| Jeffrey Swank Contributor |
| Jeffrey Swank Contributor |
| Big Lemon |
Hey hey,
I was wondering if someone would look this over or play test one? Its based off of the other Avatar airbender d20, but with a few differences and converted to pathfinder.It also incorporates the style feats from advanced combat, but with more options for the "benders"
Could ANYONE play test one of these?
If you're interested, I made an Earthbender and Airbender base class a while ago that were completely their own things. The abilities of the different bending styles feel soo unique to me to be governed by one global class, with Metal and Bloodbender as prestige classes. Here's the Airbender:
Class Info: HERE
Progression Table: HERE
| Edward Sobel |
Thought I would poat some observations.
I have been playing these classes in different scenerios.
the biggest thing I can see right now:
the Avatar Template could use some refining. looks like it was done early in the process but was not updated as the other parts of the class were leaving some uncertainties when trying to apply it.
case in point is it is very confusing about learning the other elements. there is metion of at least 5 chakra levels in an element but Chakra levels are basically element master level dependent so doe the elelment master need to advance 10 levels in between each element? or does he need to be at least 10th level before learning the other elements thus preventing a low level character form having full access to the avatar powers.
also with the large number of kata's that are available to the avatar how does he learn them? does he gain knowledge of a kata of any of the elements he has the base feat for? or when he gains a kata he gains access to a kata for each element he has access to. (my suggesttion is the latter otherwise you will find the avatar being significantly less versitile than a non-avatar bender)
| Jeffrey Swank Contributor |
| 2 people marked this as a favorite. |
So not sure if anyone still is interested in this, but finished the conversion of this into Hero Lab...
For Hero Lab: Element Master
On d20pfsrd: Element Master
Here is the pdf: Element Master
| Bodhizen |
A constructive criticism: There is little synergy with existing pathfinder material feats, given that the Element Master uses its own feat system to increase the power of the class. This is not an inherent flaw in the system, only that the class is so dependent upon feats for its advancement that to spend feat slots on non-Element Master feats can greatly diminish the effectiveness and/or utility of the class rather than enhance it.
A few initial suggested alterations (or food for thought):
- Separate the feat progression (since there are relatively few class-abilities that unlock with level advancement) of the class from standard bi-level feat advancement in the same way that other classes get class related bonus feats and then standard feats.
- Grant certain automatic abilities at spaced level progression. Use existing element master feats as "standard" or "common" powers. These can be varied according to archetype.
- Gear more element master-feats to synergize with existing standard Pathfinder feats (like Combat Reflexes, Deadly Aim, Power Attack, etc...).
- It does not appear as if there are many element master feats that have pre-requisite element master-feats, nor are many of them only able to be unlocked at certain levels. For the most part, if you have access to that type of bending, you can grab any feat you want. It necessitates that most feats are either scalable in power (not a bad thing, necessarily, but somewhat limiting) or that they remain "entry-level" feats that nothing builds upon.
(Example: Air Shield Kata - this feat is demonstrably worse in both duration and effect to the 1st level spell Shield, yet it costs a feat slot; feat slots are oft-times more valuable than individual spells, particularly given their more general utility. As an "entry level" feat, it would be underpowered, but as a feat that you might grab at any time, it's not equivalent in power level to a feat that requires the character to be level 3 to take it. Many of the element master feats also suffer from this flaw.)
- In your Hero Lab file, it may be useful to tag each individual item with user-created tags to filter materials by inclusion (such as by your Element Master .pdf; example: "Appears in: Element Master"). You may then exclude element master feats out of the standard feat listing of valid feats so that you must have a certain number of element master class levels to even see the feats in the "only valid items" list. As it stands now, Airbender, Earthbender, Firebender and Waterbender are unrestricted selectable feats.
- In general, this class grants a wide variety of lateral abilities that do not build upon one another and are entirely dependent upon level progression solely for enhancement. The utility of many of the class' "feat-ures" are easily or more effectively duplicated by spells. Your 20th level element master will have 20 style feats that grant 20 specific abilities that can be used (seemingly) at-will (unless otherwise specified), whereas a 20th level wizard would have 40 individual spells that they could use that may (or may not be) enhanced by specific feats or magical items.
