Evenglare
Adventurer
So , let's get right down to it. I want to have an elemental bender class (from the last airbender/legend of korra series). I dont want a reskinned class that kind of fights like the benders. I dont want a monk with different ki skills. I dont want to use the elemental wizards. I dont want some kind of derpy warlock. I want an elemental bender class, so to the people who are just going to suggest re-skinning something, or making some cacophony of some crazy classes and race combination, just move along, this isnt why this topic exists.
Now for the people that are curious/want to help etc etc. Here's what I have running around in my head at this moment. I'm going to have a disclaimer right now saying I KNOW this isnt perfect, and I havent ever really DESIGNED a class from scratch. I do have quite a bit of experience in 3.5 and pathfinder though. Pathfinder is interesting because it really breaks the rules and reaches out of the box when addressing classes. In a good way . That's why It's so popular I'm guessing.
There are quite a few attempts at this and honestly I haven't been impressed with any of them. Most of them have been for 3.5 and those classes are generally underpowered as it is . So here we go, let's attempt to create an actual pathfinder class that can hold it's own and be considered a core class. I'm asking YOU the community for input and help balancing (as much as can be). That being said there are some base lines that I have established for this class that I am going to adhere to. These guide lines are going to give this class the feel of how bending in the game should actually work .... I'm fully aware things from the series won't translate over 1:1 , but that's not going to stop me from trying my damndest. So now to guidelines and mantra.
The Elemental Bender
-The elemental bender is 1 class, I dont want 4 different classes for something we can accomplish in one (explained later).
-The most basic things about the class follow a d8 and medium bab. I think it's a pretty good base template for what we can work with an add.
-Saves are all bad . This follows along with the single bending class. Of course all the saves will not be bad after your character is said and done, but we will get to that .
-I'm looking at the mechanics of bending and equating them how the force is used in the star wars saga system. A bender should be able to bend at any time, bending is going to be a skill to be used. I figured each bending type will be a separate skill each using a different attribute (dex for air, wisdom for water, con for earch, and strength for fire).
==The major class mechanic==
-This is what differentiates the class from all others. The class will start off with picking an elemental bending style that will define what kind of bender you are .
At level 1 you will be a novice, 6 you will be a journeyman, 11 you will an expert, 16 you will be a master, and 20 you will be a grandmaster.
I figured each of these ranks (N,J,E,M,GM) will have skills spell like abilities and other such things associated with them. And this is where I am sort of at a block. I'm not sure how to divide these things amongst the base classes. I picture us having at least 2 pages devoted to each bending style. Each style will then have Novice powers /skills /abilities /feats or whatever, and the same with the others. Each style will obviously focus on a particular style of fighting . Air will be dex based so they will be very rogue like. fire will be agressive using strength, they will be powerful and offensive similar to the barbarian or fighter. Earth benders will be defensive, but also cunning using their opponent's weaknesses against them , I'm not sure exactly what class this would relate too... But anyway, the water bender would rely on wisdom, but as such she would have a sort of well rounded ability of offense and defense.
Going back up to the part about the base class having horrible saves, I figure each of these style will grant them the particular saves (possibly even AC or HD or additional attack bonus?) that would fit the type of bender better, for instance, every so often an earth bender would get a bonus to ac, and fort saves.... or something like that.
Now the biggest thing to wrestle with is what and more importantly HOW to let the character access these abilities and at what levels? I was thinking allowing them every other level to acess a bending technique... something akin to a force power. To use this skill they must roll a bending check and then the skill roll is applied to whatever save or CMB or ac or whatever, and it happens. Normally some of the force skills has a sort of threshold ... 15-20-25 etc, so they have to use the skill check to get that high, then the effect happens, and then if they even get higher something better happens.
So basically at this point I'm pretty much out of ideas. I know a class is in there somewhere, and I have to set rules and chissle it out of that mass that is within...
Here is the actual class I have put down so far. Basically me throwing ideas on the table and then arranging them in some way....
