Unity! Duty! Destiny!
Toa are legendary warriors and heroes. Each possesses formidable martial might as well as wielding the power of an element. They also wear masks that grant them an additional variety of powers and abilities.
Hit Die: d10
Saves: 2 good, 1 poor.
BAB: Good
Skills: 4+int
Alignment: Most are Lawful Good, though nothing requires them to be.
Weapons and Armor: Toa are proficient in all simple and martial weapons, plus a Toa Tool (see below).
Destiny: A matoran who takes a level in Toa becomes medium sized. No alteration to their ability scores or natural armor occurs, just the size change.
Element: Each Toa wields the power of an element, which influences which Toa abilities are avaliable to them. The elements and basic effects that come with them are listed below.
Fire ("Ta")
1: Immunity to Fire and can breathe lava, smoke, and fumes easily. Gains Pyrokinisis as a bonus feat.
2: Ignite: As a standard action, the Toa of Fire may cause an object or creature within medium range line of sight to catch fire, taking 1d6/3 levels (round up) fire damage/round.
3: Flame Aura: A Toa of Fire may let loose an aura of flame, engulfing all squares up to 5ft. beyond their natural reach, dealing 1d6/2 levels fire damage.
4: Fire damage ignores resistance, and deals half damage against creatures with immunity.
5: May see through smoke, steam, mist and fog as if it wasn't there.
9: Sculpt Flames: A 9th level Toa of Fire can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a wall of fire which persists for 1 minute per level.
10: Healed by fire on a point for point basis.
12: Bonds of Fire (Sp): A 12th level Fire Toa can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + ½ Level + Charisma Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them.
Water ("Ga")
1: Gain swim speed equal to land speed. May use a supernatural Create Water at will.
2: May use a supernatural Water Shield at will. Gains the Drench ability of a water elemental.
3: May use a supernatural Crashing Wave at will.
4: May use Control Water at will. May use Quench at will.
5: Swim speed becomes twice land speed. Movement and actions are not hindered by being underwater.
Ice ("Ko")
1: Immunity to Cold, Snowsight
3: Movement not impeded by snow or ice.
Cold Aura: A Toa of Ice may let loose an aura of cold, engulfing all squares up to 5ft. beyond their natural reach, dealing 1d6/2 levels cold damage.
4: Cold damage ignores resistance and deals half damage to creatures with immunity.
5: Ice Walking: May cling to icy surfaces as if by Spider Climb, but may keep hands free.
8: Ice Glide equal to land speed.
9: Control Weather at will, but may only create Winter weather, regardless of season.
11: May use Blizzard (Frostburn) at will as a supernatural ability.
Stone ("Po")
1: DR3/-, Stonecunning as dwarf, May use Magic Stone at will.
3: Not affected by difficult terrain caused by stone.
5: Stone Control: May use Telekinisis at will, but limited to objects or creatures made of stone or sand.
Earth ("Onu")
1: See in darkness of any kind (even magical darkness). Always intuit how deep undergound they are. Burrow speed equal to half land speed.
4: Burrow speed equal to land speed.
5: Earth Control: May use telekinisis at will, but limited to objects or creatures made of earth or dirt.
7: Melee attacks ignore material DR and hardness less than own level.
Air ("Le")
1: Always under featherfall effect (Ex).
3: May use Gust of Wind at will.
5: May glide equal to land speed, dropping 5 feet for every 30 feet glided. May use a supernatural Gale Force at will.
6: Under a constant (Su) Control Winds.
Shadow ("Kra")
1: May see in any darkness, even magical darkness. May use Shadowplay at will.
5: In shadowy illumination gains total concealment. In complete darkness, still retains concealment even against creatures with darkvision (but not see in darkness). May use Shadow Conjuration and Shadow Evocation 1/day.
7: May use Shadow Evocation and Shadow Conjuration at will.
Plantlife ("Bo")
1: Movement not impeded by difficult terrain caused by plants.
3: M
4: May use a supernatural Plant Growth and Diminish plants at will
5: Braciation speed equal to land speed.
7: Fast Healing 3
Light ("Av")
1: May generate light like a daylight spell. Immune to Light Damage
3: Light damage ignores resistance and deals half damage to creatures with immunity.
6: Immune to being blinded.
Electricity ("Vo")
1: Immune to electricity.
3: Electricity damage ignores resistance and deals half damage to creatures with immunity.
Shock Aura: A Toa of Electricity may let loose an aura of lightning, engulfing all squares up to 5ft. beyond their natural reach, dealing 1d6/2 levels electricity damage.
Iron ("Fe")
1: DR3/-
5: Hardness 5
5: Metal Control: May use telekinesis at will, but limited to objects or creatures made of metal.
10: Treated as object with hardness equal to level for purpose of taking damage.
Magnetism ("Fa")
1: May always intuit which direction is north.
5: Magnet Grip: May use a supernatural Telekinesis at will, but only on ferrous objects or creatures.
Gravity ("Ba")
1: Ignore negative effects of gravity.
10: Always act as if under subjective gravity.
