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General Tabletop Discussion
*Pathfinder & Starfinder
The elemental bender class... (yes I'm aware of another topic like this from earlier)
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<blockquote data-quote="paradox42" data-source="post: 6007220" data-attributes="member: 29746"><p>I, too, do not know the source material beyond having seen the DVDs in stores and hearing/reading online that the cartoon rocks (and the live-action movie kinda... doesn't). My advice would be to structure the class like the Sorcerer or Oracle: not because they're spellcasters, but rather because they have very few features of their own.</p><p></p><p>Think about it: what can the Sorcerer really <strong>do</strong>, besides cast spells? Well, she gets Eschew Materials at 1st level. And then the Bloodline Power. And another Bloodline Power at 3rd. And a Bloodline Spell at 3rd. And a Bloodline Spell at 5th. And a Bloodline feat, and Bloodline Spell, at 7th. Wait a minute, that Bloodline is giving her everything isn't it? All of her real <em>class features</em> are tied up in it (without that she's just a reskinned Wizard).</p><p></p><p>Oracle has a bit more, she's got the Oracle's Curse. Then she gets the Revelation at 1st, the Mystery Spell at 2nd, the Revelation at 3rd, Mystery Spell at 4th- you see where I'm going with this. Everything but the Oracle's Curse comes from the Mystery the player picks for the character. Everything depends on it- without the Mystery, the Oracle is just a reskinned Cleric without Channel Energy.</p><p></p><p>The Bloodlines and Mysteries practically <strong>are</strong> built-in Archetypes for those two classes; in fact, the <strong>actual</strong> Archetypes given for both classes in later books mostly just change the way the chosen Bloodline or Mystery works.</p><p></p><p>You appear to want the same thing for your Element Bender. The elements would logically become the "Bloodlines" for your class, in that case; in fact, this sort of design gives you the flexibility to come up with new ones later if you want to (for example, are there <strong>Para-</strong>element Benders, like Magma, Smoke, Mud, or Ice? How about the Oriental "Five Elements," which would base the class around Earth, Water, Fire, Metal, and Wood, in the order presented for the Wizard schools in Ultimate Magic).</p><p></p><p>If you go this route, then don't even worry about specific bending techniques and powers at the start- come up with the one global mechanic that rules them all, and put that into the class for the start. It seems like you have a decent handle on that already, especially with N'Raac's suggestions. Let everything else be filled out/in by the Element/Style chosen by the player when the character is made. The class should be pretty generic without the filled-in names and such from the "bloodlines" you make later.</p><p></p><p>Then, concentrate on finishing one of the Elements/Styles- just the one, ignoring the others as much as you can. The idea here is to get one totally finished so that you can use it as a guide or template for finishing the rest. It'll be much easier to do the others once you have the first completed one to use as a baseline, believe me.</p></blockquote><p></p>
[QUOTE="paradox42, post: 6007220, member: 29746"] I, too, do not know the source material beyond having seen the DVDs in stores and hearing/reading online that the cartoon rocks (and the live-action movie kinda... doesn't). My advice would be to structure the class like the Sorcerer or Oracle: not because they're spellcasters, but rather because they have very few features of their own. Think about it: what can the Sorcerer really [B]do[/B], besides cast spells? Well, she gets Eschew Materials at 1st level. And then the Bloodline Power. And another Bloodline Power at 3rd. And a Bloodline Spell at 3rd. And a Bloodline Spell at 5th. And a Bloodline feat, and Bloodline Spell, at 7th. Wait a minute, that Bloodline is giving her everything isn't it? All of her real [I]class features[/I] are tied up in it (without that she's just a reskinned Wizard). Oracle has a bit more, she's got the Oracle's Curse. Then she gets the Revelation at 1st, the Mystery Spell at 2nd, the Revelation at 3rd, Mystery Spell at 4th- you see where I'm going with this. Everything but the Oracle's Curse comes from the Mystery the player picks for the character. Everything depends on it- without the Mystery, the Oracle is just a reskinned Cleric without Channel Energy. The Bloodlines and Mysteries practically [B]are[/B] built-in Archetypes for those two classes; in fact, the [B]actual[/B] Archetypes given for both classes in later books mostly just change the way the chosen Bloodline or Mystery works. You appear to want the same thing for your Element Bender. The elements would logically become the "Bloodlines" for your class, in that case; in fact, this sort of design gives you the flexibility to come up with new ones later if you want to (for example, are there [B]Para-[/B]element Benders, like Magma, Smoke, Mud, or Ice? How about the Oriental "Five Elements," which would base the class around Earth, Water, Fire, Metal, and Wood, in the order presented for the Wizard schools in Ultimate Magic). If you go this route, then don't even worry about specific bending techniques and powers at the start- come up with the one global mechanic that rules them all, and put that into the class for the start. It seems like you have a decent handle on that already, especially with N'Raac's suggestions. Let everything else be filled out/in by the Element/Style chosen by the player when the character is made. The class should be pretty generic without the filled-in names and such from the "bloodlines" you make later. Then, concentrate on finishing one of the Elements/Styles- just the one, ignoring the others as much as you can. The idea here is to get one totally finished so that you can use it as a guide or template for finishing the rest. It'll be much easier to do the others once you have the first completed one to use as a baseline, believe me. [/QUOTE]
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The elemental bender class... (yes I'm aware of another topic like this from earlier)
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