- The class powers seem out of power balance in general. For example, the Fire Bending Feat grants an ability that does up to 5d6+12d8 (126 max) points of damage at 20th level (presuming that the reference to ki level is an error and you meant chakra level, that the character is inflicting this fire bending damage upon a successful unarmed hit (with Elemental Fist), and presuming that the character possesses the Intensify Fire Feat), and the maximum difficulty to avoid catching on fire for additional rounds is DC 25. That hurdle is relatively low for a character of equivalent level to pass, but that's neither here nor there. A 17th level wizard (I keep coming back to the same class for the sake of balance in the argument) can inflict up to 32d6 (192 max) points of damage to a single creature plus 24d6 (144 max) to every other creature in a 40' radius with a single casting of meteor swarm (which is potentially approximately 200 creatures).
While the 17th (or 20th) level wizard will not have an unlimited number of meteor swarm spells available to cast, the Fire Bending Feat has up to 5 uses through their Elemental Fist (limited to one use per round). After 4 invocations of meteor swarm over 4 rounds, the wizard potentially does 128d6 (768 max) damage to a single creature (plus 96d6 [576 max] damage to every other creature within 40'; that's a total potential of 115,968 damage, assuming a flat 200 creatures within that 40' radius) while the elemental master does up to 5d6+12d8 (126 max) points of damage to up to 6 creatures (according to your flurry of blows table on p. 2 of the guide; 756 max) per round (or a total potential of 3024 points of damage over 4 rounds). That's one spell versus one non-elemental feat (or one elemental feat and one style feat). Now I get that the element master isn't likely set up to compete with the damage output of an equivalent-level wizard, but you might think that Fire-Lord Ozai could have done this amount of destruction on his own, don't you? This is, of course, presuming that I am reading all of the damage factors correctly.
- Some of your feats reference feats that don't exist (such as Fire Kick Feat and Fire Sweep Feat referencing Fire Blast Feat, which doesn't exist in the document; I can only assume it means Fire Bolt Feat). Those are editing nitpicks, but they're important.
- I feel that the Avatar State template could use some further development. It seems a rather bare-boned interpretation.
- Your "lightning-bending" is expressly forbidden to Fire-benders. This is not consistent with the source material.
- The element master references "monk" all over the place. Are all element masters monks? If so, why is this not a monk archetype rather than its own separate class? (Personally, I feel it works better as a separate class.)
Brad McDowell
|
The element master references "monk" all over the place. Are all element masters monks? If so, why is this not a monk archetype rather than its own separate class? (Personally, I feel it works better as a separate class.)
This conversion could certainly work with any class as its base class. I started RPG's with Star Wars...bending, I think, would work in a similar vein as being Force Sensitive.
Make the "Bender" Feat a prerequisite for everything else. When you select the Bender feat, you must declare an element. Remove any mention of monk in your pre-reqs. Make a decision based on certain classes' bonus feats (fighters and their combat feats for instance) and whether you can use them to select bender feats.
One question this would raise for me is how bending interacts with magic. Arcane magic and bending seems a bit redundant. I don't know.
| Jeffrey Swank Contributor |
I have to start off by saying THANK YOU Bodhizen!!!! I have been looking for someone- anyone to give this a good looking at. It's hard to find good editor these days. hehe. I am not great at the fine details when it comes to some of these things. To get to some of your thoughts:
A constructive criticism: There is little synergy with existing pathfinder material feats, given that the Element Master uses its own feat system to increase the power of the class. This is not an inherent flaw in the system, only that the class is so dependent upon feats for its advancement that to spend feat slots on non-Element Master feats can greatly diminish the effectiveness and/or utility of the class rather than enhance it.
Very true, I had at first tried to make it a system that used a Ki point type progression and the "powers" were selected more like spells, but kept running into balance issues and power stacking by my players. This seemed to negate the issue. I agree its not the best version that could be made.