Sonic ("De")
1: Immune to Sonic.
2: May use a supernatural Control Sounds at will.
3: May use Shatter 1/hour.
4: Ignores sonic damage and deals half damage to creatures with immunity.
Psionics ("Ce")
1: +3 to will saves
Kanohi Mask (Su): Kanohi masks are heavily intertwined with Toa. Each Toa starts play with one Kanohi mask and gains more through adventuring. Should a Toa possess multiple Kanohi masks, they may switch between them, instantly losing attunement to one, and re-attuning to the new mask as a move action.
Toa Tools:
Kanohi Mask Mastery: At 10th level, a Toa gains more control and power over Kanohi. They gain access to the Kanohi's mastery ability.
Nuva: Also at 10th level By concentrating, a Toa they can allow all allies within close range to share the power of the Kanohi mask, as if they were wearing it.
Nova Blast (Su): At 17th level, a Toa may expend all of their elemental energy in a massive and devastating blast with a radius of 1 mile per level. Each effect is different depending on the Element of the toa.
Fire: Everything takes 10 points of fire damage per level.
Water: The
Toa Powers: All Toa have elemental powers that they learn to harness in a variety of ways. Toa powers are ranked 1-5, with access to rank 1 powers at level one, rank 2 at level 3 and so forth. A Toa knows 3 starting. Any Save DC's' are 10+1/2level+highest of int/wis/cha. Toa powers are usable at will unless stated otherwise. They are formatted as such:
Name
Rank
Availability:
Activation Time:
Range:
Area:
Targets:
Duration:
Saving Throw:
Toa Bolt
Rank 1
Availability: All
Activation Time: Standard Action
Range: Close Range
Duration: Instantaneous
Saving Throw: None
The Toa projects their element towards a target, dealing 1d6/level damage. What damage this can be depends on the element, it may be one of them or half between two.
Fire: Fire, Bludgeoning
Air: Slashing, Bludgeoning, Piercing
Water: Bludgeoning
Ice: Piercing, Cold, Bludgeoning
Stone: Bludgeoning, Piercing, Slashing
Earth: Bludgeoning, Slashing, Piercing
Iron: Bludgeoning, Slashing, Piercing,
Plantlife: Bludgeoning, Piercing, Slashing, Acid
Electricity: Electricity
Magnetism: Bludgeoning, Piercing, Slashing, Electricity
Psionic: Force, Bludgeoning
Light: Light
Gravity: Bludgeoning,
Shadow: Slashing, Piercing, Bludgeoning
Sonic: Bludgeoning, Sonic
Obscure
Rank 1
Availability: Fire, Air, Water, Ice, Earth, Light, Shadow
Activation Time: Standard Action
Range: Medium
Area: 20ft.
Duration: 1 minute
Saving Throw: N/A
The Toa uses their element to obscure sight, granting all creatures in the area 20% concealment.
Illumination
Rank 1
Availability: Fire, Light, Electricity, Plantlife, Psionics, Earth
Activation Time: Standard Action
Range: Self
Area: See Text
Targets: Self
Duration: Concentration
Saving Throw: None
The toa uses their element to illuminate the area, providing light equal to double that of a torch.
Special: A Toa of Light sheds light equal to double the range of a Daylight spell.
Trick
Rank 1
Availability: Light, Psionics, Shadow
Activation Time: Standard Action
Range: Long
Area: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will Disbelief
This duplicates the effect of Silent Image
Slick
Rank 1
Availability: Air, Water, Stone, Shadow, Gravity, Ice,
Activation Time: Standard Action
Range: Medium
Area: 10ft.
Duration: 1 minute/level
Saving Throw: Reflex Negates
By creating slippery or unstable terrain the Toa duplicates the effects of Grease.
Trip
Rank 1
Availability: Air, Water, Ice, Stone, Earth, Iron, Plantlife, Magnetism, Sonics, Psionics, Gravity, Electricity
Activation Time: Standard Action
Range: Close
Targets: 1/level
Duration: -
Saving Throw: Reflex negates
The Toa uses their element in an attempt to knock an opponent off balance. If the fail a reflex save they are knocked prone. If they succeed by 5 or less, they suffer a -2 circumstance penalty to reflex saves for 1 round.
Speed
Rank 1
Availability: All
Activation Time: Standard Action
Range: Self
Targets: Self
Duration: Concentration
Saving Throw: N/A
The Toa uses their element in some bullshit way to increase their land speed. For the duration, they gain a +5/level bonus to their land speed.
Special: A Toa of Water may increase their swim speed in the same manner. A Toa of Air may increase their fly speed (if they have one) in the same manner.
Coat
Rank 1
Availability: Fire, Ice, Earth, Stone, Plantlife, Iron,
Activation Time: Standard Action
Range: Close
Area: 5ft./level cone
Duration: Instantaneous
Saving Throw: Reflex Negates
The Toa uses their element to coat the area in particles. Concealment due to illusions is negated.
Entanglement
Rank 2
Availability: Ice, Stone, Earth, Iron, Plantlife, Gravity, Shadow
Activation Time: Standard Action
Range: Medium
Area: 40ft.
