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Eighth_Seraph
2007-08-17, 01:14 AM
Hey y'all. Some of you may remember my earlier attempt to make a variant to the genius Mephibosheth's bending system (http://www.giantitp.com/forums/showthread.php?t=28763&highlight=waterbender) . After a complete revamp, I believe that I've managed to tailor a method that can properly represent the flexibility that benders in the Avatar: The Last Airbender world seem to have with their element. The rest of the bending classes coming soon.

The whole point of this complete revamp to the bending classes is to completely replace spellcasting in the Avatar world; thus the extensiveness of the overview and classes. Without further ado, here it is.


Current Topic(s) of Discussion
-The four Bending Learning feats and their effects
-Giving Eighth Seraph a final farewell before his retirement from the project

Directory

Main Hub (http://www.giantitp.com/forums/showthread.php?p=3539276)

Bending Overview
See further down

Base Classes
Airbender (http://www.giantitp.com/forums/showthread.php?p=3060391#post3060391) (Under Revision)
Waterbender (http://www.giantitp.com/forums/showthread.php?p=3049876#post3049876)
Earthbender (http://www.giantitp.com/forums/showthread.php?p=3049878#post3049878)
Firebender (http://www.giantitp.com/forums/showthread.php?p=3055746#post3055746")

Prestige Classes
Disciple of Healing Waters (http://www.giantitp.com/forums/showthread.php?p=3502925#post3502925)
Dai Li Agent (http://www.giantitp.com/forums/showthread.php?p=3573264#post3573264)
Sandbender (forthcoming)

Bending Feats
Circle Walking (http://www.giantitp.com/forums/showpost.php?p=3222349&postcount=137)
Disrupt Bending (http://www.giantitp.com/forums/showpost.php?p=3222349&postcount=137)
Point-Blank Blast (http://www.giantitp.com/forums/showpost.php?p=3189407&postcount=101)
Channel Blast (http://www.giantitp.com/forums/showpost.php?p=3189407&postcount=101)
Template Mastery (http://www.giantitp.com/forums/showthread.php?p=3412816)
Form Mastery (http://www.giantitp.com/forums/showthread.php?p=3538337#post3538337)
Water From Air (http://www.giantitp.com/forums/showthread.php?p=3493292#post3493292)
Water From Life (http://www.giantitp.com/forums/showthread.php?p=3493292#post3493292)

Weapons and Armor
Crafting Feats (http://www.giantitp.com/forums/showthread.php?p=3476291#post3476291)
Craftsmanship bonuses (http://www.giantitp.com/forums/showthread.php?p=3475127#post3475127)
Tiger Head Hook swords (http://www.giantitp.com/forums/showpost.php?p=3243242&postcount=1)
Airbender's Staff (http://www.giantitp.com/forums/showpost.php?p=3248139&postcount=194)

The Avatar
The Avatar Template (http://www.giantitp.com/forums/showpost.php?p=3319085&postcount=268)


Bending Overview
Benders learn bending seeds at the rate shown on their respective class table and may choose them from any seeds on their bending list.
Creating Forms: The bending arts are based around fully understanding the possibilities and applications of their respective elements . As such, creative use of the element is important to the application of the art. Using a single seed to make a form is often very useful or powerful in its own right, and can continue to be so at later level by advancing the seed’s effects. However, in situations when two of the bender’s known seeds are compatible with each other, they can be executed simultaneously or in conjunction with the bender’s other abilities. Doing so uses the bending time of the longest seed and uses the seeds’ combined Bending DCs +4. For example, a waterbender could combine her blast with some thrown Ice Shards, dealing her blast damage+2d4 (or more, if the Waterbending check allows for additional shards) as a standard action. The Waterbending DC for this would be 19 (5 for Blast, +10 for the Ice Shards, and +4 for combining them). Using Heat/Chill to make the form even colder (making the ice supernaturally cold, as per the Ice Shards, seed) would change the damage to blast damage + 2d4 piercing + 3d4 cold and increase the Waterbending DC to 28 (+5 for Heat Chill and +4 for combining seeds). Other combinations are possible, so be creative!
The Bending Skill: Almost all of a bender’s special abilities are determined by her modifier in the respective bending skill. This is a skill exclusive to each of the bending classes and its dependent skill is Wisdom. Having at least 5 ranks in Knowledge (Bending) grants a +2 synergy bonus to the bending skill, and vice versa. Note that due to the complicated motions dealing with bending an element, armor check penalties apply to the skill.
Bending Range: The distance from which a bender can draw or extend any of her forms is 40 ft + 5 ft/level. Going further is possible, but every 5 feet beyond this range adds a +1 to the Bending DC of the seed. A form that begins within this ‘safe’ range but extends beyond it can fall short, and any element being used simply falls from the bender’s control, acting naturally (water being absorbed into the ground, earth rolling downhill, etc.). If the form’s DC reaches the bender’s roll without completely finishing its course, it dissipates at that point and acts naturally.
Using Forms: Executing a form provokes attacks of opportunity unless noted otherwise, and if the bender is damaged while executing a form, she must make a Concentration check against the damage done+1/5 points of the bending DC or lose the form. Bending forms cannot be used while pinned, but a bender can attempt to use a form while grappling by adding +10 to the Bending DC, and must make DC 20 Concentration check in order to successfully use the spell. For more uses of the Concentration skill in Bending, look here. A bender's hands must be free in order to use any bending form, unless noted otherwise; though weapons and items made from materials a bender can manipulate can be spontaneously converted to use in forms.
Taking 10: Benders may choose to take 10 on any bending check, unless rushed or threatened. For the purposes of this, combat does not count as being rushed, though an opponent threatening a bender in combat does prevent her from taking 10 on bending checks.
Contested Bending: If two benders are vying for control of a single mass of their element, they make opposed opposed bending checks as a move action. In order to gain control of the element, a bender must beat her opponent's bending check by 5 or more, though winning by 4 or less adds a +2 circumstance bonus to the next opposed check, until one gains uncontested control of the element. If a bender wishes to take control of an element already controlled by another bender (such as a waterbender's Water Whip seed or an earthbender's Armor seed) she takes -5 to the bending check.
Motion: Unless stated otherwise, all bending seeds have somatic components and are difficult to use with restricted mobility. A bender takes -10 to bending checks to do a form while prone and a -20 to do forms while grappling. Bending is impossible while pinned unless a form has no somatic components.
Saves: Any saves in response to a bending form has a DC 10 + half the bender’s class level + the bender’s Wisdom modifier.
Fatigue: A fatigued bender takes a -4 to all bending checks, in addition to the other effects of fatigue, and an exhausted bender takes an additional -4 to all checks, for a total of -8.
Bending on the Defensive: Bending while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + 2 for every 5 of the bending DC) to pull off. Failure means that you still successfully complete the form (provided you are able to make the Bending DC), but provoke an attack of opportunity for doing so.
Overbending: Upon failing a bending check, a bender has a choice to go ahead and do the action for which she rolled anyway. This is known as overbending and can range from strenuous to lethal, depending on the scope of what the bender is trying to do, as shown on the table below. All effects stack, except for the various levels of Constitution damage, though the Constitution drain does apply at the same time.

Overbending{table=head]Failed By|
Effect

1-5|Fatigue

5-9|1d4 Con damage

10-14|2d4 Con damage

15-19|3d4 Con damage, Exhaustion

20-24|4d4 Con damage

25-29|Unconciousness1, 1 point Con drain

>30|Death[/table]
1 A bender rendered unconscious in this manner makes a DC 20 Will save to wake up after four hours, and every hour thereafter, with the save decreasing by -2 at each attempt. After eight hours, the bender automatically wakes up, but is still Exhausted. It takes additional rest to remove this condition.

Eighth_Seraph
2007-08-17, 01:15 AM
And thus I present you fine gentlemen (and ladies, if any are out there) with the....


WATERBENDER

http://i64.photobucket.com/albums/h197/Mephibosheth85/Waterbender.gif

Adventures - Waterbenders adventure most frequently to aid the tribe, be it to defend against an enemy, gain access to a crucial resource, or provide aid to an ally of the tribe. Also, Waterbenders in small communities may adventure to seek out a master to instruct them in their art.
Characteristics - Waterbenders are able to manipulate water, giving it shape, moving it with great speed and power, or changing its phase from water to ice or vapor (and vice versa). They focus on the defense, turning their opponent's blows against them, blocking them with gushing watery shields, or immobilizing their opponents in ice. Select Waterbenders can also heal wounds, using water as a medium through which to align the chi and promote healing.
Alignment - Waterbenders emphasize the defense and try to avoid injuring even their foes. Thus, Waterbenders tend toward good. Also, most Waterbenders are concerned with their community above all else, eschewing both the wandering lifestyle and the disciplined life of an ascetic or monk. They tend to be neutral instead of lawful or chaotic.
Religion - Waterbenders draw their power from the Moon and venerate the Moon Spirit above all others. Their power waxes in the moonlight and wanes during the day. Also, many members of the Water Tribe revere the Ocean Spirit as the source of life for their people.
Background - Most Waterbenders train under a master. In the Northern Water Tribe, there are large group lessons under the tutelage of a single master. In the Southern and Foggy Swamp Water Tribes where Waterbenders are fewer in number, Waterbenders tend to learn one-on-one from a single master.
Races - All Waterbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Water Tribe, located at the north and south poles and in the Foggy Swamp.
Other Classes - Waterbenders share their defensive focus and high agility with the Airbenders. However, they are less at odds with the more solid and unmoving style of the Earthbenders, though they prefer to redirect their opponents' attacks instead of overwhelming them. They dislike the unceasing aggression of the Firebenders, but can work with them if the need presents itself. They are also capable of working with the more martial classes, using their defensive skills to assist the warriors in battle.
Abilities - Wisdom is important to Waterbenders, as it determines the Save DC's and durations of some of their Waterbending Seeds. Waterbenders' emphasis on reflexes means that they also benefit from high Dexterity, which helps them turn their enemies' attacks and provides a boost to AC.
Alignment – Any (tending towards good and neutrality)
Hit Die – d6

Class Skills – Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Bending) (Int), Knowledge (History)(Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex), Waterbending (Wis)
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier
Waterbender
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known|Class Defense Bonus