Hit die d8
BAB medium
armor prof Light /medium
Wpn prof Simple, Martial
Skill Ranks 4 + Int Modifier
Level BAB Fort Ref Will Special
1 +0 +0 +0 +0 Bending Style (Novice) Bending Skill +1d6
2 +1 +0 +0 +0 Bending Style Art
3 +2 +1 +1 +1 Bending Skill +2d6
4 +3 +1 +1 +1 Bending Style Art
5 +3 +1 +1 +1 Bending Skill +3d6
6 +4 +2 +2 +2 Bending Style (Journeyman)
7 +5 +2 +2 +2 Bending Skill +4d6
8 +6/+1 +2 +2 +2 Bending Style Art
9 +6/+1 +3 +3 +3 Bending Skill +5d6
10 +7/+2 +3 +3 +3 Bending Style Art
11 +8/+3 +3 +3 +3 Bending Style (Expert), Bending Skill +6d6
12 +9/+4 +4 +4 +4 Bending Style Art
13 +9/+4 +4 +4 +4 Bending Skill +7d6
14 +10/+5 +4 +4 +4 Bending Style Art
15 +11/+6/+1 +5 +5 +5 Bending Skill +8d6
16 +12/+7/+2 +5 +5 +5 Bending Style (Master)
17 +12/+7/+2 +5 +5 +5 Bending Skill +9d6
18 +13/+8/+3 +6 +6 +6 Bending Style Art
19 +14/+9/+4 +6 +6 +6 Bending Skill +10d6
20 +15/+10/+5 +6 +6 +6 Bending Style (Grandmaster)
------------------------------------------------------------------
Some info....
I figured the bending skill +dice would allow an additional die roll when using a bending technique so many times a day... (although i didnt put the per day part in ).
The bending style art woulld essentially gaining a technique. I figure depending on the technique they may add a bonus on something permanently (to raise those saves and attack bonuses and wahtever else.) and then add some sort of power .
Each technique will be denoted (novice, journey ... etc etc.) So when you get to a tier you can choose to learn one of the same tier or lower. This can also be used to create the avatar quite easily , should the gm allow , each rank could allow a different elemental bending style , up to master. At that point you would be a fully realized avatar, and as a grandmaster, you could learn some spirit bending crap or something.
Another cool think about this system is that choosing a style doesn't have to be related to only bending elements. You could learn a warrior of kyoshi style, or blood bending , metal bending , lightening bending. Each of those could be separate bending styles . An even crazier thing (just thinking allowed) is that you could even select a different bending style from a feat or something and (if your GM let's you) you could use it but apply it to YOUR element of bending. Like uncle iroh did with water bending to fire bending.
Anyway, go and critique.
Now for the people that are curious/want to help etc etc. Here's what I have running around in my head at this moment. I'm going to have a disclaimer right now saying I KNOW this isnt perfect, and I havent ever really DESIGNED a class from scratch. I do have quite a bit of experience in 3.5 and pathfinder though. Pathfinder is interesting because it really breaks the rules and reaches out of the box when addressing classes. In a good way . That's why It's so popular I'm guessing.
There are quite a few attempts at this and honestly I haven't been impressed with any of them. Most of them have been for 3.5 and those classes are generally underpowered as it is . So here we go, let's attempt to create an actual pathfinder class that can hold it's own and be considered a core class. I'm asking YOU the community for input and help balancing (as much as can be). That being said there are some base lines that I have established for this class that I am going to adhere to. These guide lines are going to give this class the feel of how bending in the game should actually work .... I'm fully aware things from the series won't translate over 1:1 , but that's not going to stop me from trying my damndest. So now to guidelines and mantra.
The Elemental Bender
-The elemental bender is 1 class, I dont want 4 different classes for something we can accomplish in one (explained later).
-The most basic things about the class follow a d8 and medium bab. I think it's a pretty good base template for what we can work with an add.
-Saves are all bad . This follows along with the single bending class. Of course all the saves will not be bad after your character is said and done, but we will get to that .
-I'm looking at the mechanics of bending and equating them how the force is used in the star wars saga system. A bender should be able to bend at any time, bending is going to be a skill to be used. I figured each bending type will be a separate skill each using a different attribute (dex for air, wisdom for water, con for earch, and strength for fire).
==The major class mechanic==
-This is what differentiates the class from all others. The class will start off with picking an elemental bending style that will define what kind of bender you are .
At level 1 you will be a novice, 6 you will be a journeyman, 11 you will an expert, 16 you will be a master, and 20 you will be a grandmaster.