Duration: 1 round/level
Saving Throw: Reflex
The Toa uses their element to entrap creatures in the area. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the element once again attempt to entangle all creatures that have avoided or escaped entanglement.
Stunning Impact
Rank 2
Availability: All
Activation Time: Standard Action
Range: Melee
Duration: 1 Round
Saving Throw: Fort Negates
As part of activating this ability, the Toa makes a melee attack. If it hits, they deal an extra 2d6 damage based on their element. In addition, the target struck must make a Fort Save or be stunned for 1 round.
Conceal
Rank 2
Availability: Fire, Ice, Wind, Earth, Shadow, Psionics, Light, Sonics,
Activation Time: Standard Action
Range: Self
Targets: Self
Duration: 1 round/level
Saving Throw: none
The Toa uses their element to grant themself 20% concealment for the duration.
Temporary Creation
Rank 2
Availability: Ice, Stone, Earth, Iron, Plantlife, Psionics, Magnetism, Shadow
Activation Time: 1 Round
Range: Close
Duration: Concentration
Saving Throw: None
The Toa uses their element to create or assemble something solid. The created object can be no larger than a 1 foot diameter per level and is made out of their element. Attempting to create complex objects might call for a skill check.
Elemental Wave
Rank 2
Availability: All
Activation Time: Standard Action
Range: See Text
Area: See Text
Duration: Instantaneous
Saving Throw: Reflex Half
The Toa projects their element in a cone out to 5ft./level, dealing 1d6/level damage of a type according to Toa Bolt. Creatures in the area may make a reflex save for half damage.
Blind
Rank 2
Availability: Fire, Shadow, Air, Light, Psionics, Earth, Electricity, Plantlife
Activation Time: Standard Action
Range: Close
Area:
Targets: 1 creature per 3 levels.
Duration: 1 round/level
Saving Throw: Fort Negates
The Toa uses their element to cause a creature to become blinded for the duration, unless it succeeds on it's fort save.
Confuse
Rank 3
Availability: Fire, Air, Magnetism, Psionics, Light, Shadow, Sonics, Plantlife, Stone, Gravity, Electricity,
Activation Time: Standard Action
Range: Close
Targets: 1 creature
Duration: 1 round/level
Saving Throw: Will Negates
The toa uses their element to mess with a creatures sense of balance/perception/self whatever. The target becomes confused for 1 round/level unless they make a will save. If they succeed on the save, they cannot be affected by this ability again for 24 hours, unless they are subsequently damaged by the toa.
Push
Rank 3
Availability: Water, Air, Stone, Earth, Psionics, Sonics, Magnetism, Iron, Gravity
Activation Time: Standard Action
Range: Close
Duration: Instantaneous
Saving Throw: None
The Toa uses their element to force the target to move in a direction of their choice. The target is bull rushed. The Toa uses the highest of their mental ability scores in place of strength, and does not move with the target.
Drain
Rank 3
Availability: Fire, Air, Ice, Psionics, Gravity, Sonics, Shadow, Electricity,
Activation Time: Standard Action
Range: Close
Duration: Instantaneous
Saving Throw: Fort Negates
The Toa uses their element to cause one target to become fatigued unless they succeed on a fort save. Applying this ability to a target who is already fatigued causes them to become exhausted.
Elemental Burst
Rank 3
Availability: All
Activation Time: Standard
Range: Long
Area: 20ft. Burst
Duration: Instantaneous
Saving Throw: Reflex Half
The Toa creates a powerful explosion with their element, dealing 1d6/level damage of a type according to Toa Bolt in a 20ft. burst.
Elemental Beam
Rank 3
Availability: All
Activation Time: Standard
Area: Line 10ft./level
Duration: Instantaneous
Saving Throw: Reflex Half
The Toa creates a powerful explosion with their element, dealing 1d6/level damage of a type according to Toa Bolt in a 10ft./level line.
Elemental Vortex
Rank 4
Availability: All
Activation Time: Full Round Action
Range: Medium
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1 round/level
Saving Throw: Reflex negates
The toa uses their element to duplicate the effect of Whirlwind, however, the damage is based on their Element, as per Toa Bolt.
Animate Element
Rank 4
Availability: All
Activation Time: Full Round Action
Range: Medium (100ft.+10ft./level)
Targets: Objects of the appropriate element
Duration: 1 minute/level
Saving Throw: N/A
The Toa shapes and brings their element to life! This duplicates the effects of Animate Objects though only animating objects out of their element. As they are shaping the objects to their desires, they may add any 2 special abilities to their animated object. They may have a total encounter CR's worth of animated objects equal to their character level-2 at one time, and may not make any of the objects permanent. If the animated object is made out of a damaging substance, then with each melee attack or grapple or contact, the animated object deals half that damage.
So this is very much a work in progress, feedback and ideas are very appreciated.
Things to do:
Figure out how to make Toa Tools work.
More comprehensive toa powers (summoning? more spell duplication?)
Maneuvers?
Extend base elemental abilities
Possibly some gimmick based around unity