A few initial suggested alterations (or food for thought):
[list]Separate the feat progression (since there are relatively few class-abilities that unlock with level advancement) of the class from standard bi-level feat advancement in the same way that other classes get class related bonus feats and then standard feats.
I LOVE this suggestion!!! Where were you when I started making this!?
Grant certain automatic abilities at spaced level progression. Use existing element master feats as "standard" or "common" powers. These can be varied according to archetype.
I like this as well, but I kind of wanted to avoid having to make 4 different archetypes of Element Master (which I did at one point)
It does not appear as if there are many element master feats that have pre-requisite element master-feats, nor are many of them only able to be unlocked at certain levels. For the most part, if you have access to that type of bending, you can grab any feat you want. It necessitates that most feats are either scalable in power (not a bad thing, necessarily, but somewhat limiting) or that they remain "entry-level" feats that nothing builds upon.
I agree - an inherent design flaw
• In your Hero Lab file, it may be useful to tag each individual item with user-created tags to filter materials by inclusion (such as by your Element Master .pdf; example: "Appears in: Element Master"). You may then exclude element master feats out of the standard feat listing of valid feats so that you must have a certain number of element master class levels to even see the feats in the "only valid items" list. As it stands now, Airbender, Earthbender, Firebender and Waterbender are unrestricted selectable feats.
I am SUPER noob with Herolab...I have no idea how to do that. lol I barely was able to finish what I made. lol I had tried my best to first create this as a pure archetype of monk...but kept running into wall after wall. I then made it a variat monk class with the element as its archetype - which seemed to solve a ton of problems. Still not sure if that was the best choice, but again...I am super Noob with Herolab.
In terms of power balance - as you mentioned - not comparable to a wizard, but I had based it off the Monk, but wanted it to be a variant. Not as good with his hands, but better than a normal fighter. More mobile than a fighter, but not as good as a pure monk. I wanted anyone who played these to merge together like the Chi blockers (which I see as a monk) and benders did in Korra...so that the benders didn't totally dominate.
• Some of your feats reference feats that don't exist (such as Fire Kick Feat and Fire Sweep Feat referencing Fire Blast Feat, which doesn't exist in the document; I can only assume it means Fire Bolt Feat). Those are editing nitpicks, but they're important.
Thanks for the catch!
• I feel that the Avatar State template could use some further development. It seems a rather bare-boned interpretation.
The avatar state was kind of an after thought.
• Your "lightning-bending" is expressly forbidden to Fire-benders. This is not consistent with the source material.
Again, thanks for the catch -my noobish herolabbing
• The element master references "monk" all over the place. Are all element masters monks? If so, why is this not a monk archetype rather than its own separate class? (Personally, I feel it works better as a separate class.)
True! I prob should go through it and change all the references
| Bodhizen |
Zerzix,
I cannot say where I was when you were creating this, but I did come across the .pdf, and I think that you've done a fine job in its construction and layout. I have experience in both RPG writing and in .pdf layout and could probably offer you some insight in both areas.
Let me address your comments, if I may.
#1: The first thing that I would do is to re-examine your feats and start to reconstruct them to have synergy with existing feats. There's no reason that the feat structure that you have cannot build upon existing Pathfinder feats to encourage taking other feats (like Power Attack or Combat Expertise). You have a lot of feats that could be combined, since the effects are similar, and with a little rewriting, you could make some of the punch & kick feats into unarmed strike, allowing for the player to choose whether they want to punch or kick.
Going another step further, feats should build upon one another to unlock higher levels of ability. Having some feats that scale with level is fine, but there needs to be a reason to go deeper into the tree, not just branch out. Some benders should, ideally, specialise in some of the basic moves that they've honed to perfection, while others could have a greater variety of moves. I wouldn't necessarily recommend anything going too deep into the feat-tree (perhaps three or four deep, which could lead toward unlocking more specialised bending; lightning, blood, plant, metal, etc...). This might help to keep the level of balance that you're looking for.
#2: Feat progression... There's nothing that says that you can't have a separate feat-tree, and your benders get bender-feats either every other level, or three bender-feats every two levels; whatever is best for balance and combination of abilities. That would allow your characters to progress as benders and pick up general feats without having to worry about "falling behind" in power if they choose generic feats over bender-feats when they have a feat pick.