1st|
+0|
+0|
+2|
+2|Water Blast 1d6, Manipulate, Deflect Bending|
1|
+3

2nd|
+1|
+0|
+3|
+3|Heat/Chill |
2|
+3

3rd|
+2|
+1|
+3|
+3|Improved Unarmed Strike|
2|
+4

4th|
+3|
+1|
+4|
+4|Swim (20 ft)|
3|
+4

5th|
+3|
+2|
+4|
+4|Water Blast 2d6|
3|
+4

6th|
+4|
+2|
+5|
+5|Swim (30 ft)|
4|
+5

7th|
+5|
+2|
+5|
+5||
4|
+5

8th|
+6/+1|
+2|
+6|
+6|Swim (40 ft)|
5|
+5

9th|
+6/+1|
+3|
+6|
+6||
5|
+6

10th|
+7/+2|
+3|
+7|
+7|Water Blast 3d6, Circular Attack |
6|
+6

11th|
+8/+3|
+3|
+7|
+7||
6|
+6

12th|
+9/+4|
+4|
+8|
+8|Swim (50 ft)|
7|
+7

13th|
+9/+4|
+4|
+8|
+8||
7|
+7

14th|
+10/+5|
+4|
+9|
+9||
8|
+7

15th|
+11/+6/+1|
+5|
+9|
+9|Water Blast4d6|
8|
+8

16th|
+12/+7/+2|
+5|
+10|
+10||
9|
+8

17th|
+12/+7/+2|
+5|
+10|
+10||
9|
+8

18th|
+13/+8/+3|
+6|
+11|
+11||
10|
+9

19th|
+14/+9/+4|
+6|
+11|
+11| Swim (60 ft)|
10|
+9

20th|
+15/+10/+5|
+6|
+12|
+12|Water Blast 5d6|
11|
+9 [/table]

Class Features[/B]
Weapon and Armor Proficiency – A Waterbender is proficient with all simple weapons, and no armor or shields.

Improved Unarmed Strike - A waterbender gains Improved Unarmed Strike as bonus feat at third level.

Water Blast
Base DC: 5
The first offensive ability a waterbender learns is to concentrate water into a large bubble in her hands and blast it at great speeds towards her foe. A blast deals 1d4 bludgeoning damage at 1st level (half damage to objects) and increases in power as the waterbender gains levels, as shown above. A blast is a ranged attack, and a waterbender can use a number of blasts in one round equal to the number of iterative attacks she can make (as determined by her BAB). A Waterbender cannot apply precision-based damage from any source to the damage dealt by her blasts, and the blast is treated as an exotic ranged weapon for feat purposes. A Waterbender can only use blasts when there is a source of open water within her bending range. A waterbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the Waterbending DC, but still suffers penalties for concealment, as appropriate. Using a Waterblast takes at least one pint of water (one eighth that contained within the average waterskin.

Deflect Bending
Base DC: 5
The first defensive seed waterbenders learn is to deflect the blasts from her opponents. During her turn, a Waterbender can choose to forgo any number of attacks in order to attempt to deflect any blasts or ranged weapons passing within 10 feet of the waterbender. As an immediate action, the waterbender can attempt deflect an enemy bender’s attack with an opposed attack roll. A waterbender can deflect bending a maximum number of times equal to the number of attacks she is granted by BAB, and the Deflect Bending attempt uses the same base attack bonus as the attack forgone. If the waterbender makes any attacks, she forgoes that opportunity to deflect bending. If the Waterbender’s attack roll is less than her opponent’s, the blast is unaffected by the deflection attempt. If the Waterbender’s attack roll equals or exceeds her opponent’s, the blast is negated, deflected or swallowed up by a short outpouring of water or shard of ice. The Waterbending DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.

Circular Attack: Beginning at 10th level, a Waterbender can redirect her enemies’ attacks, using the enemy’s own energy to retaliate against her. Once per round, when the Waterbender successfully deflects a bending or ranged attack she may make a Reflex Save opposed to the opponent’s attack roll. If the Waterbender matches or exceeds the opponent’s attack roll, she is able to bring the deflecting water round in a circle, absorbing the enemy’s energy and immediately making an additional Water Blast attack at that enemy at her full base attack bonus. The Waterbender cannot choose to forgo this attack in order to gain an additional Deflect Bending attempt.

Manipulate
Base DC: 5
The most basic of the waterbending seeds, manipulation involves simple movement or shaping of the three seeds of water (liquid, ice, mist).
Movement: The base DC is for moving a 5-foot cube of water up to 5 ft/round in any direction. Adding another 5-foot cube of water to a seed increases the Waterbending DC by +4 per cube, and moving the water an additional 5 feet adds +2 to the DC. This use of the seed is a move action. A waterbender can manipulate water she can't see but knows is there by adding +10 to the Waterbending DC.
Shaping: This seed can also be used to manipulate the basic shape of water or ice (not mist), though it does not allow intricate detail. For example, creating an sculpture of a humanoid is possible, but making one of a specific person is not, and the sculpture comes out rough and bumpy; creating a sculpture of a specific race is also difficult, but telltale features (like an elf’s ears) could give it away. The base DC is for manipulating the shape of a Diminutive mass of water or ice; the save DC increases by +5 for every size category larger than Diminutive the sculpture is, and this changes to +10 for every size category larger than Large it is. This use of the seed takes one full-round action, plus two more for every size category larger than Diminutive the sculpture is. Shaping ice is essentially cutting away chunks from a block of ice, while shaping water is actually altering its shape.

Freeze/Melt
Base DC: 5
Another basic seed, this includes the ability to change the temperature and state of water.
Chill: A waterbender may lower the temperature of one 5-foot cube of liquid water to make it icy cold as a standard action. By doing this to the source, water used in any other seed can deal an additional 1d4 cold. This seed can even be used to make ice so cold it burns. Each additional five-foot cube adds +4 to the Waterbending DC, changing water already of an extreme temperature (a volcanic spring, for example) adds +5 to the DC, and decreasing the bending time to a move action increases the DC by +15. Further increasing the bending time to a swift action increases the base DC by +25.
Change Phase: A waterbender can also freeze or melt a 5-foot cube of water as a standard action that provokes attacks of opportunity. Each additional 5-foot cube adds +4 to the Waterbending DC and going straight from ice to vapor adds +10 to the DC, decreasing the bending time to a move action increases the DC by +5, and decreasing the bending time to a swift action adds +15 to the DC. For ease of reference, ice has hardness of 0 and 3 hit points per inch of thickness.

Swim – Through development of her control over water around her, a waterbender can move through water as naturally as if on land, or even more so. A Waterbender can move through water at the speed indicated on the class table without making Swim checks. She gains a +8 competence bonus on any Swim check to perform a special action or avoid a hazard. The waterbender always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. The waterbender can use the run action while swimming, provided that it swims in a straight line.

Waterbending Forms: Most waterbending seeds require a significant amount of water (i.e., more than is contained in the average water skin). As such, many seeds can only be done near a source of water or in an extremely humid environment, such as a rainforest. Small quantities of water can also be drawn damp earth or other such surfaces using the Manipulate special ability. Note that, in cases where a large source of water is needed, the water must be wherever the form is actually taking place, and not at the bender herself. If there is no source of water within 5 feet of the waterbender, a bending form must combine the form with the Manipulate seed to get it there. When using Manipulate in this way, a bender need not add the usual +4 to the Waterbending DC for combining seeds.
Maintaining Water: Oftentimes, it can be vital for a waterbender to gauge the amount of water she uses, as she has a limited amount. In order to maintain control of water used in a technique and not allow it to fall to the ground and require a use of Manipulate to recover, a waterbender must make a Concentration check equal to the form's total Waterbending DC – 10.

Waterbending Seed List

Mist
Base DC: 10
By breaking a small amount of water into tiny droplets and spreading them through the air, a waterbender learns to make thick fog that obscures vision.
• Fog Cloud: A waterbender may make a hemisphere of fog anywhere within her bending range with a radius of 10 ft. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This seed does not function underwater. Increasing the radius of the cloud requires an addition of +5 to the Waterbending DC per 5-foot increase.
• Figment: This seed creates the visual illusion of an object, creature, or force by shaping a cloud of fog into the hazy seeds expected to be seen within it, as visualized by the waterbender. The illusion does not create sound, smell, texture, or temperature. A waterbender may manipulate fog in this way in the same area as she can make a fog cloud, and anyone within the cloud can make a Will save to disbelieve the figments.
• Applications: A waterbender with this seed can also make use of mist or vapor with the Manipulate and Freeze/Melt seeds. In the latter case, a waterbender can condense mist into water at the rate of one pint of water per 5-foot square; but because of the cooling nature of water, a waterbender cannot boil or evaporate water in this way.

Water Whip
Base DC: 10
Arguably the signature weapon of waterbenders everywhere, the whip demonstrates the fundamentals of flexibility that waterbending is based upon.
• Whip:A waterbender may, as a move action that does not provoke an attack of opportunity, shape a small quantity of water (approximately the amount in a water skin) into a functional whip. This whip has all the statistics of a normal whip with the exception that it can be used to deal lethal damage even to armored opponents. Additionally, a waterbender may apply precision-based damage to attacks with a water whip and treat it as a normal whip for purposes of weapon-based feats. A bender gains an additional bonus of +2/ 5 levels towards trip and disarm attempts when making use of a water whip. A waterbender can increase damage done by the whip by one step (from 1d4 to 1d6, etc.), increasing the Waterbending DC by +4 per step. The whip can also be extended an additional 5 feet by increasing the Waterbending DC by +10.
• Capture (Base DC 45): On a turn in which a waterbender successfully hits with her Water Whip she may, as a swift action, try to engulf the target of the attack in a sphere of water by forcing water through the whip and around the target. He target receives a Reflex save to escape the whip before this can happen, failure meaning that the target is stuck in a sphere of water at the bender’s disposal and is considered flat-footed, though not helpless.

