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Greyfeld

First Post
So, in my next low/no-magic campaign, I'm giving supernatural abilities to the PCs. Each ability will be linked to a specific element (Fire, Water, Earth, Wind). Obviously, this sounds like something ripped straight from The Last Airbender. The campaign itself isn't, but I've found a lot of the abilities from the Last Airbender D20 Supplement gave me the feel I wanted for these abilities. As such, I've been trying to emulate them to an extent, but change them enough to fit properly within my own campaign.

As such, I need the thoughts on experienced players and GMs on the balance of these base abilities that I have drawn up. Currently, I have 1 for each element, so that's what I'll be posting here.

Please keep in mind as you read these that any numbers given in the skill descriptions are not set in stone, and some are blatantly missing. If you have suggestions for parameters for each skill, please feel free to share, but please don't point out the obvious, because I already know that a lot of that stuff is missing.

[sblock=Fire Manipulation]The caster may create flames by manipulating the heat in the air. Depending on how it's used, this ability can create a gentle flame, perform a variety of combat maneuvers, or exert a short, violent thrust.

Gentle Flame:
By feeling the heat in the air, the caster may focus it in one spot, producing fire. The flame may be moved in any direction up to 10 feet per round as a standard action, or 20 feet per round as a full-round action (Within range), and it will continue to burn as long as there is breathable air and he continues to concentrate. Otherwise, the flame must have flammable material to burn, just like a regular fire, or it extinguishes within a round. The flame burns everything it touches as a normal fire would. If the flame is moved into an occupied square, the creature must make a Reflex Save to avoid it, or take damage standard for the fire's type (1d6 for most fires). If the creature fails their save, they catch on fire.

At the beginning of each turn, you may choose to continue holding the flame, or to let it go. Letting it go will cause it to extinguish at the end of the turn if it does not come into contact with anything flammable. Holding it requires using your turn's swift action. While holding the flame, anything that would normally jar your concentration forces you to roll a concentration check in order to keep control of the flame. For every size class the flame is larger than a Small Object, add +2 to the Concentration DC.

The flame created by this ability never starts as any larger than a Tiny object. Once the fire is lit, it may grow bigger or smaller as fuel is added and burned, or the caster may expend his own energy to do so, increasing or decreasing the fire by 1 size class per round of concentration. You may extinguish a flame of Small size or smaller as a full-round action. Any fire larger than Small takes an additional round per size class to extinguish. Once the caster stops concentrating on the fire, it burns normally, growing or decreasing as a normal fire would.

Attempts to extinguish Fire Elementals deal 1d6 Cold Damage per Bloodline Level. A Will Save equal to 10 + 1/2 Bloodline Level + Charisma modifier reduces the damage by half.

Combat Maneuvers: Alternatively, the fire bloodline gives characters access to especially offensive combat capabilities. Fire allows you to blind your opponent, launch a ferocious counterattack, or even form deadly weapons out of fire itself.

If you hadn't used your swift action for the round, as an immediate action, when you are being attacked, you may cause a bright display of lights to surround you. Make an attack roll, using your Bloodline Level + Charisma modifier. If your roll beats the roll of the attack directed at you, the attack is made at a -4 circumstance penalty, and everyone who was within 60 feet and looking at you during the display become Blinded for 1 round, and Dazzled for an additional 2 rounds. A successful Reflex Save with a DC of your attack roll negates the Blindness.

If you haven't used your swift action for the round, as an immediate action, when an attack that originated from a source within range of you misses, you may counterattack by firing a violent burst of fire from your hands or feet back at the source of the attack. This counterattack is rolled as a standard attack as written under the violent burst usage.

As a move action, you may focus the heat in the air into a point on your palm, creating a long, narrow tongue of flame in your hand. You can use this cohesive flame as a weapon and are considered proficient with it. This flame weapon has all the features of a normal dagger of your size category, except half the damage it deals is fire damage. This flame does not ignite the opponent. As a standard action, you may create a flame to the size of a longsword. And as a full-round action, you may create a flame the size of a greatsword. Alternatively, as a standard action, you may create a dagger-sized flame in each hand, and as a full-round action you may increase one or both of those flames up to the size of a longsword. Even though you are considered proficient in the flame weapons you produce, you must still take Two-Weapon Fighting feats in order to reduce the penalties associated with fighting with a weapon in each hand.