#3: When you grant automatic abilities, you can make those abilities generic in application, but your first feat-choice determines your element. For example:
You are capable of making an unarmed strike against a single target that inflicts 1d6 points of damage per chakra level (maximum 5d6) as a spell-like ability that manifests as an attack aligned with the bender's element. The target may make a Reflex save for half damage.
----------
You could use bender-feats to increase the maximum damage later on (perhaps to 10d6), and it starts off about as powerful as Shocking Grasp, and you can use another feat that might increase the range of this attack to (Charisma bonus x 10)', or one that decreases the damage, but applies it in a burst. Therefore, the character is granted an elementally-aligned attack that can have its effectiveness increased.
#4: I think that some of my previous suggestions might help to overcome the flaw of everything either being scalable or entry-level.
#5: User-created tags are not that difficult to create in Hero Lab. Create a New Source for one item in your Hero Lab file and then continue to tag every other item in the file with it.
#6: You're welcome. It's an easy mistake to make.
#7: The avatar state should be better developed, but after you get the rest of it all taken care of.
#8: If you allow the "unlocking" of a new element, say at 8th level, you can allow the character to choose which element that they're working with (Fire/Lighting, for example, or Earth/Metal). This would not allow "advanced" bending to stay consistent with the Legend of Korra source materials, as they have metal-benders running around all over the place that don't seem particularly powerful. That would allow characters to either dual-bend (Water/Plants, for example), focus on the original element (Water) or focus solely on the new element (Plants) if they choose.
However, with Air being (relatively) undeveloped for advanced bending techniques, you may wish to consider normalising to allow for two types of "advanced" bending per element (Air = ?/?, Water = Plant/Blood, Fire = Lightning/?, Earth = Metal/?) to provide a relatively consistent style of play. While I recognize that the source material does not necessarily have two advanced techniques per element, you don't have to provide for multiple variants per base element if you do not wish to do so, or if you cannot come up with ideas.
I hope that this all helps. Please feel free to PM me if you wish, or even just to notify me that you've responded here so that there isn't such a lag between our conversations.
Best wishes!
| Tels |
Something to keep in mind when it comes to the higher bending types (blood, lightning, metal etc) is the strengths and weaknesses of each of the elemental types.
Fire, for instance, is an energy based element. We know it is stronger during the day, and weaker during the night. It is also completely cut off during a solar eclispe and amplified during the presence of a comet. It's a highly damaging element, but not very defensive. It arguably has the most offensive capabilities, but both Earth and Water can nearly completely shut it down, while Air can often times disperse it if an air bender can react to it.
Water is a physical bending type. It needs a source material for it to function. No water, no power. It is greatly amplified during the presence of the full moon, and the absence of the moon diminishes it. It is arguably the most versatile element (tied with air), in that it can attack easily, defend easily, heal, and manipulate others.
It's greatest weakness, is it's need for the presence of water to function.
Earth is another physical bending type. It requires the presence of earth to function, similar to water benders. Unlike Fire or Water benders, there is no waxing or waning of their power, it's full power, all the time. It is also the most defensively oriented power as well.
Air is an a physical based bending that is also fairly energy based. Like Fire benders, you can't strip an Air bender of it's element like you can a Water or Earth bender. Unlike Fire, Air has no waxing or waning of it's powers. If an Air bender can breathe, then he can still send powerful gusts of wind at people. Unlike Water or Earth, it can't create physical objects to stop enemies attacks, it must use the momentum and power of the wind to redirect or disperse it. Unlike Fire, it has a harder time attacking as it relies on the air to make brute force attacks, but it's attacks require significant power to do real damage. It is the least lethal element, but can be lethal if enough force is exherted. Unlike the other elements, an Air bender can use his element to enhance his every day movements, from falling, to running, to jumping, to martial combat.