Tentacle
Base DC: Varies
This seed involves making, as is implied, a thin tentacle of water to serve various purposes. This is one of the signature weapons and defenses of beginning waterbenders.
• Tentacle (Base DC 10): A waterbender can create a 5-foot-long tentacle from water anywhere within her bending range as a standard action. This tentacle can make a single slam attack dealing 1d8+X damage to any opponent in its range, and can also make trip attempts, with the waterbender’s Wisdom score acting as its Strength score and using the waterbender’s base attack bonus. If the waterbender has the Improved Trip feat, she may apply the benefits of the feat to her tentacles as well. Creating more than one tentacle at a time increases the Waterbending DC by +4 per tentacle, and no two tentacles can be more than 50 ft. apart. Also, creating a tentacle as Large size (changing reach to 10 ft., adding size bonus to Trip attempts, increasing slam damage to 1d10 and granting a +4 Strength bonus) adds +4 to the DC per tentacle.
• Octopus (Base DC 15): A waterbender may create three tentacles around herself (in her own square) to serve a defensive purpose. Aside from the statistics of a normal tentacle, the bender may choose to forgo the attacks of those from an octopus seed in order to attempt to negate a melee or ranged attack on the waterbender (spells requiring ranged touch attacks are counted as ranged attacks for this purpose). Each tentacle can make an opposed attack roll and negates the attack if it exceeds the opponent’s roll. Doing this seed with additional tentacles adds +3 to the DC per tentacle, and maintaining the seed for more than three rounds requires a Waterbending check every round, with the DC increasing by +1 per round.

Ice Shards
Base DC: 10
• Melee: By molding a relatively small quantity of water into her hands, a waterbender may craft any ordinarily wooden or metal melee weapon or ammunition she is familiar with (not necessarily proficient with) out of ice as a full-round action. Any weapon made with this seed deals normal damage for its weapon type, plus 1d4 cold damage; and one use of this seed creates 10 pieces of ammunition at a time. The base DC is for a light weapon; making a one-handed weapon increases the Waterbending DC by +2, and a two-handed weapon increases the DC by +4. If the Waterbending check exceeds the DC by 5 or more, the weapon is also of masterwork quality. If the weapon is crafted from supernaturally cold ice, the cold damage increases to 1d6. If the weapon ever leaves the waterbender’s possession, it begins to melt as normal.
• Ranged: By freezing water into a number of small, smooth, thin shards, a waterbender can improvise a deadly ranged weapon. This seed creates 2 shards, each of which deals 1d4 damage; half of this damage is piercing and half is cold; with a Reflex save for half damage. The shards are all thrown in a cone of a maximum distance of the bender’s bending range as a standard action, with the bender choosing the number of shards aimed at each target. Launching additional shards adds +2 to the Waterbending DC per shard, and if the waterbender uses supernaturally cold ice (such as by using the Heat/Chill seed), she may instead deal 1d4 piercing and 1d4 cold damage apiece.
• Spikes: Ice is a powerful weapon for a waterbender, and anyone standing on an icy surface stands on the waterbender’s turf. The bender may fill one five-foot square with protruding spikes as a standard action, dealing 1d4 piercing and 1d4 cold damage per round to anyone standing or passing through the square, counting as rough terrain. Furthermore, anyone that falls prone in a spiked square takes an additional 1d6 piercing damage. Having this form affect an additional five-foot square adds +4 to the Waterbending DC per square.

Healing Water
Base DC: Varies
This seed actually only encompasses the very basics of an ancient and extensive art of healing through the power of water and the body’s own energy. Because of the draining process of healing, applying any of the uses of this seed an amount of times equal to more than half the bender’s class level adds +4 to the Waterbending DC per use. Water used in this form may not be maintained.
• Wounds (Base DC 20): The most basic, and often most necessary, seed of healing water; the waterbender may seal the internal and external wounds of the injured by coursing cleansing water through their body. A waterbender may, as a full-round action, touch a living creature to feel the energy of its body and pinpoint the location of its wounds, and then bend the properties of liquid water to replenish that energy. This seed heals 1d6 points of damage +1/2 waterbender levels, plus another 1d6 for every 5 points by which the Waterbending check beats the DC. Focusing for a full round while keeping contact with the target creature before executing the seed grants a +5 circumstance bonus to the Waterbending check.
• Poisons/Diseases (Base DC Varies): By locating the alien energy within a creature’s body, a waterbender can help to flush the affliction from its body. This use of healing water requires that the waterbender look over an afflicted creature until the effects of the affliction take place (ability damage, secondary effects, etc.). Whenever a creature makes a saving throw against a poison or disease, a waterbender may also make a Waterbending check opposed to the affliction’s DC to negate the effects remove it from the victim’s body. Conversely, a bender may make a Waterbending check to flush a poison from a creature’s body before the secondary damage takes place, removing the primary damage altogether and stopping the need for a second saving throw. Removing the effects of a poison or disease that has already done secondary damage increases the Waterbending DC by +5.

Water Shield
Base DC: 10
• Plane: By bending a five-foot square of water to hover vertically before her, the waterbender gains a +5 deflection bonus to AC from ranged attacks from one direction (use a line of effect to determine this), as well as concealment (attacks have a 20% miss chance) against opponents more than 5 feet away in that direction. This seed does not affect melee attacks in any way. For every 4 points by which the Waterbending check exceeds the DC, the AC bonus increases by 1; and increasing the width of the square by 5 ft. adds +5 to the DC. The waterbender may rotate the shield around her as a swift action.
• Hemisphere: Conversely, the waterbender can make a complete 360 degrees of water anywhere within her bending range, granting whoever is inside concealment from outside the Hemisphere, and vice-versa. Ranged attacks going in or out suffer the deflection bonus noted above, but any creature my simply walk into or out of the dome. The base DC is for a sphere with a 5-foot radius, though this can be increased by adding +5 for every additional 5-foot increase in radius.

Steady Stance
Base DC: 10
By encasing her feet in solid ice, a bender can better resist attempts to move her, or freeze opponents in place.
• Defensive: Stabilizing herself with feet solidly connected to the ground, a waterbender gains a +2 to saves or checks to stay in place, +1 for every point by which the Waterbending check exceeds the DC. The waterbender may also encase the feet of allies within her bending range in this way by adding +2 to the DC per ally. Those affected by this seed can move from their square if they want, but doing so ends the seed.
• Offensive: By surrounding an enemy’s feet in water and freezing it suddenly to the ground, a waterbender may prevent an enemy from advancing. The target of this seed makes a Reflex save to avoid it altogether, or remain frozen in place. Those who failed the Reflex save can make a Strength check equal to three fourths (.75) of the Waterbending check to break free, or may spend a full-round action chipping the ice away with a light weapon. The waterbender may use this seed against multiple opponents, but this adds +4 to the Waterbending DC per additional opponent.

Water Spout
Base DC: 10

As a move action you lift water in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of up to 20 ft. A Water Spout lasts as long as you concentrate (a swift action, up to a maximum number of rounds equal to your class level), and you can move up or down as you desire. Your maximum speed increase by 5 ft for every 5 by which your Waterbending check exceeds the base DC.

Pressure (template)
Base DC: 10
Using massive water pressure, a waterbender pushes an opponent back away from her.
• Repel: Compatible with the Blast seed, the waterbender bends a bubble of compressed water into her hands, then releases it at high speeds towards her opponents. Through this application a waterbender may initiate a bull rush through her blast in place of damage, with the bender’s Wisdom score acting as the blast’s Strength score. Also, for every 2 points by which the Waterbending check beats the DC, the bender gains a +1 on the bull rush attempt. If the blast moves the opponent back more than ten feet, the opponent is also knocked prone.
• Slice: By altering the surface tension of the water she wields, a waterbender can deal full damage to objects when using Water Blast, and her blast deals slicing damage instead.


Water Walk
Base DC: Varies
Not a few waterbenders have found the irony in the fact that the very element that the benders claim to control so leaves them completely vulnerable when immersed within. Fewer waterbenders have developed a solution.
• Walk (Base DC 15): A waterbender learns to push up with the water beneath her feet, using its pressure and surface tension to maintain her weight without sinking. By focusing as a move action every round, a waterbender can stand on water as solidly as on land; but should she be knocked prone, she immediately falls into the water and sinks or floats as normal. By increasing the Waterbending DC to 25, the bender can focus as a swift action, and by increasing it to 40, she can focus as a free action each turn. Usage of this seed requires a Waterbending check each turn the bender wishes to use it.
• Surf (Base DC 10): By creating a disk of ice beneath and frozen to her legs as a move action, a waterbender can move quickly across surfaces of water. A waterbender uses her bending abilities to propel this board and gains a speed of 30 feet per round while surfing (essentially, the bender makes a Waterbending check as a move action to propel the board). A bender can take the run action while doing this, so long as she moves in a straight line. The bender’s speed increases by 5 ft for every 5 points by which the Waterbending check exceeds the DC. Because this seed does allow the bender to remain standing and stable, she may use other Waterbending forms at a -10 penalty while moving in this fashion.

Propel
Base DC: Varies
You push and pull the water under your boat, gaining a level of control over the craft that is impossible with more mundane methods of propulsion.
• Launch (Base DC 10): Instead of pushing a boat into the water, you bring the water to the boat, pulling waves up underneath the craft and causing the waves to draw the craft into the water. Launching a boat in this manner takes 30 seconds (5 full round actions). For every 2 by which your Waterbending check exceeds the base DC, the time required to launch the boat decreases by 1 round.
• Navigate (Base DC 10): Instead of using sails or a motor, you bend the water underneath the boat to propel it forward, slow it down, and change directions. As a full-round action, you can move a Huge or smaller boat 10 ft/round with Average maneuverability (DMG p. 20 – for the purposes of this form, disregard any movement characteristics that have to do with movement in 3 dimensions, including minimum speed and the ability to hover). You can increase the speed and/or maneuverability of the craft by adding 5 to the DC for every 10 feet of speed or to increase the maneuverability to Good. You can also propel a larger craft by increasing the DC by 5 per size increase. You can also slow and stop a boat using this seed. Each full-round action spent slowing a boat reduces its speed by an amount equal to ¼ of its original speed. Increasing the DC by 5 allows you to reduce speed by an amount equal to ½ of the original speed.
• Slide (Base DC 15): As a standard action you create a wave that pushes a craft sideways by 10 ft. For every 5 by which your Waterbending check exceeds the DC the craft moves an additional 5 feet sideways.

