(Element) Benders d20

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Prak
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(Element) Benders d20

Post by Prak »

So, it just occured to me that the elemental mages in Tome are a good start towards having the various benders in a D&D game. However... a water bender is needed, where the Ice Mage is, well, just ice, and the Air Mage has electric stuff, like Shocking Grasp, which should probably be changed (or at least moved to a higher level). I also notice that Josh's Sand Mage isn't quite the Earth Bender I thought it was.

But, the real question is, what changes would be best to make to what there is already, like the Fire and Air Mages (Green Mage in Disgaiaverse pdf)?
Last edited by Prak on Tue Apr 03, 2012 6:25 pm, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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Post by John Magnum »

How would you play Bender Bending Rodriguez? Warforged rogue?
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Post by Prak »

Earth Mage
Alignment: Earth is a solid force, and one might expect this to translate to a tendency towards Law, but one must remember that earth is everywhere, and it's patient, and thus, if anything, Earth Mages are a diverse lot.
Races: The talent for tapping into the power of earth lies in many blood lines. There is a strong lineage of dwarven Earth Mages, as well as a not-unknown tradition of Earth Mages amongst the Hill and Stone Giants.
Hit Die: d10
Class Skills:
BAB: Full
Saves: Good Fort, Poor Ref, Good Will

Level Special
1 Earth Blast, Earth-o-kinesis, Stone Resistance, Earth Magic, Hill Stride
2 Earth Shield, Breaking Stones
3 Earth Gauntlet, Hail of Stone
4 Earth Sinking
5 Mountain Stance
6 Tremors, Launch
7 Earth's Embrace
8 Stone is Putty in Your Hands
9 Earth Ram, Earth Armour
10 Heart of Stone, Metal Mage
11 Raise the Great Wall, Swirling Sands
12 Earth Eruption, Stone Softening
13 The Hills Have Arms
14 Miniature Colossus
15 Earthquake

Earth Blast An Earth Mage can lift chunks of earth, stone, and other mineral based material (but not, by in large, metal) through a force like telekinesis, and use them to strike at range. The damage dealt depends on the material at hand. When using sand, dirt, or other loose material, such as gravel, it does 1d4 points of damage per level, packed earth deals 1d6 damage per level, and stone deals 1d8 damage per level. Earth Blast can also launch weapons, in which case it deals damage per the weapon's material, plus weapon damage, plus any relevant modifiers, such as enhancement bonus, enchantments, etc. (So, a 5th level Earth Mage with 12 dex launching a Magic Flaming stone shot put makes his attack at +6[+2 magic, -2 stone], dealing 5d8[Earth Blast]+2d6[shot put]+1d6 Fire+0[+2 magic, -2 stone].)

Earth-o-kinesis Just as they can launch chunks of earth as attacks, Earth Mages can levitate dirt, earth, stone, and other mineral based items with a strength of 10 plus 5/level for purposes of weight. Suitably large masses of such material can be used as cover (half the height of the character in all directions, half cover; three quarters their height, full). Yes, this means that wearing armour of a material they can affect with Earth-o-kinesis, they use their "levitating earth" strength to figure encumbrance.

Weight of Earth by size
[/td][td]Material[/td][td]#/Cubic Foot[/td][/tr]
Cement100 #
Concrete146 #
Dense Earth124 #
Fuller's Earth (mixture of fine sand and metal particles42 #
Glass161 #
Granite271 #
Gravel105 #
Loam78 #
Sand, Dry100 #
Stone (Common, generic)157 #

Generally speaking, a chunk of material need be at least half the size of a creature to provide half cover (~3' around for medium creatures) and 3/4 or better to provide full (~4.5' around for medium). Loose materials can be held packed, as if force was being exerted evenly on all sides. Materials can be lifted in thickness less than a foot, for a proportionate reduction in weight. Loose materials should be kept about 6" thick to provide any protection, while most stone can go as thin as an inch. For a rough usable figure, an Earth Mage can generally find dense earth, lifting a chunk about 2" thick, and we'll say it weighs about 10% more than a worked piece, for 22 #/square foot, making a chunk usable for half cover weigh just under 200 #. Well within a first level Earth Mage's lifting capacity.
Weights for various materials are here: http://www.simetric.co.uk/si_materials.htm. To find poundage, divide the figures given by 1000 (specific gravity compared to water), then multiply by 62.4(the density of water). You know, in case you want to get even more pedantic.
Stone Resistance Earth Mages channel the energy of the earth through their own bodies. As they do, the energy leeches into them, and begins to alter them. As such, Earth Mages have Acid Resistance equal to their level, receive a bonus to checks against being knocked back equal to 4+1/2 Level (round down), make saves and escape/strength based checks against earth based effects with a bonus equal to their class level. For example, an Earth Mage is targeted with the spell Earthen Grasp. When making their opposed grapple or escape artist check to resist or escape, the Earth Mage receives a bonus equal to their class level.