So with that in mind, I think there is a reason Air has no 'higher bending' abilities like the other three. Simply because it also has no weakness. An Air bender is always at full power, and he can't be stripped of his element. An Air bender can use his powers for everyday motions, allowing him to become more precise, more controlled in his applications. It is control of the air, that gives an Air bender his power. If he controls the air, he can redirect an enemies attacks against him. To attack an Air bender, is to attack yourself.
Water has the most special abilities, in healing, plant and blood bending. The reason being that it is also the most vulnerable. With few exceptions, one can only blood bend during the full moon, while water and plant bending and healing require water to work. No water, no bending. Water is also the easiest element to deprive them of too. Keeping a Water bender in a dry area, like a desert, would prevent them from having much access to water, and taken caution during a full moon would prevent blood bending, in most cases.
Earth benders can be deprived of their element too, but it's much harder. The only way to take away their element, is to put them on a wooden ship at sea or a wooden flying ship. Even then, if one were to try and hold prisoner many earth benders, it would be hard to maintain a floating or flying prison.
Fire waxes and wanes, but also gains the ability to shoot lightning to compensate.
When it comes to the elements, it's all about balancing their powers vs one another. Three elements have higher aspects of bending, but they also have some severe weaknesses. Air has no such weakness, but it doesn't have any higher bending either.
LazarX
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So with that in mind, I think there is a reason Air has no 'higher bending' abilities like the other three. Simply because it also has no weakness. An Air bender is always at full power, and he can't be stripped of his element.
If you encase an Air Bender in Water, or Earth, the only air he has to bend is what's in his lungs.
| Tels |
Tels wrote:So with that in mind, I think there is a reason Air has no 'higher bending' abilities like the other three. Simply because it also has no weakness. An Air bender is always at full power, and he can't be stripped of his element.If you encase an Air Bender in Water, or Earth, the only air he has to bend is what's in his lungs.
Not entirely correct as both dirt, especially top soil, and water are aerated. Fish, for example, breathe by extracting oxygen from the water using their gills. For an example of this, see the beginning of Avatar when Aang bends the air around him into a sphere. Dirt and other loose material has oxygen stored inside it. Heavily compacted dirt or stone has little to no oxygen to breathe and would be the best way to deprive an air bender of bending. The problem is this also kills them.
LazarX
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LazarX wrote:Tels wrote:So with that in mind, I think there is a reason Air has no 'higher bending' abilities like the other three. Simply because it also has no weakness. An Air bender is always at full power, and he can't be stripped of his element.If you encase an Air Bender in Water, or Earth, the only air he has to bend is what's in his lungs.Not entirely correct as both dirt, especially top soil, and water are aerated. Fish, for example, breathe by extracting oxygen from the water using their gills. For an example of this, see the beginning of Avatar when Aang bends the air around him into a sphere. Dirt and other loose material has oxygen stored inside it. Heavily compacted dirt or stone has little to no oxygen to breathe and would be the best way to deprive an air bender of bending. The problem is this also kills them.
In most forms of combat... that's generally the goal. Extracting Air from Water would be a feat on the level of Bloodbending... there's a major difference between air dissolved in water and free gas.
| Tels |
Tels wrote:In most forms of combat... that's generally the goal. Extracting Air from Water would be a feat on the level of Bloodbending... there's a major difference between air dissolved in water and free gas.LazarX wrote:Tels wrote:So with that in mind, I think there is a reason Air has no 'higher bending' abilities like the other three. Simply because it also has no weakness. An Air bender is always at full power, and he can't be stripped of his element.If you encase an Air Bender in Water, or Earth, the only air he has to bend is what's in his lungs.Not entirely correct as both dirt, especially top soil, and water are aerated. Fish, for example, breathe by extracting oxygen from the water using their gills. For an example of this, see the beginning of Avatar when Aang bends the air around him into a sphere. Dirt and other loose material has oxygen stored inside it. Heavily compacted dirt or stone has little to no oxygen to breathe and would be the best way to deprive an air bender of bending. The problem is this also kills them.
Not really, we know Aang used airbending to bend a bubble of air around himself. Katara was able to bend water inside plants without needing a full moon, so too was that swamp bender guy. The difference with bloodbending, I think, is the fact that people have a soul. It's entirely possible that water benders need the extra strength of the full moon to affect things with souls.