Armor
Base DC: 15
The element of water has ever changing and resilient, and if used properly can provide considerable protection.
• Liquid Armor: By covering her entire body in a thick layer of liquid water, a waterbender gains DR 3/piercing, and +2 to AC (including touch AC) against bending attacks as a move action. For every 3 points by which the waterbender exceeds the base DC, the damage reduction increases by 1. Maintaining the liquid armor for more than two rounds gives a -4 penalty to all Waterbending checks until the waterbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes a waterbender to fail a Waterbending check, she may choose to end the seed and remove the penalty at that time.
• Ice Armor: The waterbender may also choose to fashion actual solid armor from water molded around her body and frozen into place as a full-round action. The waterbender may fashion any type of armor she is familiar with, and it has all the properties of that armor type, except those based on the armor’s material, and normally metallic armors weigh half as much as usual. Adding spikes to the armor increases the Waterbending DC by +4. The armor melts to the point of becoming useless in five minutes unless the ambient temperature is below freezing.

Wave
Base DC: 15
By accentuating the normal fluctuations in water levels, a Waterbender can make standing water or ice accelerate forward in a wave, crashing into all in its path.
• Breaker: The wave created by this seed travels in a straight line from a large source of water (such as a river, the ocean, or standing on a glacier) within the waterbender’s bending range as a standard action, and can move 10 ft/ level of the waterbender. The wave initiates a bullrush against any creatures in its path, counting as a Large creature (with a 10-foot face) with a Strength score equal to the bender’s Wisdom score+2 for the purposes of resolving bullrush attempts. The waterbender may increase the wave’s size to Huge (Giving an additional +4 size bonus and a 15-foot face) by adding +10 to the DC. A waterbender may try to turn the wave 45 degrees two times during its motion, but because of the great mass of water used; each requires another Waterbending check at the same DC as the one to make the wave turn. Any creature pushed back more than 10 feet by the wave is also knocked prone. The waterbender may move with the wave at its crest, ending her movement wherever the wave moves. Water used in this way may not be maintained.
• Transport: Rather than make a destructive force against her opponent, a waterbender may make a smaller wave to carry her quickly from one place to another as a standard action. This wave moves at 10 ft/waterbender level and can make four 45 degree turns during its motion, without requiring additional Waterbending checks.

Golem
Base DC: 15
By molding a large mass of water, snow, or ice into a vaguely human-shaped structure, a waterbender can create a powerful proxy to fight in her place.
• Creation and control: As a full round action, a Waterbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of stone and compacted earth. The waterbender must direct its actions in combat by making a Waterbending check equal to the original Waterbending DC as a full-round action, with the golem essentially mimicking the actions taken by the earthbender. If the waterbender does not concentrate on maintaining and directing the golem or fails the Waterbending check to control it, the golem collapses. The golem's attack rolls use the waterbender’s base attack bonus and are modified by the earthbender's Wisdom modifier instead of the golem's Strength modifier. Also, a golem made of primarily of water or snow has no hardness, but has double the usual hit points for an animated object of the same size. A waterbender can control a golem she can't see, but the golem is considered blind. Additionally, the earthbender cannot see through the golem, and thus is limited to the vision range of her current location.
• Attacks: Because the golem is essentially a reflection of its bender’s actions, it can use its slam attack at the same rate as the bender’s unarmed strikes, along with whatever extra modifiers gained therein (Weapon Focus, etc.).
• Size: The waterbender can increase the size of the golem by adding 5 to the DC for every size increase desired, creating an animated object of the appropriate size. For example, increasing the DC to 35 allows the waterbender to create a Gargantuan golem.
• Reach: A waterbender with the Water Whip seed can increase the reach of her golem's slam attacks by adding +4 to the Waterbending DC for every 5 ft of reach she wishes to add.
• Enhancement: A waterbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The waterbender cannot increase the golem’s ability scores by an amount greater than her Wisdom modifier. A waterbender with a Wisdom modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Waterbending check) scores by a maximum of 5, increasing the Waterbending DC by 10 in the process.

Feel the Flow
Base DC: 20
The element of water is fluid and continuous, and those in tune with the element can learn to sense objects obstructing its flow.
• River Sense: If a waterbender is in contact with moving water, she may begin focusing on feeling the water’s flow and anything not in sync with it as a move action that doesn’t provoke attacks of opportunity. The waterbender senses (automatically pinpoints) anything within the river not moving along at its same pace in a 30-foot radius of herself. For example, a waterbender could sense a rock jutting beneath the surface of the water, fish swimming against a river’s current, or an assailant hidden behind a bend in a stream; but not a floating log or fish swimming downstream, since they flow with the river. A waterbender may use this seed as a swift action, but doing so adds +10 to the Waterbending DC, and she can choose to continue sensing the water’s flow in this way by focusing as a standard action each round to feel how things move within her perception.
• Lake Sense: Even still bodies of water have a specific flow to them, though it is fundamentally different to that of moving water. A waterbender sensing a still body of water does so as above, only that she senses anything that has moved within the water in the past round, and by continuously focusing, anything that moves within it.


Bend Plants
Base DC: Varies
Because of the high percentage of water in plants, a waterbender can theoretically exert complete control over them, as with water. However, few waterbenders ever learn more than the basics of this as the use of plants extends to an art within itself.
• Entangle (Base DC 10): A waterbender takes basic control of plants in 20 ft radius within her bending range. Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. 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. For every 5 points by which the Waterbending check exceeds the DC, the radius of this seed increases by 5 feet.
• Entwine (Base DC 25): By taking control of larger or larger quantities of plants, a waterbender can actually crush opponents within the writhing flora she controls. This seed bends vines and similar plants and seemingly brings them to life. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the seed’s radius must make a grapple check, opposed by the grapple check of the vines. Treat the vines attacking a particular target as a Large creature with a base attack bonus equal to the waterbender’s class level and a Strength score equal to her Wisdom score. Thus, its grapple check modifier is equal to the bender’s class level + Wisdom bonus + 4. Have hardness 2 and 10 hit points.


Blizzard
Base DC: Varies
By rapidly cooling the moisture in the air above him, the waterbender may alter the weather to a small, localized degree, provided there is enough water in the air.
Snow (Base DC 25): The waterbender takes control of the ambient moisture in the air or a nearby water source and forms into a blanket of heavy white snow. The waterbender may bring down a curtain of snow which grants all within the waterbender's bending range decreased movement and visibility. The first four rounds of this seed's use creates the weather condition of snow (http://www.d20srd.org/srd/weather.htm#snow) (-4 on Spot and Search checks, -4 to ranged attacks, requires 2 squares of movement to enter a snow covered square) in the bending radius, while subsequent rounds of use increase this to heavy snow (http://www.d20srd.org/srd/weather.htm#heavySnow) (same as snow, requires 4 squares of movement to enter a heavy snow square, restricts visibility further as per fog). The bender may add +5 to the DC of this technique to increase the range half again for every +5 added. This seed can only be used in exceptionally humid areas or if some form of precipitation is already falling.
IIce Storm (Base DC 35): A favored offensive move by powerful waterbenders in the poles, this technique is similar to snow-making, the waterbender violently swirls the snow and ice around her. In a space within her bending range, the waterbender may creat an ice storm with a radius of 20 ft. Everything within this radius takes 5d6 points of cold damage from the intense cold, slivers of ice, and freezing rain that composes this storm. The bender may move this cloud at a rate of 20ft per round upon a successful DC 30 check. Damage may be increased by increments of +1d6 by increasing the DC of the Waterbending check by +2 per increase. The waterbender must have at least a 20ft range of existing snow, roughly a foot deep, in the surrounding area to use this technique. If she doesn't, then she may use the Snow technique to create it first.

Bloodbending
Base DC: Varies
The bodies of all living creatures, humans especially, are composed primarily of water. Possibly the most powerful waterbending seed ever designed, the puppet seed allows a waterbender to make use of this, bending the water in a creatures body to the extent of controlling its actions.
• Puppet (Base DC 50)As a full-round action, a waterbender may attempt to control the movements of one creature within her bending range. The target must make a Fortitude save or have his body move unwillingly at the waterbender's control. Creatures gain a +4 bonus to their saving throws for each size category larger than Medium when targeted by this seed. The waterbender may make the target move, attack or any any other action he is capable of using the target’s modifiers, but may not access the target's feats, knowledge or force him to use any sort of bending. In terms of movement, targets of this form may be moved using their own base land speeds or through the use of the Manipulate seed, as far as the waterbender may control the targets with a move action during a turn (this does not actually take any action other than the standard full round for this seed). This seed takes the bender's full turn and she may not perform any other physical action on her turn except controlling her opponent, though she may take purely mental actions. A controlled opponent may make a new saving throw on its own turn. A waterbender may control additional opponents by adding +5 to the Waterbending DC per target.




EDIT: Alright, so what do you think? I'm a bit worried about the balance of the DCs for each form, as every bender that takes the class is going to have the skill Skill Focused, synergied and otherwise blinged out. Anyway, are there an comments, critiques, or suggestions for additional forms? Just please let me know!


EDIT: If anyone could show me where I could find some artwork to place there, I would greatly appreciate it. I feel horrible using Mephibosheth's awesome OotS benders again.

Eighth_Seraph
2007-08-17, 01:16 AM
Earthbender
http://i64.photobucket.com/albums/h197/Mephibosheth85/Earthbender.gif

Strong and steady, earthbenders are a highly disciplined group with the ability to manipulate stone, soil, crystal, and other earth-based substances. They can attack aggressively with hurled boulders, or they can be bastions of [defense behind walls of stone and giant fissures.
Adventures - Many earthbenders are attached to earth Kingdom military units and adventure at the command of their superior officers. Others wander for personal reasons including acquisition of wealth and power, to fight in earthbending tournaments, and to find an earthbending Master to help them improve their skills.
Characteristics - Of all the bending arts, earthbending is perhaps the most balanced, strong in both offense and defense. On the offense, earthbenders can hurl large boulders at their enemies, trap their enemies in cages of stone and soil, immerse their enemies in earth, or throw them off balance with localized earthquakes. On the defensive, they can raise stone walls out of the ground, encase their bodies in earthen armor, and hurl their enemies away with quickly-rising columns of stone.
Alignment - An earthbender's training and lifestyle is one of rigidity and endurance. As such, they tend to be lawful. However, unlike other bending disciplines, earthbending lacks any dominant moral imperative and earthbenders fall all over the good-evil axis.
Religion - earthbenders are incredibly self-sufficient and, as a group, show little predilection for religion. Some revere the earth King as a minor deity, but many do not.
Background - Many earthbenders have a military background, employing their formidable powers for the benefit of the earth Kingdom. Others learn in earthbending schools as children. Still others have private tutors.
Races - All earthbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the earth Kingdom.
Other Classes - earthbenders find the evasive style of Airbenders difficult to deal with, and prefer to stand their ground and fight than dodge attacks. They work well with almost all kinds of Benders, where their balance of offense and defense allows them to fill many roles. They also work well with the martial classes for the same reason.

