Save Save Save Damage
1st +0 +0 +2 +2 1d6 Bonus language, cantrips, elemental focus, watchful spirit
2nd +1 +0 +3 +3 1d6 Bonus feat
3rd +2 +1 +3 +3 1d6 Spell secret, unarmed strike
4th +3 +1 +4 +4 1d6 Elemental ability
5th +3 +1 +4 +4 1d6 Armored body
6th +4 +2 +5 +5 1d8 Spell secret
7th +5 +2 +5 +5 1d8 Bonus feat
8th +6/+1 +2 +6 +6 1d8 Elemental ability, elemental state
9th +6/+1 +3 +6 +6 1d8 Spell secret
10th +7/+2 +3 +7 +7 1d10 Elemental focus, greater watchful spirit
11th +8/+3 +3 +7 +7 1d10 Elemental state
12th +9/+4 +4 +8 +8 1d10 Elemental ability, spell secret
13th +9/+4 +4 +8 +8 1d10 Bonus feat
14th +10/+5 +4 +9 +9 2d6 Elemental state
15th +11/+6/+1 +5 +9 +9 2d6 Spell secret
16th +12/+7/+2 +5 +10 +10 2d6 Elemental ability
17th +12/+7/+2 +5 +10 +10 2d6 Elemental state
18th +13/+8/+3 +6 +11 +11 2d8 Spell secret
19th +14/+9/+4 +6 +11 +11 2d8 Bonus feat
20th +15/+10/+5 +6 +12 +12 2d8 Elemental ability


Pretty good actually, might actually incorporate some aspects. Yet another good suggestion from the forums. I love this place!!


The Elementalist's spell progression is just like a Sorcerers from the Pathfinder's Campaign Setting as is their Spells Known list. Additionaly, to add the Elemental Focuses, I've created these basic maneuvers:

ELEMENTAL FOCUSES
The following consists of the elemental forces an elementalist gains when they first choose their elemental type. As they gain levels, their basic abilities gain strength and they can use their primary element in varying ways. As one gains an element to control, they lose focus and control of the axis element and cannot manifest it's power. Each element has an opposite side, one that is a stark difference to itself. These contrasts are: Air / Earth; Fire / Water; Metal / Wood; and Light / Darkness. Once you choose your primary element it is a permanent choice and you cannot learn spells that have the opposing element's sub-descriptor. Once you gain 10th level, you train your body to gain control over a second element, gaining instant access to those elemental spells and some abilities. Each elemental focus has powers listed below.

AIR
Sonic Boom
Air elemental (strike)
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
You sweep your arms wide and inhale, bringing the very essence of air into your being. With a quick movement, you collapse your arms together and cause a sharp crack of air that booms like thunder.
As part of this maneuver, you make a ranged touch attack against your foe. This attack deals 1d6 + 1 for every two elementalist levels you possess sonic damage. In addition, the target is pushed back 5 feet + 5 feet every additional 4 levels to a total of 25 feet at 20th level.

DARKNESS
Gloom Lash
Darkness elemental (strike)
Initiation Action: 1 standard action
Range: 25 ft.
Target: One creature
Focus: A black silk ribbon or scarf.
You snap out a scarf-like band of shadow that catching your opponent around his neck, dragging him back to your shadowy embrace.
As part of this maneuver, make a ranged touch attack. This attack deals 1d6 + 1 point of negative energy damage for every two levels of elementalist you possess. This negative energy is still harmful to undead beings and they take damage accordingly. If the attack was successful, you may pull the target backwards up to 10 ft.

EARTH
Granite Slam
Earth elemental (strike)
Initiation Action: 1 standard action
Range: melee or 10 ft.
Target: One creature
Focus: 1 lbs or more of natural earth, rock, or stone
You form the natural earth or rock around your fists, making your unarmed strikes pack a greater punch. When you can't immerse yourself into melee combat, you hurl these rocks with accuracy towards your foes.
As part of this maneuver make a unarmed attack against your foe. This attack deals an extra 2 for every two elementalist levels you posses of bludgeoning damage. Alternatively you can throw the rock (using
your Wisdom modifier instead of Dexterity) up to 10 ft + 5 ft every additional 4 levels to a total of 20 ft. at 20th level. Rocks thrown in this way deal 1d8 + 1 for every two elementalist levels you possess of bludgeoning damage.

FIRE
Fiery Assault
Fire elemental (strike)
Initiation Action: 1 standard action
Range: melee or 30 ft.
Target: One creature; (special)
Focus: 1 piece of coal or charcoal
When you strike at your opponents, your hands flare with internal fire that sear them with your touch. Through complex moves, you can hurl this fire at foes who wish to stay out of your reach.
As part of this maneuver, make a ranged touch attack against your foe. This attack deals 1d6 + 1 for every two elementalist levels you posses of fire damage and the target catches fire. The target may make a Reflex save (DC 10 + 1/2 level + Wis mod.) to extinguish itself as a minor action. In addition, any unarmed attacks you make may deal fire damage as though it were through a flaming weapon for purposes of overcoming damage reduction or vulnerabilities.

LIGHT
Radiant Lance
Light elemental (strike)
Initiation Action: 1 standard action
Range: 50 ft.
Target: One creature
You unleash a lance of pure positive energy, hitting your foe and gaining some resistance.
As part of this maneuver, make a ranged basic attack against an opponent withing range. This attack deals 1d8 + 1 point of positive energy damage for every two levels of elementalist you possess. This positive energy is still harmful to living beings and they take damage accordingly. In addition, you gain temporary hit points equal to your Wisdom modifier. These do not stack with other temporary hit points you might already possess and are lost first when taking damage.

METAL
Rending Steel
Metal elemental (strike)
Initiation Action: 1 standard action
Range: melee
Target: One creature
Focus: One weapon with a metal striking surface
Grasping your weapon, you unleash a mighty swing that cuts deeply into your foe.
As part of this maneuver, make a melee attack using a weapon in which you are proficient with. This attack causes and additional 2 bleeding damage per turn. The bleed damage increases by 2 points every 5 levels after 1st level to a maximum of 10 bleeding damage at 20th level.

WATER
Water Whip
Water elementalist (strike)
Initiation Action: 1 standard action
Range: 10 ft.
Target: One creature
Focus: 8oz. of pure water or more
With a quick flash of your hand, you bring the water your holding into a serpent-like whip of water that freezes on impact.
As part of this maneuver, make a melee touch attack. This attack deals 1d8 + 1 point of cold damage for every two levels of elementalist you possess. In addition, on a successful attack, you may make a trip attempt as a free action.

WOOD
Resounding Cudgel
Wood elementalist (strike)
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Focus: One wooden weapon, or a weapon with a wooden striking surface.
You bring your oaken weapon to bear and swing with the might of a giant. The wood shapens slightly to gain the perfect blend of speed and power that produces a greater strike.
As part of this maneuver, make a melee attack with a wooden weapon or a weapon with a wooden striking surface. If the attack was successful, it deals an additional 1d6 damage and knockes the target prone. On a successful critical hit, the target is also dazed for 1 round. For every 5 levels after 1st (5th, 10th, 15th, etc.) the attack deals an extra +1d6 bludgenoing damage to a total of +5d6 at 20th level.

As for the Elementalit's spell list, I used the Wu Jen's from Complete Arcane but you'll have to add additional spells to that list to represent the Air, Darkness, and Light elements. If I get time, I'll post my the spell list in it's entirety soon.

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