Earth Magic Earth Mages are considered to know all spells with the Earth Subtype for the purposes of activating magic items or qualifying for classes/feats/etc.

Hill Stride An Earth Mage can use their pull with the earth to propel them further and faster than normal. While in contact with earth, dirt, stone (worked or unworked), sand, or otherwise in contact with real ground (as opposed to a wood floor, floating in the water, flying, etc.), they receive a +5'/class level circumstance bonus to any movement speed used to move across it (usually base speed, but may include, and will flat out give, climb speed if climbing earthen walls). This same ability can propel an Earth Mage through earth, granting them a burrow speed equal to 5'/class level.

Earth Shield At 2nd level, an Earth Mage learns how to position a levitated stone or chunk of earth such as to receive actual protection from it in combat. A 1' across chunk of material will perform as a buckler, 2' across as a light shield, and 4' across as a heavy. These shields are actually levitated, thus keeping the Earth Mage's hands free, but do require concentration to maneuver accurately, and thus function exactly like shields, except for taking a hand.

Breaking Stones A 2nd level Earth Mage can break boulders, bricks, and walls with surprising ease. They receive a +5/level circumstance bonus to their strength for the purposes of damage earth based, non-metal materials.

Earth Gauntlet The 3rd level Earth Mage learns to shape earth around their fist, giving them a strong, powerful attack. They may use Fist of Stone at will.

Hail of Stone A 3rd level Earth Mage can easily throw a small load of rocks into the air at range. They can use Hail of Stone at will.

Earth Sinking A 4th level Earth Mage has a singular ability to reach out and touch opponents. They can use the earth to grasp an opponent, and pull him into the ground. They have the ability to use a specialized version of the Earthen Grasp spell at will, which will actually pull foes under the ground on a round in which it manages to maintain a grapple. At 5th level, she can do this with stone, using either Earthen Grasp or Stony Grasp at will.

Mountain Stance A 5th level Earth Mage is incredibly hard to move, unless they want you to. They are constantly under the effects of the Mountain Stance spell.

Tremors The 6th level Earth Mage learns to reach out to the vibrations of earth and direct them, as well as use them to her advantage. They gain Tremorsense out to 30', plus 10' per five class levels above 4th. They can also use Earth Bolt at will.

Launch By quickly moving earth below them, Earth Mages can achieve a sort of long jump/flight movement. They may use Swift Fly at will, but can only activate it when their feet are touching earth, stone, etc.

Earth's Embrace The 7th level Earth Mage has forged a deep connection with the earth, becoming as it's child. Any time she would take damage from a stone or earth source, including stone weapons, earth elemental and stone and clay golem slams, or falling into earth or stone, the damage is non-lethal.

Stone is Putty in Your Hands At 8th level, the Earth Mage is able to pull earth as easy as taffy. They can use Land Womb, Meld into Stone, and Stone Shape at will. At 10th level, they may use Greater Stone Shape at will.

Earth Ram At 9th level, the Earth Mage can cause great pillars of stone to rise from the ground (or earth or stone ceilings, walls, etc) with enough force to do physical damage. They may use the spell Sudden Stalagmite at will, with the change that the pillar can come from any stone or earth surface, and at anywhere from a 30 to 150 degree angle.

Earth Armour At 9th level, the Earth Mage can actually wrap stone around themselves with relative ease. When they take a full round to do so, they receive DR 10/Adamantine. Once this armour coating has absorbed 10 points of damage per class level, it will fall apart, leaving the Earth Mage unprotected until they can take another full round to renew it. The downside is that you find it difficult to move in the heavy stone plating, which effectively has a Max Dex of 1.

Heart of Stone At tenth level, the Earth Mage has absorbed enough of the earth's essence for a more substantial change to take effect. She receives DR 5/-, Electricity Immunity and Resistance 5 to Cold and Fire as her heart is fortified and partially fossilized by the energies which course through her on a daily basis.

Metal Mage When one meditates on the universe, and focuses upon earth and those things which are found within, she learns the truth that all metal is earth in a different form. A 10th level Earth Mage may use any of her abilities on metal. When Earth Blast uses metal as a projectile, it deals 1d10 damage per class level.
Weight of Metals by size
[/td][td]Material[/td][td]#/1" Thick Square Foot[/td][/tr]
Brass45 #
Bronze43 #
Copper46 #
Electrum45 #
Gold100.5 #
Iron40.82 #
Lead60 #
Platinum111 #
Silver54.548
Steel41 #

Due to metal's (usually) greater durability, weights are given for 1" thick 1'x1' sheets.
Raise the Great Wall An 11th level Earth Mage can lift vast expanses of stone or earth with barely a shift in stance. They can use Wall of Stone and Wall of Iron at will, assuming, of course, that they are creating the wall on the appropriate type of surface. It's somewhat important to note *where* the material is coming from, as well. If they're on an iron ship and create a Wall of Iron, then they're actually tearing sheeting up from the ship.