Abilities - A high Wisdom score is essential to an earthbender as it determines the save DC's of many of her best abilities. High Constitution and Strength are also helpful if the earthbender chooses to take advantage of her weapon and armor skills and engage in melee combat.
Alignment – Any
Hit Die – d8

Class Skills – Climb (Str), Concentration (Con), Craft (Int), Earthbending (Wis) Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Spot (Wis)
Skill Points at 1st Level – (2 + Int Modifier) x4
Skill Points at Each Additional Level – 2 + Int Modifier

Earthbender
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known|Class Defense Bonus

1st|
+0|
+2|
+0|
+2|Earth Blast 1d6, Block Bending|
1|
+2

2nd|
+1|
+3|
+0|
+3|Move a Rock|
2|
+2

3rd|
+2|
+3|
+1|
+3||
2|
+3

4th|
+3|
+4|
+1|
+4|Climb (20 ft)|
3|
+3

5th|
+3|
+4|
+2|
+4|Earth Blast 2d6|
3|
+3

6th|
+4|
+5|
+2|
+5|Climb (30 ft)|
3|
+4

7th|
+5|
+5|
+2|
+5|Head-On Defense|
4|
+4

8th|
+6/+1|
+6|
+2|
+6|Climb (40 ft)|
4|
+4

9th|
+6/+1|
+6|
+3|
+6||
5|
+5

10th|
+7/+2|
+7|
+3|
+7| Earth Blast 3d6|
5|
+5

11th|
+8/+3|
+7|
+3|
+7||
6|
+5

12th|
+9/+4|
+8|
+4|
+8|Climb (50 ft)|
6|
+6

13th|
+9/+4|
+8|
+4|
+8||
6|
+6

14th|
+10/+5|
+9|
+4|
+9||
7|
+6

15th|
+11/+6/+1|
+9|
+5|
+9|Earth Blast 4d6|
7|
+7

16th|
+12/+7/+2|
+10|
+5|
+10||
8|
+7

17th|
+12/+7/+2|
+10|
+5|
+10||
8|
+7

18th|
+13/+8/+3|
+11|
+6|
+11||
9|
+8

19th|
+14/+9/+4|
+11|
+6|
+11| Climb (60 ft)|
9|
+8

20th|
+15/+10/+5|
+12|
+6|
+12|Earth Blast 5d6|
9|
+8 [/table]


Class Features
Weapon and Armor Proficiency - An earthbender is proficient with all simple weapons, and no armor or shields.


Improved Unarmed Strike - An earthbender gains Improved Unarmed Strike as bonus feat at third level.

Earth Blast
Base DC: 5
The first offensive ability an earthbender learns is to levitate the earth beneath her and punch or kick at great speeds towards her opponents. A blast deals 1d6 bludgeoning damage at 1st level (half damage to objects) and increases in power as the earthbender gains levels, as shown above. A blast is a ranged attack, and an earthbender can use a number of blasts in one round equal to the number of iterative attacks she can make (as determined by her BAB). A earthbender cannot apply precision-based damage from any source to the damage dealt by her blasts, and the blast is treated as an exotic ranged weapon for feat purposes. A earthbender can only use blasts when there is a source of open earth within her bending range. A earthbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the earthbending DC, but still suffers penalties for concealment, as appropriate. Because of the strength required to move a stubborn element like earth, an earthbender may apply his Strength modifier instead of his Dexterity modifier to an Earth Blast's attack roll, if she wishes; and she also adds her Strength modifier to damage.

Block Bending
Base DC: 5
The first defensive seed earthbenders learn is to deflect the blasts from her opponents. During her turn, an earthbender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 10 feet of the herself. As an immediate action, the earthbender can attempt to block an enemy bender’s blast with an opposed attack roll. A earthbender can deflect bending a maximum number of times equal to the number of attacks she is granted by BAB. If the earthbender makes any attacks, she forgoes that opportunity to deflect bending. If the Earthbender’s attack roll is less than her opponent’s, the blast is unaffected by the deflection attempt. If the Earthbender’s attack roll equals or exceeds her opponent’s, the blast is intercepted by wall of earth or outcropping of stone. The Earthbending DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.

Move a Rock
Base DC: 5
The most basic of the earthbending seeds, manipulation involves simple movement or shaping of earth or stone.
Movement: The base DC is for moving a 5-foot cube of earth up to 5 ft/round in any direction. Adding another 5-foot cube of earth to a seed increases the Earthbending DC by +4 per cube, and moving the earth an additional 5 feet adds +2 to the DC. This use of the seed is a move action.
Shaping: This seed can also be used to manipulate the basic shape of earth or stone, though it does not allow intricate detail. For example, creating a sculpture of a humanoid is possible, but making one of a specific person is not, and the sculpture comes out rough and bumpy; creating a sculpture of a specific race is also difficult, but telltale features (like an elf’s ears) could give it away. The base DC is for manipulating the shape of a Diminutive mass of earth stone; the Earthbending DC increases by +5 for every size category larger than Diminutive the sculpture is, and this changes to +10 for every size category larger than Large it is. This use of the seed takes one full-round action, plus two more for every size category larger than Diminutive the sculpture is. Shaping stone is essentially cutting away chunks from a block of stone, while shaping earth is actually altering its shape.

Head-On Defense[/COLOR][/B] – Beginning at 7th level, whenever an earthbender makes a Reflex save to dodge or avoid being hit by something made of a material she can bend (soil, stone, or some other form of earth), she may make a Fortitude save instead. The object provoking the save may be bent, shattered or simply stopped, as appropriate for the situation.

Climb – By bending her own hand and footholds into a stone or earthen surface, an earthbender can climb even sheer surfaces easily. An earthbender gains a +8 Competence bonus on all Climb checks. She must still make a Climb check to climb any wall or slope with a DC higher than 0, but she always can choose to take 10, even if rushed or threatened while climbing. This ability only works on substances the earthbender could usually bend.

Earthbending Forms - Most earthbending seeds require a significant amount of earth. Earth is defined as soil, stone, crystal or any other naturally occurring mineral (metal ores works, too; but worked metal requires special training); though earthbenders have very limited control over sand and it may not be used in earthbending forms. The amount of soil used in bending forms is usually not enough to change the landscape, though using stone does leave noticeable gaps from where it was drawn. Using stone from a stone floor turns the square from where the stone was drawn into rough terrain.

Earthbending Seed List

Dust
Base DC: 10
By using limited control over small particles of earth, an earthbender obscures vision and blinds her foes.
• Dust cloud: An earthbender may make a hemisphere of fog anywhere within her bending range with a radius of 10 ft. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This seed even functions underwater. Increasing the radius of the cloud adds +5 to the Earthbending DC per 5-foot increase.
• Blind: By aiming a spray of sand or dust at an opponent’s eyes, an earthbender can try to temporarily blind the creature. The earthbender makes a ranged touch attack against a target’s AC, taking -5 on the attack roll because of the small area targeted. If the attack is successful, the target creature is rendered blind until the end of its next round.

Earth Wall
Base DC: 10
A signature ability of many earthbenders for when Move a Rock just doesn’t cut it, a wall of earth is often the best weapon in an earthbender’s arsenal.
• Earth Wall: The earthbender causes a small wall of earth to shoot out of any earthen surface within her bending range as a standard action. The wall is 1 inch thick, plus one more inch per every 2 points by which the Earthbending check exceeds the DC. The wall’s area is one five-foot square, but the earthbender can add another such square by increasing the Earthbending DC by +4. Each 5-foot square of the wall has hardness 2 and 10 hit points per inch of thickness. Breaking through with a single attack requires a Strength check of 10 +2 per inch of thickness. An earth wall cannot be used as a bridge and must be made anchored in existing earth.
• Stone Wall: As above, except that this seed can only be done on a stone surface, and the wall has hardness 8 and 15 hit points per inch of thickness.
• Push: An earthbender can push an existing wall of earth or stone to knock opponents back as a move action. The earthbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Earthbending check exceeds the DC. Any opponent caught behind the wall must make a Reflex save, +5 for every 5 feet away from the nearest gap to the wall he is to avoid the wall and jump to that square, provoking attacks of opportunity while doing so.

Column
Base DC: 10
Through the use of this seed, an earthbender causes a column of earth, stone, or crystal to thrust out of an earthen surface.
• Crush: An earthbender thrusts a column of earth from the ceiling above, the ground below or a wall beside a creature. The creature must make a Reflex save to avoid the column, moving to the nearest square adjacent to it of its choice. The column has a maximum diameter of 5 ft., but can be widened by another 5 ft by increasing the Earthbending DC by +5. The column’s maximum height is 10 ft, plus another 5 ft for every 4 points by which the Earthbending check exceeds the DC. If the column slams a creature against a solid surface, the target takes 4d6 crushing damage and is pinned between the solid surface and the column, but can escape with a DC 30 strength check or Escape Artist check.

Tilt
Base DC: 10
A useful and powerful seed to know within the confines of a city of worked stone, it is difficult to make use of this among natural earth.
• Unbalance: By shifting the angle of a level surface, an earthbender can throw enemies off balance and make them easy targets or simply make an area difficult to enter as a standard action. Those caught on the slab must make a Reflex save or fall to the base of the slab, and movement on the slab requires a Balance check with the same DC as the Reflex save to move at half speed. Failing the Balance check by 5 or more indicates that the creature falls to the base of the slab. An earthbender can affect one 5 ft square of worked stone about 1 foot thick, plus one more 5-foot square for every 2 points by which the Earthbending check beats the DC. The earthbender can choose to continue focusing on the slab with a standard action every turn to keep the slab in place, but it will fall naturally into place once released. Using this form with earth or unworked stone first requires that the area affected be separated from the surrounding earth through the use of Move a Rock.
• Twist: By twisting a section of stone a full 90 degrees, an earthbender can effectively make an unstable wall of stone to block an opponent’s path. This works on an area of worked stone as above, but the wall can balances on its own and can be pushed over with a DC 15 Strength check or by using Move a Rock, dealing damage according to its height as falling damage. The squares being tilted need not be touching each other.

