INTEREST CHECK: Elemental Bending + Pathfinder


Recruitment


Fairly experienced real-world GM looking to see how many folks are interested in an Elemental Bending + Pathfinder campaign.

I'm almost done with a tailor-made class and am curious about how many people want to play an Elemental Bender on Golarion.

Enough interest and I'll type up the class onto my computer and post it here as well as build the first story arc in quick succession.


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I think I'd have to see what I'm getting into before I actually commit to much interest, but...

Yes please!


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I'm a little interested. What's the difference between the benders and kineticists?


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I'm interested! Always loved elemental bending, reminds me of Avatar: Last Air Bender and The Legend of Korea :)


Philo Pharynx wrote:
I'm a little interested. What's the difference between the benders and kineticists?

After reviewing the Kineticist Class, my Elemental Dancer is much more lore-friendly to the Avatar Series and much more restrictive allowing for more potent abilities and effects directly related to your chosen element. The Dancer resembles a Kineticist but surpasses it in pretty much every regard.

My Dancer is supernatural, much like a psionic class, but unable to operate magical items or cross-class. I have some alternative bending arts worked into something I call Gene Templates(like Combustionbending or Bloodbending) and some ideas slated for mythic level benders(like Lightbending and Soundbending).

I'll be finishing the core of the class tonight and begin transitioning my material to display it on this thread.


I'll also begin working on a Chi Blocker class for more mundane-minded players, it'll be a splice between a monk and a rogue and designed to disable or kill Dancers/Benders.


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Sounds nifty. Looking forward to seeing it.

Any idea how you'd go on races for the campaign?


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YES YES YES YES YES YES YES YES! Quick question, Can I have Rock candy? I've had a character in mind with that stuff for several years.


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There was a BIG 3.5 Avatar adaptation a while back that might be worth looking into.

Otherwise, may need to work up something involving cabbages. (although they become more useful weapons in a gestalt game)


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I am interested


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Interested.


I'm interested.


thunderbeard wrote:

There was a BIG 3.5 Avatar adaptation a while back that might be worth looking into.

Otherwise, may need to work up something involving cabbages. (although they become more useful weapons in a gestalt game)

.... Cabbage Bender?


Monk of the Open Hand/Skulking Slayer Rogue. You need to be a decent level to pull it off, but by level 20 you can KO the Tarrasque by throwing cabbages at it.


As far as races are concerned I'll be doing favored class benefits for all of the core races as well as any found in the ARG. Keep in mind that magical races(elves, gnomes, etc., ...) that become benders lose all magical abilities and access to magical items.

I do have an ability incorporating Rock Candy as well as the Boulder and many of the iconic characters from the Series, a big fan of it here.

As far as cabbage throwing... I'll consider a flavor feat for it. That poor guy and his cabbage kart :(


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What's the ability? My big thought is an earth bender controlling the grown of the candy into weapons, shields, projectiles, etc


It's part of a Bending Stance system. Allows the Earthbender to use Rock Candy in place of any of its abilities that use rock/earth. Another ability modifies a use of Move Earth(via Earth Mastery) to create certain objects or structures with earth or rock, weapons, armor, or even a building or the model of a city... :)

Once I post it we'll basically be play-testing it here if interest holds.


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Well, this seems mighty interesting, sign me up!


Sorry for the wait, folks, the class is basically four-in-one so making the tables is taking a bit. Each variant has Flurry of Blows and Unarmed Strike but gain each at different levels, a convenient way to express the philosophical differences between each style.

Just a teaser but each variant has a Boon that compliments it. Airbending focuses on evading opponents and attacks, Earthbending focuses on weathering attacks and retaliating, Firebending is hyperaggressive and even has a special rage, and Waterbending emphasizes combat maneuvers and includes healing abilities.


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I'm a bit interested. I'd have to see the class(es) before I toss in my decimate interest, but it does look interesting


Alright, I have a chunk of the class done.