Swirling Sands At 11th level, an Earth Mage can quickly vibrate earth covered in fine particles, creating a field of dust storm. They may use Wall of Sand and Sleet Storm (subbing Earth for Cold in this case) at will.

Earth Eruption The 12th level Earth Mage has taken one of their earliest abilities, the Hail of Stone, and intensified it. They may cause a greater eruption of earth and stone, replicating the spell Earth Reaver, save that all the damage is untyped damage from the impact of stones.

Stone Softening At 12th level, the Earth Mage's control over earth and stone has focused to the point where simply shaping it is child's play. They may use Transmute Mud to Rock, Transmute Rock to Mud, and Move Earth at will.

The Hills Have Arms A 13th level Earth Mage can use Stonehold at will.

Miniature Colossus Where as before, an Earth Mage found their movement extremely constricted, now they can coat themselves in a fine layer of metal. They may use Metal Skin at will upon reaching 14th level.

Earthquake Possibly the hallmark of high level Earth Mages. With a mighty stomp, the Earth Mage can create massive tremors in the immediate area. A 15th level Earth Mage can use Earthquake at will.

Obvious WIP is obvious.

Ok, so it needs skills and weapon proficiencies, but largely, I consider this complete.
Last edited by Prak on Tue Apr 03, 2012 9:36 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
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Post by Korwin »

And I was thinking Futurerama... Looking at the title...
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Post by nockermensch »

Korwin wrote:And I was thinking Futurerama... Looking at the title...
If it was "Avatarverse" people would enter the thread expecting blue aliens.
@ @ Nockermensch
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Post by Prak »

I used the term because of the dominions mod thread in IMOI.

Edit: New title should help.

I'm currently trying to figure out what the fuck to do about energy types, since I actually do want to slip these into my game world. The problem being... well, it starts with the fact that Electricity belongs to Air in D&D, rather than fire, then the fact that Earth gets Acid in D&D. Water having Cold, works fine, but... yeah. So I'm debating how to handle this. If I switch *everything* around, I need to modify a lot of published material. If I switch things around for just the 'bender cultures, then it leads to confusion when people encounter them and see Fire Mages throwing Lightning (this is actually still one of the best options, though, I think).
Last edited by Prak on Tue Apr 03, 2012 6:42 pm, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by hogarth »

Korwin wrote:And I was thinking Futurerama... Looking at the title...
And I was thinking of the RPG of British Homosexuality.
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Post by CatharzGodfoot »

Prak_Anima wrote:I'm currently trying to figure out what the fuck to do about energy types, since I actually do want to slip these into my game world. The problem being... well, it starts with the fact that Electricity belongs to Air in D&D, rather than fire, then the fact that Earth gets Acid in D&D. Water having Cold, works fine, but... yeah. So I'm debating how to handle this. If I switch *everything* around, I need to modify a lot of published material. If I switch things around for just the 'bender cultures, then it leads to confusion when people encounter them and see Fire Mages throwing Lightning (this is actually still one of the best options, though, I think).
Those D&D "conventions" have only come into being as a series of ad hoc attempts to create a 1 to 1 correspondence between the four classical Greek elements and the five energy damage types. I don't need to tell you how that's broken from first principles.

Even in official D&D products, the only correspondence that has stayed constant is Fire <=> fire.

But fundamentally, it's just a case of someone getting caught up in mental fappery and losing sight of both mechanics and verisimilitude. Hitting someone with a rock might break bones. It might cut. It might even cause puncture wounds. But it will never deal 'acid damage' (don't start talking about solid chunks of NaOH: first, it's a base; second, it still only does damage in solution).

The bottom line is that you can do whatever you want with energy types and classical elements. It's not like you can make a worse or less consistent system. You don't need to change what's published, either. Blue dragons have never had acid breath.
Last edited by CatharzGodfoot on Wed Apr 04, 2012 3:34 am, edited 1 time in total.
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Post by Dean »

I agree. Most elemental attacks should just deal bludgeoning damage with Fire as the exception.
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Post by Prak »

Alright, so I looked at the bender classes, and they're interesting, but I think I'd really rather use Fire Mage style classes.

As for element/energy splits, here's what I'm thinking:
Air- Defaults to slashing, can be modified to deal bludgeoning or piercing damage at user's discretion. Access to some sonic affects.
Earth- Defaults to Bludgeoning, can be modified to deal slashing or piercing damage by using different forms of earth. (Rocks bludgeon, sand slashes, metal needles/stalagmites pierce). Some access to heat (fire) and cold affects, mostly when putting someone *into* the ground.
Fire- Fire damage. The home of electric effects that aren't weather based.
Water- Defaults to piercing, by making use of ice. Can be modified to deal bludgeoning or slashing. Gets some acid effects.

Fire and Water also each have some positive energy effects to heal (Fire because it's the one which most directly uses chi).
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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