We've also seen Aang been water in the Serpents Pass when they were going under water. This wasn't just an application of water bending either, as when Aang left Katara had trouble keeping the bubble secure (as the air wants to rise).
The point about depriving the other benders of their element is that they all have some sort of weakness beyond 'death'. Water benders get weaker during the day, and stronger at night. I would guess that they are at their weakest during days with a new moon.
Earth benders can be put to sea in a wooden ship, or if they don't know how to metal bend, on a metal platform or prison.
Fire benders are a bit harder, but like water benders their powers are influenced by celestial bodies and are stronger during the day than during the night. Plus their bending is completely negated during a solar eclipse.
It would be very difficult to imprison an air bender without killing them. During the Blue Spirit episode, Aang has his hands and feet chained and pulled back to restrict his movement, but he could still use his lungs to make substantial gusts of wind. One could potentially fit an Airbender is metal mask of some sort to stop this, but it'd still be difficult to hold an Air Bender as they'd more than likely die before long.
To counter-act he weakness, the other benders all come with a higher form of bending: Blood bending, Lightning, and Metal bending.
LazarX
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So not sure if anyone still is interested in this, but finished the conversion of this into Hero Lab...
For Hero Lab: Element Master
On d20pfsrd: Element Master
Here is the pdf: Element Master
Something to add as a Water Master trait.
Trained in Healing... You are one of the few Water Masters that are truly gifted in the practise of Healing. You gain Heal as a class skill and a plus one to all Heal checks.
| UsagiTaicho |
Ahem, greetings. I've been reading over the original pdf for months now, making notes about changes that I felt I should share. Now however, I've learned that you've updated the pdf, and all the changes that I would have made mention of have happened.
However, after skimming, not reading thoroughly yet, I've noticed a few things. You list Chakra Level on the progression table, but you don't actually ever say what it is in the text. It becomes apparent eventually, but still you should explain it.
Other than that, I feel that the Avatar template needs a little extra, but on the other hand I feel like if it did, it would be too powerful for a player character. And I assume you mean for it to be used by a player character. Does/should it cost a level to gain the template? Most templates in the Bestiary and such generally increase the CR by 2, at least all the ones I've seen. Typically, if I were to allow a character to gain one of those templates it would be at the cost of a level to keep them in line with the other characters. On the other hand, most of them have a few more special abilities than your Avatar template does.
Just some thoughts, thank you for all your hard work. Saves me the trouble!
| Jeffrey Swank Contributor |
Hi motzero,
"kata" is just a word I used in place of feat to avoid confusion of interchanging these abilities. Since the elemental bending powers aren't feats, I called them katas (also in the TV show they learn new bending by mastering new forms/katas). They work just as feats do except that if they don't specify within the description how often, range or damage of the kata then they default to the Elemental feat at the beginning of the selected element.
(example) Air Element Master's Air Blast Kata does not specify range, therefore it defaults to Air Element Master's 'Air' Element Feat range of 10 ft. per your chakra level.
Also, any time you can receive a kata you can be swipe it out for monk style feat, but not the other way around.
So to directly answer you question: they can be used each round (like feats) and I did that to try and simulate the flavor of the TV show without doing a certain number per day like a spell caster (I still wanted it to fell more combat martial oriented) or spell points to make it more complex.
I hope that clarifies it a bit?
| motzero |
I'm confused about what kind of action katas are I guess. Some of them specifically say standard, move, or whatever but a lot of them don't.
"You sharply raise the air temperature around your target, inflicting 2d6 + 1d6 points of non-lethal fire damage per your chakra level plus charisma modifier. The target of this attack may make a Reflex saving throw . . ."
Like the fire element feat here. It has a duration, range, and description of what happens, just no indication of what kind of action it is.
It says it is an attack, is this a ranged touch attack, does the attack take a full round, a standard action?