Please send an e-mail request to urzatheartifex@gmail.com and I will send you a copy of what I've compiled so far. It's just the first part so bear with me, and it's a Rich Text file, just fyi.

Those of you who request a copy will be getting updates at each point I finish another chunk. Any feedback is appreciated but please ask questions about the class here rather than through email. Thank you.


Email sent!


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Dotting. I absolutely love the Avatar series and would love to be part of an Avatar game. Email sent.


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Email Sent!...Now... Reveal unto me thy class for which I shall be hurling cabbages at bender's heads!..... Please?


Keep in mind that this is just the tip of the iceberg. Each ability is well thought out and once I type up more of it the strength of each Dance Style will become far more apparent.


A while back I made a firebender for a M&M game that unfortunately died out very quickly. While his stats are completely irrelevent because of the different system (and I'm not sure if there's any chance of me being able to use combustion bending), the fluff at the bottom of his profile should go very well with the setting.


Combustionbending is a part of my Gene Template system, just like Bloodbending, Lavabending, Metalbending, and so on. The difficultly was integrating them all into the class while not violently deviating their associated bending abilities too greatly.

Acquiring Combustionbending is only half the journey for such a bender, you still have to find someone to put that wicked tattoo on your forehead or your control of it will be awful, lol.


.... Interesting stuff. Isn't that elemental blast damage a little too high at higher levels though? Then again, I'm either blind, or the document didn't say exactly how to use it, so, I reserve final judgement until I see the rest of the class.

So far that's my only gripe with it. (16d12 just seems a bit much to me)


Awesome!

16d12 is 104 damage in average, obviously with a lot of variance because of the large die size. That does seem like it can end fights rather quickly, even at high levels, unless that kind of damage can be easily lowered or evaded.

Edit: Made an error


The Elemental Blast does end up having a variety of mitigating factors. The cost is going to be an issue as well as the fact you'll have other abilities using similar resources.

Elemental Dancers are also unable to tap into magic devices or use the benefits from enchanted gear, the supernatural power in their forms rendering such gear inert while held or worn. The specialized Craft skills play into it as well.

Balancing the awesome visual displays with words and numbers was a pain, lol. Elemental Blasts are basically the most simple representations of bending power. Style Abilities are much more specific in shape and effect. Like the difference between Zuko punching a gout of flame forward with both fists(Elemental Blast) or him planting his hands beneath him and twirling his legs over his head generating a ring of fire that spreads outwards(Style Ability: Ring of Fire).


Question: if I forwarded one of you a copy of the file could you convert it to a .doc file and send me a copy? Want to try and work on it on my phone at work.


Alright, to those of you who sent the email requests I just sent you all a copy of class so far. It has some slight changes to the original information and includes the Elemental Blast ability. Hope you like it. Let me know your critiques, please. Either way, thanks for your interest so far :D


Hey, I'm interested. Is it okay if I send an email request too?


Of course, anyone who happens upon this topic is free to contact me for the class.


Ok, I like the classes but I do have a few questions:

1. Why did you choose those specific hit die?

2. Are Waterbenders supposed to start with +3/+0/+3 in f/r/w saves?

3. The skill ranks per style seem a bit wonky for some reason, would you mind explaining why each style were given that number of skill points per level?

4. As far as I can tell there are no ways to lower the Chi cost of abilities yet, meaning som abilities and combinations will easily eat through 10-20 Chi per blast (and FoB lets you dump out quite a few). Is this intended or have you just not yet written up the cost reducinf abilities yet?


the earthbinder got the highest hit die abd get the most skills seems unbalanced


Edinoiz wrote:

Ok, I like the classes but I do have a few questions:

1. Why did you choose those specific hit die?

2. Are Waterbenders supposed to start with +3/+0/+3 in f/r/w saves?

3. The skill ranks per style seem a bit wonky for some reason, would you mind explaining why each style were given that number of skill points per level?

4. As far as I can tell there are no ways to lower the Chi cost of abilities yet, meaning som abilities and combinations will easily eat through 10-20 Chi per blast (and FoB lets you dump out quite a few). Is this intended or have you just not yet written up the cost reducinf abilities yet?