These flame weapons have a hardness of 0, HP equal to twice your Bloodline Level, and is immune to all damage except water and cold damage. The flames stay in existence until you let go of them, they are destroyed, or you stop concentrating. Taking damage requires a concentration check to avoid losing the spell, unless you sacrifice your next swift action (single dagger or longsword) or move action (greatsword, or dual wielding) to maintain them.

Violent Thrust: Alternatively, you may shoot a tightly controlled burst of fire at your enemies. As a standard melee or ranged attack, a character may use fire to cause 1d6 Fire Damage 4 bloodline levels. This thrust of fire is considered a normal melee or ranged attack and may be included as part of the full-attack option. A roll of a natural 18-20 sets the creature on fire, unless the creature is made of material that is typically fire retardant (such as stone or metal). Your attack rolls with this ability are always made with your Charisma modifier.
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[sblock=Water Manipulation]The caster can manipulate water in the area directly around them. Depending on how it's used, this ability can change the element's form and nature, perform a variety of combat maneuvers, or exert a short, violent thrust.

Elemental Form:
A character of the water bloodline can control water in all its natures and will them to immediately change from one to another. As a swift action, you may change the nature of the water you currently control, choosing between ice, snow, water and steam.

Also, you may manipulate the basic shape of water or ice to look like something else, though specific detail is difficult. The Craft skill determines the exact quality of the object created. Simple sculptures that can be created with Craft check of 10 or less can be made with a full-round action; however, for every 5 points the Craft DC increases, this ability requires one additional round to activate.

When you stop concentrating on water, it returns to its natural shape. Sculpted ice has a hardness of 15 and 5 HP per inch of thickness.

Craft (Weaponsmithing) or Craft (Fletching) can be used in conjunction with this ability to create weaponry and ammunition out of water or ice. This weaponry deals damage as a normal weapon of its kind. Only water may be used to make supple, pliable weapons such as whips or bows, but ice deals an additional +1d4 cold damage. 1 cubic foot of water creates material for one medium-sized weapon or up to 50 pieces of ammunition.

Weaponry made out of water has a hardness of 0, HP equal to twice your bloodline level, and fast healing equal to your bloodline level. Weaponry made out of ice has a hardness of 10 and 1 HP. Ammunition and thrown weapons made of water/ice always dissolve/break upon usage. Unless the ambient temperature is below freezing, weaponry made of ice becomes useless in 10 minutes, faster in hot conditions.

Combat Maneuvers: Alternatively, you can use water to direct the flow of combat around you. As an immediate action, once per round you may use ice, snow or water to block or redirect an attack. Rolling an attack roll using your Bloodline level + Strength Modifier, if you beat the opposed attack roll made by your opponent, the attack is blocked or redirected.

Ranged attacks are blocked by this maneuver. A successfully blocked ranged attack fails to hit its target and grants the caster a +2 shield bonus to AC (stacking with all other shield bonuses) against the rest of that opponent's ranged attacks for that round.

Melee attacks are redirected by this maneuver. A successfully redirected melee attack fails to hit its target, and allows the defender the choice to change the attack's target to any creature or object within 5 feet of the defender. If the attacker is not close enough to attack the new target, he is moved close enough to strike the target (even if the attacker would not normally be allowed any more movement that round). The strike against the new target is made with the original attack roll, though the target is denied his Dexterity modifier (if any) to his AC. This does not grant sneak attack damage to the original attacker (or any other precision-based benefits that require a target be denied his Dex to AC).

Violent Thrust: Alternatively, the water itself may be used as a weapon. As a standard melee or ranged attack, a character may use ice or water to cause 1d6 Piercing, Bludgeoning, or Slashing damage of your choice per 5 bloodline levels. This thrust of water is considered a normal melee or ranged attack and may be included as part of the full-attack option. Your attack rolls with this ability are always made with your Strength modifier.

You may only manipulate 1 cubic ft./level of water at any time. Only water sources within 10 ft. + 5'/level may be used for Water Manipulation.
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[sblock=Earth Manipulation]The caster may control the earth immediately around them. Depending on how it's used, this ability can reshape earth, perform a variety of combat maneuvers, or exert a short, violent thrust.

Reshape Earth: A character of the earth bloodline can reshape the earth in their immediate vicinity to fit their needs. Anything from raising a patch of earth to form a stool, to creating handholds in the side of a mountain face, to splitting a boulder in half, and everything in between.

You may manipulate rock, crystal or tightly packed dirt to look like something else, though specific detail is difficult. The Craft skill determines the exact quality of the object created. Simple sculptures that can be created with Craft check of 10 or less can be made with a full-round action; however, for every 5 points the Craft DC increases, this ability requires one additional round to activate.