Which leads into more confusion about the very first fire kata, Breath of the Dragon. So I get that you can maintain this form for 1 round per chakra level, but what kind of action is it to start the form? Free, swift, move? It just never says. So if we use the default action of the fire element feat I still don;t know what it takes to start it because the fire element feat doesn't say what kind of action it is other than describing it as an attack. Which would almost seem like you have to attack to start Breath of the Dragon but I'm pretty sure that is not what is intended.
I think what would really help is an "action" stat to clarify whatkind of action it takes to initiate and carry out a kata.
Loyal Battle Monkey
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| 1 person marked this as a favorite. |
Bump for such an interesting thread and the fact that the last book is coming out soon.
Considering the show, I had a few questions or possible changes to think about.
1. Have you thought about dialing back the basic monk abilities like Flurry of Blows, Fast Movement, AC Bonus, etc or replacing them with similar, but different abilities?
While some of the abilities (ki) work well, others do not. For example, fast movement seemed like an Air bender ability, but not for earth benders.
2. Have you considered making the class more of a caster than a monk? For example, taking a page out of Advanced Class Guide and making a monk x caster hybrid class?
I say caster because a lot of the feats and powers are emulated in a number of elemental spells. Yes, the actions of bending seemed physical in nature, the effects always seemed spell-like to me. It would also eliminate the need to come up with lots of new abilities too.
3. What about a Flurry change that allows for additional bending rather than physical attacks? Start with multiple low level bending uses that scales as the class level increases.
4. What about removing the feats and replacing them with something like revelations or exploits? You could roll them into the class at regular intervals.
I've been trying to actually come up with some kind of rough draft of a similar class. I'll try and post it as soon as I can finish it.
LazarX
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Korra's time is effectively a different setting than the Aang era.
High level bending feats are somewhat more common depending on variances... Republic City gets much of it's power from Lightning Benders charging capacitors. There's a whole clan of Metal Benders, and a line of Bloodbenders not dependent on the full moon.
Coordination between benders of different stripes is more common such as the FoxBat's c heating routine of combining earth and waterbending.
Spirits are a much bigger thing as well. Some of the Ghostwalk rules might be useful here.
LazarX
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| 1 person marked this as a favorite. |
zerzix wrote:So not sure if anyone still is interested in this, but finished the conversion of this into Hero Lab...
For Hero Lab: Element Master
On d20pfsrd: Element Master
Here is the pdf: Element Master
Something to add as a Water Master trait.
Trained in Healing... You are one of the few Water Masters that are truly gifted in the practise of Healing. You gain Heal as a class skill and a plus one to all Heal checks.
We've know seen at least two forms of higher Air Mastery, the Sphere of Death, and True Flight. (Superman, Neo style) as opposed to Ironman style of Fire.
Loyal Battle Monkey
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Korra's time is effectively a different setting than the Aang era.
High level bending feats are somewhat more common depending on variances... Republic City gets much of it's power from Lightning Benders charging capacitors. There's a whole clan of Metal Benders, and a line of Bloodbenders not dependent on the full moon.
Coordination between benders of different stripes is more common such as the FoxBat's c heating routine of combining earth and waterbending.
Spirits are a much bigger thing as well. Some of the Ghostwalk rules might be useful here.
There's enough common ground between both series that allows for the bender to be essentially the same. This doesn't count some of the changes, like technology (which would be placed as equipment/magic items) and new bending branches (namely metal).
Spirits would also function well with at least one new templates: dark or non-balanced. Non balanced (or dark) spirits getting boosts in generic combat stats, while losing mental stats.
| UsagiTaicho |
Hi Jeffrey, just wondering if you've checked out the Kineticist from the Occult Adventures playtest yet? It was clearly created with a nod to Avatar, and I think you'll like it. I wonder if it will inspire a new version of your Bender.
Also, some thoughts that have occurred to me after re-reading your pdf for the 100th time or so. I'm not sure why, but flurry of blows doesn't quite feel right to me. Yes, Benders tend to unleash more attacks per round than other people, but I think that this can be accomplished with some other mechanic. Makes it a little less like a monk, a little more like its own thing. I'll try to come up with a mechanic that suits my whims and post it here later. In the meantime, I hope you're working on this!