Armor
Base DC: 15
The element of earth is known for substance and its powers of protection, and can be used as a solid barrier against harm.
• Earthen Armor: By covering her entire body in a thick layer of liquid earth, an earthbender gains DR 5/piercing, and +2 to AC (including touch AC) against bending attacks as a move action. For every 3 points by which the earthbender exceeds the base DC, the damage reduction increases by 1. Maintaining the liquid armor for more than two rounds gives a -4 penalty to all Earthbending checks until the earthbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes an earthbender to fail a Earthbending check, she may choose to end the seed and remove the penalty at that time.
• Stone Armor: The earthbender may also choose to fashion actual solid armor from stone molded around her body as a full-round action. The earthbender may fashion any type of armor she is familiar with, and it has all the properties of that armor type, except those based on the armor’s material. Adding spikes to the armor increases the Earthbending DC by +4.

Tremorsense
Base DC: 15
There are few earthbenders that have ever discovered this profound application of their art: the ability to sense that which the solid earth sees.
• An earthbender using this form can take a move action to listen and feel the minute movements of the ground. She automatically pinpoints the location of anything within a 10 ft radius that is in contact with the ground, including underground, plus 5 feet for 2 points by which the Earthbending check exceeds the DC. The range of this tremorsense is halved when the Earthbender is standing on sand or similarly loose soil. An earthbender cannot use this ability when not in contact with the ground in some way (i.e. while flying, swimming, standing on ice on a lake, etc.). The earthbender can use this form as a swift action, but doing so increases the Earthbending DC by +10, or she can choose to continue focusing on this form as a full-round action for as many turns as she wishes, sensing anything new that comes into the area.

Steady Stance
Base DC: 15
By encasing her feet in earth or stone, an earthbender can better resist attempts to move her, or trap opponents in place.
• Defensive: Stabilizing herself with feet solidly connected to the ground, a earthbender gains a +2 to saves or checks to stay in place, +1 for every point by which the Earthbending check exceeds the DC. The earthbender may also encase the feet of allies within her bending range in this way by adding +4 to the DC per ally. Those affected by this seed can move from their square if they want, but doing so ends the seed.
• Offensive: By surrounding an enemy’s feet in earth and solidifying it suddenly, an earthbender may prevent an enemy from advancing. The target of this seed makes a Reflex save to avoid it altogether, or remain trapped in place. Those who failed the Reflex save can make a Strength check equal to three fourths (.75) of the Earthbending check to break free, or may spend a full-round action chipping the ice away with a light weapon. The earthbender may use this seed against multiple opponents, but doing so adds +4 to the Earthbending DC per additional opponent.

Create Rubble
Base DC: 15
By cracking and tumbling stone beneath opponents, an earthbender can seek to hamper their movement and make them easier to hit.
• Difficult terrain: By using this seed, an earthbender turns an earthen surface into heavy terrain in an area with a radius of 5 feet. Anyone caught in the radius during this seed takes 2d6 bludgeoning damage if they fail a Reflex save as the ground turns and buckles beneath them. It costs 2 squares of movement to enter a square with dense rubble. The Balance and Tumble checks on dense rubble take a -5 penalty, and Move Silently checks take -2. The radius of the rubble increases by 5 ft for every 5 points by which the Earthbending check exceeds the DC.
• Misstep: True to the teachings of neutral jing, an earthbender can wait and prepare an action to use this seed against a particular opponent. The earthbender focuses on her opponent’s movement, following its footsteps, ready to act. If the opponent moves more than 5 ft along the grand, the earthbender may wrench the ground violently beneath her, dealing 2d6 points of damage and immediately stopping the opponent’s movement on a failed Reflex save. If the save is failed by 5 or more points, the opponent is also knocked prone. By adding +10 to the Earthbending DC, the earthbender can also attempt to twist her opponent’s ankle with this seed; doing so requires the opponent to make a Fortitude save if it fails its Reflex save. Failing the fortitude save imposes a -2 penalty to Dexterity and -10 feet to base land speed. This seed makes the affected square difficult terrain, as above.

Compact
Base DC: 15
Unusually loose or soft earth or sand poses a serious problem for earthbenders, since it hinders their ability to use the earth around them.
• A place to stand: An earthbender may use this form to fuse any loose soil or sand into a much sturdier surface. An earthbender may create one 5-foot square, plus another for every 2 points by which the Earthbending check beats the DC. These squares must all be touching at least one other square and at least one must touch the Earthbender. This negates the penalties for standing on loose dirt and the movement penalties for rough ground, as well as those for using the Tremorsense seed.
• Soften earth: Earth’s abilities to hamper opponents are often just as valuable as those to directly attack or defend. By using this seed, wet earth becomes thick mud and dry earth becomes loose sand or dirt. The earthbender affects a 5-foot square, plus another for every 2 points by which the Earthbending check beats the DC to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
• Soften Landing: Similar to Soften Earth, this use of the seed allows a falling earthbender to soften the ground below her before she lands as an immediate action once per round, taking damage as if she had fallen half the actual distance.

Golem
Base DC: 15
By molding a large chunk of rock into a vaguely human-shaped structure, an earthbender can create a powerful proxy to fight in her place.
• Creation and control: As a full round action, an earthbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of stone and compacted earth. The earthbender must direct its actions in combat by making an Earthbending check equal to the original Earthbending DC as a full-round action, with the golem essentially mimicking the actions taken by the earthbender. If the earthbender does not concentrate on maintaining and directing the golem or fails the Earthbending check to control it, the golem collapses. The golem's attack rolls use the earthbender’s base attack bonus and are modified by the earthbender's Wisdom modifier instead of the golem's Strength modifier. An earthbender can control a golem she can't see, but the golem is considered blind. Additionally, the earthbender cannot see through the golem, and thus is limited to the vision range of her current location.
• Attacks: Because the golem is essentially a reflection of its bender’s actions, it can use its slam attack at the same rate as the bender’s unarmed strikes, along with whatever extra modifiers gained therein (Weapon Focus, etc.).
• Size: The earthbender can increase the size of the golem by adding 5 to the DC for every size increase desired, creating an animated object of the appropriate size. For example, increasing the DC to 35 allows the earthbender to create a Gargantuan golem.
• Hardness: An earthbender with the Compact seed can increase the hardness of her golem by adding +2 to the Earthbending DC for every 1 point of hardness she wishes to add.
• Enhancement: An earthbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The earthbender cannot increase the golem’s ability scores by an amount greater than her Wisdom modifier. An earthbender with a Wisdom modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Earthbending check) scores by a maximum of 5, increasing the Earthbending DC by 10 in the process.


Earthen Stride
Base DC: 20
By lifting the ground under your feets into two mounds of soil or a huge rock, you gain considerable speed and inertia, changing into an unstoppable juggernaut.
Running Snail: By shaping crude hemisphere of soil or mud around you feets and moving these swirly ''stilts'' like snails, or by sculpting yourself a stone tower as a full-round action, travelling is not bothersome anymore, nor enemy troops. You may now only move at your running speed, and the benefits of the Run feat, plus one time the normal speed bonus per 5 points you beat the DC.You may make overun attempts normally, and if you add +5 the DC of this seed, opponents may not try to avoid you. Your bulk and the earth you displace means you are one size larger than before, and you gain an additional bonus equal to +1 per 5 points of your check. You may use forced march (http://www.d20srd.org/srd/movement.htm#forcedMarch) while running, but must make constitution checks normally, to which you gain a bonus equal to +1 per 5 points of your check. You only have to do one check per hour to maintain the seed.

Catapult
Base DC: 20
Earthbenders are often the least mobile of the elements; preferring a solid stance to a quick dodge. This, however, is not always the case.
• Transport: By using this seed, an earthbender thrusts a small column of earth and stone powerfully up from below her at any angle she wishes as a move action, launching herself or another creature or object 20 ft in any direction (including straight up). This distance can be increased by 5 ft for every 2 points by which the Earthbending check exceeds the DC, and affecting an additional target adds +4 to the DC per target. The height of the creature’s trajectory at its peak is half the horizontal distance (unless, of course, there is no horizontal distance covered), and the height can be doubled by halving the distance.
• Knockback: An earthbender can also use this seed as a way to launch opponents away or into other obstacles. The form works just as above, except that it is a standard action, the target receives a reflex save to avoid it, and if this seed throws an opponent into a solid obstacle (a cliff wall, a tree, etc.) the target takes 1d6 damage for every 10 points of the Earthbending check.

Excavate
Base DC: 20
Oftentimes, the ability to Move a Rock simply isn’t enough to make a proper tunnel or trench. Using this seed pushes earth aside, as opposed to taking it and dumping it elsewhere.
• Hole: This seed can make a hole approximately the shape of a 5-foot cube as a standard action, plus another such cube for every 4 points by which the Earthbending check beats the DC. The earth used in this seed is piled around the edges of the excavation, adding a loose wall of earth three feet high around the sides. Making a hole in solid stone doubles the Earthbending DC.
• Tunnel By digging directly into the earth, in which case she begins by making a hole (as above) and then making it deeper, or making it horizontal beneath the ground. The earth moved aside by this seed is compacted around the sides of the excavation, making a noticeable bulge in the ground if the tunnel is within 5 ft of the surface. Tunneling through stone doubles the Earthbending DC, and an earthbender can choose to collapse the tunnel through the use of Move a Rock.