God, I am so glad you have asked all of this, was worried I had no naysayers.

Addressing #1: I chose the hit dice for each bending style according to how I perceived it in the show. Airbenders are highly evasive but tend to crumple when hit. Earthbenders are by far the toughest and show that resilience time and again. Firebenders are tough but more aggressive than defensive. Waterbenders are highly adaptable and can take considerable punishment.

Addressing #2: Think that's a typo, lol, my bad. Thanks for the heads up.

Addressing #3: This goes hand in hand with #1, each style should feel unique and reflect a kind of build that fuses the show with Pathfinder. There will be a variety of abilities and feats that help further this notion and ultimately I chose the skill points/level for each one based on the overall technological level each style's culture had achieved. Firebenders being the most advanced with Earthbenders close behind, and Airbenders and Waterbenders, being more in touch with nature, having less Skill points overall but more effective in the wilds than the others.

Addressing #4: Ah, the Chi system is in its beginnings, keep that in mind, however, the costs mitigate abusing the hell out of abilities and neglecting unarmed strikes and flurries. Every 5th level a character receives a significant boost and depending on your race (I have drawn up Favored Class benefits for most races in the ARG and each race has different proclivities for particular bending styles) your Chi pool can end up being quite large. This being said, I am very fond of maximizing a character's potential in the long run and there are a number of Jing Abilities that reduce Chi costs but they will require considerable investment of course.

As far as what I have on paper, I have the entire class, Favored Class benefits, a fair number of feats with the potential for many more, and a good chunk of the gene templates written up. What you're all getting in the emails is the most rendered version so far. The more critiques I get the better I can smooth the remaining transition from paper to computer.

All in all, thanks for the info and let me know if I just plain don't make sense with my responses.


I believe the waterbenders could be bumped up to 4 skill/level, considering the Northern tribe and their architecture.


david barker wrote:
the earthbinder got the highest hit die abd get the most skills seems unbalanced

They are tough and industrious. It makes sense. Understand that Dancers/Benders will be by and large far more capable than the average class and that in the scheme of things only other benders, or Chi blockers once I've drawn that class up, will be capable of defying them.

The reasoning behind this is that Golarion has such a potent underlying spiritual energy that benders are suffused with their element to a degree they just aren't on their homeworld. This nexus of spiritual and supernatural power enables them feats of bending unheard of in all of bending history.

Sorry for the ensuing tirade but I hope it helps.


So we will all have a permanent equivalent of the Sozin's Comet/Full Moon effect? Damn!


Edinoiz wrote:
I believe the waterbenders could be bumped up to 4 skill/level, considering the Northern tribe and their architecture.

Hm, that is reasonable. Though it could be argued that their architecture is closer to highly complex igloos the same could be said of earth kingdom structures, just organized chunks of earth/rock.

I shall change it with the next iteration.


Edinoiz wrote:
So we will all have a permanent equivalent of the Sozin's Comet/Full Moon effect? Damn!

You just don't know, lol, so much awesome with each style. Earthbenders have a Master Jing Ability called End of Days that can pull a freaking comet out of orbit... Just an example, lol.


I'd really suggest we alter all the skills, the nations are not in golarion, so their tech levels shouldn't be a factor, rather, if you would use something like that, I'd suggest the differentiation be based in their class skills.


Korak brings up a good point.


I'd also say that we see hd is very subjective, we've seen more tough earthbenders than other types to be true, but then we also have the ultra skilled like Toph.


I'd say that Toph is more in line with a character that rolled high on the Plot Power stat table <.<


Did you have any ideas on how combustion bending is going to work? It's definitely the most glass cannon style of bending, doing immense damage that's extremely hard to dodge but it's very dangerous and they have a pretty bad weak spot.


Soooo, any updates/progress on the bending classes?


CHI BLOCKER! I WANNA BE A CHI BLOCKER!


I'm saying yes right now! Gonna wait until its all complete through

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