Sculpted rock has a hardness of 10 and 20 HP per inch of thickness. Sculpted clay has a hardness of 5 and 35 HP per inch of thickness.

Craft (Weaponsmithing) can be used in conjunction with this ability to create weaponry and ammunition out of rock. This weaponry functions exactly as a normal weapon of its kind. 1 cubic foot of rock creates material for one medium-sized weapon or up to 50 pieces of ammunition.

Combat Maneuvers: Alternatively, you can use the earth around you to bolster your defenses. As an immediate action, you may block an attack or conceal yourself.

One ranged attack per round may be blocked by making an attack roll using your Bloodline Level + Con Modifier. If the block is successful, you gain a +2 Shield Bonus to your AC (stacking with all other shield bonuses) against that target's ranged attacks for the rest of the round.

At any time you are to take an attack, before you find out the result of the attack roll, if you are fighting on sufficiently loose soil you may use an immediate action to send a cloud of dust into the air. This cloud extends 5' in each direction, centered on the caster, and grants total concealment, as well as total blindness. This ability lasts for 3 rounds, unless there is a light wind, which disipates the cloud in 1 round. Anything stronger than a light wind disippates the cloud immediately, granting no concealment bonus.

Violent Thrust: Alternatively, the earth itself may be used as a weapon. As a standard melee or ranged attack, a character may use a small amount of rock or compact earth to cause 1d6 Piercing, Bludgeoning, or Slashing damage of your choice per 5 bloodline levels. This thrust of earth is considered a normal melee or ranged attack and may be included as part of the full-attack option. Your attack rolls with this ability are always made with your Constitution modifier.

You may only manipulate 1 cubic ft./level of earth at any time. Only earth within 10 ft. + 5'/level may be used for Earth Manipulation.
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[sblock=Wind Manipulation]The caster may control the air immediately around them. Depending on how it's used, this ability can provide a gentle, sustaining wind, perform a variety of combat maneuvers, shoot a fierce burst of air, or exert a short, violent thrust.

Sustained Winds: A sustained wind moves an object weighing no more than 25 pounds per caster level up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Reflex save equal to 10 + 1/2 your bloodline level + your character's Dex modifier.

This version of the spell can last as long as you concentrate on it. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond the range of 10 ft. + 5'/level. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

Combat Maneuver: Alternatively, once per round, you can manipulate the air around you to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your bloodline level in place of your base attack bonus (for disarm and grapple), you use your Dexterity modifier in place of your Strength modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per bloodline level.

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Dexterity modifier. Due to the nature of the wind, directing weapons to fly point-first is nigh-impossible. Because of this, weapons, like all objects, cause damage based on their hardness rather than their standard weapon damage. Hard, dense objects deal 1d6 damage per 10 pounds, while less dense objects may deal as little as 1 point per 10 pounds.

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Reflex saves to negate the effect, as are those whose held possessions are targeted by the spell. If a creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Burst of Air:
Alternatively, the wind itself may deal damage to its targets. As a standard melee or ranged attack, targets take 1d6 non-lethal bludgeoning damage per 5 bloodline levels. This burst of air is treated as a normal melee or ranged attack that may be included as part of the full-attack option. The attack roll is always made with your Dexterity modifier.

Attacks made with this version of Air Manipulation have an automatic chance to Bull Rush. Attack rolls made with an air blast automatically Bull Rush the target on a natural 20. For every 1d6 damage this attack deals, the resulting Bull Rush pushes your target back an additional 5 feet (For example, for the first five levels, the air blast would only push your target 5 feet, however at level 6 when your air blast damage increases to 2d6, your resulting Bull Rush would increase to 10 feet).

The resulting Bull Rush is calculated as normal, except there are no size modifiers, and similarly to Combat Maneuvers, the character's Dexterity modifier is used in place of his Strength modifier. Burst of Air and the resulting Bull Rush effect do not provoke any attacks of opportunity.
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Each ability will be linked to a specific element (Fire, Water, Earth, Wind). Obviously, this sounds like something ripped straight from The Last Airbender.

This is not obvious, and it makes me sad that you think it is.

No sleight meant against Airbender, but that shouldn't be the first thing someone thinks of when they hear the four classical elements.
 

This is not obvious, and it makes me sad that you think it is.

No sleight meant against Airbender, but that shouldn't be the first thing someone thinks of when they hear the four classical elements.

While your opinion is dully noted, I would like to point out that your comment isn't especially constructive in regards to my original post.
 

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