I figured each of these ranks (N,J,E,M,GM) will have skills spell like abilities and other such things associated with them. And this is where I am sort of at a block. I'm not sure how to divide these things amongst the base classes. I picture us having at least 2 pages devoted to each bending style. Each style will then have Novice powers /skills /abilities /feats or whatever, and the same with the others. Each style will obviously focus on a particular style of fighting . Air will be dex based so they will be very rogue like. fire will be agressive using strength, they will be powerful and offensive similar to the barbarian or fighter. Earth benders will be defensive, but also cunning using their opponent's weaknesses against them , I'm not sure exactly what class this would relate too... But anyway, the water bender would rely on wisdom, but as such she would have a sort of well rounded ability of offense and defense.
Going back up to the part about the base class having horrible saves, I figure each of these style will grant them the particular saves (possibly even AC or HD or additional attack bonus?) that would fit the type of bender better, for instance, every so often an earth bender would get a bonus to ac, and fort saves.... or something like that.
Now the biggest thing to wrestle with is what and more importantly HOW to let the character access these abilities and at what levels? I was thinking allowing them every other level to acess a bending technique... something akin to a force power. To use this skill they must roll a bending check and then the skill roll is applied to whatever save or CMB or ac or whatever, and it happens. Normally some of the force skills has a sort of threshold ... 15-20-25 etc, so they have to use the skill check to get that high, then the effect happens, and then if they even get higher something better happens.
So basically at this point I'm pretty much out of ideas. I know a class is in there somewhere, and I have to set rules and chissle it out of that mass that is within...
Here is the actual class I have put down so far. Basically me throwing ideas on the table and then arranging them in some way....
Hit die d8
BAB medium
armor prof Light /medium
Wpn prof Simple, Martial
Skill Ranks 4 + Int Modifier
Level BAB Fort Ref Will Special
1 +0 +0 +0 +0 Bending Style (Novice) Bending Skill +1d6
2 +1 +0 +0 +0 Bending Style Art
3 +2 +1 +1 +1 Bending Skill +2d6
4 +3 +1 +1 +1 Bending Style Art
5 +3 +1 +1 +1 Bending Skill +3d6
6 +4 +2 +2 +2 Bending Style (Journeyman)
7 +5 +2 +2 +2 Bending Skill +4d6
8 +6/+1 +2 +2 +2 Bending Style Art
9 +6/+1 +3 +3 +3 Bending Skill +5d6
10 +7/+2 +3 +3 +3 Bending Style Art
11 +8/+3 +3 +3 +3 Bending Style (Expert), Bending Skill +6d6
12 +9/+4 +4 +4 +4 Bending Style Art
13 +9/+4 +4 +4 +4 Bending Skill +7d6
14 +10/+5 +4 +4 +4 Bending Style Art
15 +11/+6/+1 +5 +5 +5 Bending Skill +8d6
16 +12/+7/+2 +5 +5 +5 Bending Style (Master)
17 +12/+7/+2 +5 +5 +5 Bending Skill +9d6
18 +13/+8/+3 +6 +6 +6 Bending Style Art
19 +14/+9/+4 +6 +6 +6 Bending Skill +10d6
20 +15/+10/+5 +6 +6 +6 Bending Style (Grandmaster)
------------------------------------------------------------------
Some info....
I figured the bending skill +dice would allow an additional die roll when using a bending technique so many times a day... (although i didnt put the per day part in ).
The bending style art woulld essentially gaining a technique. I figure depending on the technique they may add a bonus on something permanently (to raise those saves and attack bonuses and wahtever else.) and then add some sort of power .
Each technique will be denoted (novice, journey ... etc etc.) So when you get to a tier you can choose to learn one of the same tier or lower. This can also be used to create the avatar quite easily , should the gm allow , each rank could allow a different elemental bending style , up to master. At that point you would be a fully realized avatar, and as a grandmaster, you could learn some spirit bending crap or something.
Another cool think about this system is that choosing a style doesn't have to be related to only bending elements. You could learn a warrior of kyoshi style, or blood bending , metal bending , lightening bending. Each of those could be separate bending styles . An even crazier thing (just thinking allowed) is that you could even select a different bending style from a feat or something and (if your GM let's you) you could use it but apply it to YOUR element of bending. Like uncle iroh did with water bending to fire bending.
Anyway, go and critique.
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