Earthquake
Base DC: Varies
An earthbender can send a jarring shockwave of earth along the ground, knocking opponents to the floor.
• Tremor (Base DC 20): By creating a quick, local tremor to violently shake the ground below, an earthbender can knocks opponents to the ground and hampers their movement. An earthbender creates an earthquake in a five-foot radius. All creatures within the area of effect must succeed on Balance check opposed by the bender’s Earthbending check -5 or fall prone. The radius increases by 5 feet for every 5 points by which the Earthbending check beats the DC. Using this seed also dislodges loose soul and rocks on slopes, possibly causing avalanches in appropriate areas. Creatures climbing within a quake must make a Climb equal to the Climb DC of the surface they’re on + half the bender’s Earthbending check.
• Quake (Base DC 20): By using a full-round action when using a tremor, as above, an earthbender can create a quake that lasts as long as she focuses on it. Doing this forces anyone in the affected area to make a Balance check (as above) in order to enter or move within the affected radius or fall prone. Furthermore, each square of movement through the affected area counts as 2 squares.
• Ripple (Base DC 30): By creating a sort of wave along the ground before her, an earthbender can cause opponents to lose their balance and be launched into the air. The wave takes effect in a cone up to the earthbender’s bending range. Opponents within the cone must succeed on a Reflex save or be knocked 5 feet into the air or 5 being shoved 5 feet backwards (bender’s choice) for every 10 points of the Earthbending check, taking falling damage if appropriate.

Immobilize
Base DC: Varies
Stomping the ground aggressively, the Earthbender causes packed clay or stone to burst upwards, trapping the target creature.
Arrest (Base DC 20): Sheets of packed clay burst from the ground and wrap around a single medium-sized or smaller target within the Earthbender’s bending range. The target must make a Reflex save or be immobilized. An immobilized target may not move, attack, bend, or take any action that requires movement, but is not considered helpless. Those who fail the Reflex save can make a Strength check equal to three fourths (.75) of the Earthbending check to break free as a full-round action. They can also be dug out by dealing 50 points of damage to the clay. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which her Earthbending check exceeds the DC.
Capture (Base DC 25): Small walls of stone or crystal encase a single target withing the Earthbender’s bending range. The target must make a Reflex save or be immobilized. The target is considered helpless, but can still take actions that require only mental or verbal activity. Those who fail the Reflex save can make a Strength check equal to the Earthbending check to break free as a full-round action. They can also be freed by the use of any appropriate Earthbending form or by dealing 100 points of damage to the stone. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which her Earthbending check exceeds the DC.

Metalbending (template)
Base DC: Varies
Everything on the planet is an extension of the four elements, including smelted metals. A fundamental secret of the elements, powerful earthbenders have control over even purified steel.
• Applying (Base DC 35): An earthbender may use Move a Rock with metal rather than earth by adding +35 to the Earthbending DC. However, the earthbender must be in physical contact with the metal at all times. For example, an earthbender can pick up a 5-foot cube of iron with one hand as a standard action, and move with it as far as she could use Move a Rock to with a move action.
• Warp (Base DC 35): An earthbender can cause metal to bend and warp with a touch, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at the bender’s option). A boat or ship springs a leak. Warped ranged weapons are useless. Warping a worn or wielded item requires an attack roll, as if making a sunder attempt. A warped melee weapon causes a -4 penalty on attack rolls. The earthbender may warp one Small or smaller object, with each size category increasing the Bending DC by +5. Alternatively, the earthbender can unwarp metal (effectively warping it back to normal) with this seed, straightening metal that has been warped by this seed or by other means.
• Crush (Base DC 45): An earthbender can constrict the armor of an opponent with a mere touch, crushing him like a grape inside. An earthbender makes a touch attack against an opponent to hit his armor. If the attack is successful, the bender makes an earthbending check. A successful Earthbending check crumples metal armor like paper, dealing 5d6 piercing and 5d6 bludgeoning damage to the wearer and leaving the armor useless. Armor crushed in this way lowers its armor bonus by -4, incurs double its usual armor check penalty (minimum -4), halves the maximum Dexterity bonus (rounded down) and lowers the maximum speed by -5 feet.

Lava Flows (template)
Base DC: 30
Though merely the liquid form of the element of earth, the dependable qualities of its solid counterpart are gone, and few earthbenders ever learn to truly manipulate it.
• Draw: Though seldom will an earthbender have hot lava at her disposal, one can almost always depend on there being a generous supply a few hundred feet belowground. An earthbender can focus on finding this magma, bringing it bubbling up anywhere within her bending range in 2d4+1 rounds. An earthbender must focus solely on bringing the magma to the surface, or she must begin over again; and she can choose to abandon the attempt and roll again on her next turn if she wishes. The lava bubbling forth comes at a rate than can fill one five-foot cube in five rounds. The earthbender can speed up the lava’s rising rate by one round for every 5 points by which the Earthbending check beats the DC.
• Applications: An earthbender also learns to use lava in her known seeds, if reasonable. An Earth Blast with this template applied deals damage as normal, along with the burning effects of lava. This seed can be used normally with lava already present in the environment. For ease of reference, Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava.

Rift
Base DC: 35
By opening a fissure directly beneath an opponent’s feet and snapping it suddenly shut around his chest, an earthbender can disable powerful opponents before they become a threat.
• Engulf: An earthbender opens a large crack directly beneath her opponent’s feet, causing him to fall in, then snaps the crevice shut around him. The target receives a Reflex save to avoid falling into the fissure up to his neck. A target of this form is considered helpless while engulfed, though he may take any actions not requiring somatic components and can escape with a DC 25 Strength or a DC 40 Escape Artist check, or he may be dug out of his predicament. If this seed is done on a stone surface, the target also takes 4d6 crushing damage on a failed save.





Alright, I've still got seven more earthbending forms underway, but my school year starts tomorrow, and I figure that you guys'd like me to give you what I have. Look 'em over and tell me what you think.

argentsaber
2007-08-17, 02:38 AM
I recently adapted the true namer (also skill based casting) from tome of magic. what i did was to replace the skill use with a class level ability similar to bardic knowledge or animal affinity checks (although i did add a "practiced namer" feat that could account for up to 4 levels of multiclassing). After adjustign the DCs down a bit, i have found that it works resonably well thus far.

Mephibosheth
2007-08-17, 10:21 AM
I really like how this is looking. I'm somewhat in transit right now, so I can't give it a thorough going over, but I will sometime soon. My initial impression is that this system gives the benders a small versatility/creativity bump, which I like.

In other news, I've started a website for my work on the Avatar world, just to keep everything in one place and updated. I've made some changes since the last time we worked on this project. Check it out (http://tjwatter.googlepages.com/home) and let me know what you think.

Also, don't feel bad about using the OotS benders. I'm just glad people are still interested in this project.

Mephibosheth

Vadin
2007-08-17, 03:06 PM
Out of curiosity on the part of both me as a DM and my players, are these benders balanced with the warlock-style benders? What I mean is, could I use both of them in a game and not see one of them horribly outdo the other?

AjaxTorbin
2007-08-17, 03:24 PM
out of curiosity, what if i wanted to play a 'normal' say like, Sokka. (he is teh plan guy)
would i use a normal fighter, maby throw in some monk?

Korias
2007-08-17, 03:51 PM
out of curiosity, what if i wanted to play a 'normal' say like, Sokka. (he is teh plan guy)
would i use a normal fighter, maby throw in some monk?

Sokka would probably draw from Fighter/Monk, Im guessing Fighter 4/Monk 3.

That, or Warrior/Monk.

Ceiling009
2007-08-17, 10:32 PM
for the offensive seeds and forms, is there a check then an attack roll? I mean, very few spells outside blasting spells require an attack roll... and those are normally touch attacks... while a truenamer I think doesn't require attack rolls for a lot of their spells... so.. let's say you pull off that frozen spiked waterblast... with it's DC 20 check... do you still have to make an attack roll? or is it assumed to hit? just like most spells? after all, if it's a 22 DC the blast can go around cover... but still have that 20% to 50% miss chance...yeah... i'm confused about that.

katarl
2007-08-18, 06:34 AM
Really looking forward to the earthbender. This system looks very versatile, and much closer to the feel of the series.

Eighth_Seraph
2007-08-18, 12:00 PM
Recently moving in from page #5...I proudly re-present the....

FIREBENDER

http://i64.photobucket.com/albums/h197/Mephibosheth85/Firebender.gif

Quick, chaotic, and destructive, Firebending is a difficult art that only the most dedicated are able to master. Firebenders are always of the offensive, overwhelming their foes with barrage after barrage of fiery kicks, jabs, and sweeps.
Adventures – Often, Firebenders serve as part of military detachments and adventure under the orders of their superior officers or on their own initiative, seeking to advance the interests of the Fire Nation. Alternatively, they may travel on more personal quests, seeking to regain lost honor or improve their standing within the Fire Nation political hierarchy. Still others adventure to prove and increase their power and command of their destructive art.
Characteristics – Firebenders are fast, powerful, and aggressive. Lacking the potent defensive moves of the other bending disciplines, Firebenders seek to strike quick and hard, defeating their opponent before defense is necessary. They use a variety of attacks to project their fire, with quick hand jabs and punches resulting in short bursts of fire while sweeping kicks create arcs of flame. Some of the most powerful Firebenders are able to create walls of fire, or generate blue fire or electricity, the most powerful forms of the Firebending art.
Alignment – Master Firebenders, like all other benders, show a high degree of discipline and self control, though like their unpredictable medium, they can lose control of their emotions. They can be of any alignment, and can undergo alignment shifts as their beliefs change.
Religion – While the extent of Firebender spirituality is unknown, it is commonly thought that Firebenders revere the sun as the source of their powers. It is also thought that some Firebenders revere past Avatars from the Fire Nation. Many Firebenders are stubbornly individualistic and do not profess any strong religious beliefs.
Background – Many Firebenders receive their training through the military, becoming soldiers in the Fire Nation army. Others seek out individual masters or train at temples dedicated to the art.
Races – All Firebenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Fire Nation.
Other Classes – Of all the other bending disciplines, Firebenders are the most individualistic and the least likely to work well with other benders. That said, they can benefit from working with Airbenders or Waterbenders, who can provide some defensive capabilities to augment the Firebenders’ offensive bent. They also work well with the martial classes, often serving amongst them in the Fire Nation army.

Abilities – Wisdom is the most important ability for Firebenders, as it governs the save DC’s for some of their best abilities. Dexterity is also important as it provides a boost to Armor Class and increases their ability to hit with their Fire Blasts, as is Constitution, which provides needed hit points for a class that often enters combat.
Alignment – Any
Hit Dice – d6

Class Skills – Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Firebending (Wis) Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (History) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)
Skill Points at 1st Level – (2 + Int Modifier) x4
Skill Points at Each Additional Level – 2 + Int Modifier

Firebender
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known|Class Defense Bonus

1st|
+0|
+0|
+2|
+2|Fire Blast 1d6, Play with Fire, Block Bending|
1|
+3

2nd|
+1|
+0|
+3|
+3| |
2|
+3

3rd|
+2|
+1|
+3|
+3|Improved Unarmed Strike|
2|
+4

4th|
+3|
+1|
+4|
+4|Fire Blast 2d6|
2|
+4

5th|
+3|
+2|
+4|
+4||
3|
+4

6th|
+4|
+2|
+5|
+5|Firestorm |
3|
+5

7th|
+5|
+2|
+5|
+5||
3|
+5

8th|
+6/+1|
+2|
+6|
+6|Fire Blast 3d6|
4|
+5

9th|
+6/+1|
+3|
+6|
+6|Fire Resistance 5|
4|
+6

10th|
+7/+2|
+3|
+7|
+7| |
4|
+6

11th|
+8/+3|
+3|
+7|
+7||
5|
+6

12th|
+9/+4|
+4|
+8|
+8|Fire Blast 4d6|
5|
+7

13th|
+9/+4|
+4|
+8|
+8||
5|
+7

14th|
+10/+5|
+4|
+9|
+9||
6|
+7

15th|
+11/+6/+1|
+5|
+9|
+9|Fire Resistance 10|
6|
+8

16th|
+12/+7/+2|
+5|
+10|
+10|Fire Blast 5d6|
6|
+8

17th|
+12/+7/+2|
+5|
+10|
+10||
7|
+8

18th|
+13/+8/+3|
+6|
+11|
+11||
7|
+9

19th|
+14/+9/+4|
+6|
+11|
+11||
7|
+9

20th|
+15/+10/+5|
+6|
+12|
+12|Fire Blast 6d6, Fire Resistance 15|
8|
+9 [/table]



Class Features
Weapon and Armor Proficiency – A firebender is proficient with all simple weapons, and light armor, though no shields.

Improved Unarmed Strike – A firebender gains Improved Unarmed Strike as a bonus feat at third level

Fire Blast
Base DC: 5
The first ability a Firebender learns is Fire Blast. The Firebender generates fire using the heat inside his body and propels it at great speeds toward his foe using a quick jab with his fist. A blast deals 1d6 damage at 1st level (dealing no damage to non-flammable objects, and only half damage to flammable objects) and increases in power as the firebender gains levels, as shown above. A blast is a ranged attack, and a firebender can use a number of blasts in one round equal to the number of iterative attacks he can make (as determined by his BAB). A firebender may release fire blasts from unarmed strikes, using them, essentially, as melee attacks and thus not provoking attacks of opportunity, despite being a bending form. A firebender cannot apply precision-based damage from any source to the damage dealt by his blasts, and the blast is treated as an exotic ranged weapon for feat purposes.
Firestorm - Of all the bending disciplines, firebending is the most offensive, truly embodying the belief that the best defense is a good offense. Beginning at 5th level, whenever a firebender spends a full round attacking, he may make an extra attack at his highest base attack bonus. The extra attack may not be used in a Deflect Bending attempt, and the firebender must make at least two Fire Blasts in a turn in order to use this ability. When using a Firestorm, the firebender takes a -2 penalty to all attacks made that round.

Deflect Bending
Base DC: 5
The first defensive seed firebenders learn is to deflect the blasts from his opponents. During his turn, a Firebender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 10 feet of the firebender. As an immediate action, the firebender can attempt deflect an enemy bender’s blast with an opposed attack roll. A firebender can deflect bending a maximum number of times equal to the number of attacks he is granted by BAB. If the firebender makes any attacks, he forgoes that opportunity to deflect bending. If the Firebender’s attack roll is less than his opponent’s, the blast is unaffected by the deflection attempt. If the Firebender’s attack roll equals or exceeds his opponent’s, the blast is negated, blown aside by a small explosion or consumed entirely. Because of the immaterial and offensive nature of their element, firebenders take a -4 penalty on all Deflect Bending attempts. The Firebending DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.

Play with Fire
Base DC: 5
A firebender learns to finely manipulate fire. He gains the ability to draw fire from any source (including the Firebender’s own body heat) within his bending range, alter its basic shape, move it around at a rate of 5 ft/round, and hold it in his hands. Firebenders can warm their tea, create balls of fire to act as torches, or start campfires using this ability. Moving the fire an additional 5 ft adds +2 to the Firebending DC. Fire moved using this seed deals damage per round depending on its source; for example, natural fire deals 1d6 damage, and fire produced by the firebender’s body deals damage equal to his Fire Blast.

Fire Resistance - As firebenders begin to gain innate control over their element, their bending talent shifts the burning of flames away from them. The firebender's fire resistance increases as shown on the table above, but the bender must be aware of the source of fire in order to turn the heat away and the resistance does not apply on a flat-footed firebender. A firebender with fire resistance may ignore the same amount of fire resistance on other firebenders.

FIREBENDING SEEDS

Fire Kick (Template)
Base DC: 5
By using a series of quick kicks to propel his Fire Blast, a firebender can greatly increase the range of his abilities.
• Applications: By adding +5 to the DC of a firebending form, a bender can reduce the penalties to Firebending DCs for extending the form beyond his “safe” bending range to +1 per 10 feet. Note that this template cannot be applied to any form that cannot be performed with the feet (such as by applying another template involving a body part, or when stuck in a waterbender’s Steady Stance)

Fire Whip
Base DC: 10
• Whip: A firebender may, as a move action that does not provoke an attack of opportunity, form a long, narrow tongue of fire, coiling around like a rope. This whip has all the statistics of a normal whip with the exception that the damage it deals 1d6 fire damage. Additionally, a firebender may apply precision-based damage to attacks with a fire whip and treat it as a normal whip for purposes of weapon-based feats. The fire in this whip can be used to use Deflect Bending without needing to be remade and the whip can also be extended an additional 5 feet by increasing the Firebending DC by +10.

Explosion (Template)
Base DC: 10
Rather than simply burning her opponents to a crisp, firebenders often seek to earn a strategic advantage in positioning.
• Repel: The firebender makes a sudden explosion at the end of his hands, pushing opponents back with the force of the attack. Through this application a firebender may initiate a bull rush through his Fire Blast, with the bender’s Wisdom score acting as the blast’s Strength score. The explosion also deals on damage die of the firebender’s Blast for every 4 points by which the Firebending check beats the DC. Also, for every 2 points by which the Firebending check beats the DC, the bender gains a +1 on the bull rush attempt. If the blast moves the opponent back more than ten feet, the opponent is also knocked prone.
• Applications: By turning her fire into a forceful explosion, a firebender can deal full damage to even non-flammable objects when using Fire Blast, and deals double damage to flammable objects. Applying this template adds +10 to the Firebending DC.


Smoke
Base DC:10
The old saying of where there is smoke, there is fire is evident in this technique, where a firebender may generate a thick smoky haze or a choking field of ash.
• Smoke Cloud: A firebender may make a hemisphere of hazy smoke anywhere within her bending range with a radius of 10 ft. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. This seed does not function underwater. Increasing the radius of the smoke cloud requires an addition of +5 to the Firebending DC per 5-foot increase.
• Choke: By increasing the ash within a smoke cloud, a firebender can cause his foes to choke and gasp for air with this power. By increasing the Firebending DC by +10, the firebender may cause victims within a smoke cloud to suffer the effects of smoke inhalation. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. This choking cloud persists for half the firebender's class level.

Blades of Fire
Base DC: 10
The Fire Nation is notorious for its soldiers and their capabilities with both martial weapons and the martial use of fire. Their combinations of both are often devastating to the enemy.
• Channel: A Firebender is able to channel his internal heat into any melee weapon he wields as a move action. The Firebender may make a single attack with a melee weapon and have that attack deal Fire Blast damage in addition to the weapon damage. Unlike normal Fire Blasts, this form allows the Firebender to apply precision-based damage to his attack. A firebender can choose to maintain the flames around his weapon by spending a swift action every turn to continue dealing Fire Blast damage with the weapon. A firebender can apply this seed with two weapons at a time by adding +15 to the Firebending DC.
• Create: Alternatively, a Firebender can use this seed to create a weapon completely out of fire. This weapon deals no damage of its own, but rather deals the firebender’s Fire Blast damage, but also allows the firebender to apply weapon-based feats and precision damage.

Intensity
Base DC: 10
• Intensify: Oftentimes, from a firebender’s point of view, a fire is simply not hot enough. By focusing on an already existing source of fire as a standard action, a firebender can increase the damage it deals by 1d6 , plus an additional 1d6 for every 4 points by which the Firebending check exceeds the DC, up to the firebender’s Blast damage.
• Quench: A little-used form among most firebenders, a firebender can prepare an action to negate a single Fire Blast passing within 10 feet of him. Quenching blasts further away than 10 feet is possible, but the Firebending DC increases by +2 for every 5 feet further away the blast is.

Burning Rush
Base DC: 10
The speed and tenacity of the element of a true firebender are seldom seen, simply because such power is the last thing most opponents see.
Speed Burst: By expelling flames from the soles of his feet, a firebender thrusts himself forward recklessly. The bender increases his base land speed by 5 ft, plus another 5 ft for every 5 points by which the bending check exceeds the DC. This use of the seed is a swift action to execute and a free action to maintain, though the bender can only safely maintain it for a number of rounds equal to his firebender leve, and the Firebending DC increases by 5 for every round thereafter.
Firebender's Leap: A sudden jet of flames erupts from the bender's legs, allowing him to reach incredible heights. By taking a full-round action to make a jump, a firebender gains a bonus on his Jump equal to his Firebending check, and the jump is not limited by the firebender's height. A move action can be taken as part of this seed, but only in order to gain a running start for the jump.

Fire Sweep
Base DC: 15
• When using this seed, a firebender uses a high, aggressive spinning kick to create a 15-foot cone of fire, affecting all creatures and objects therein with his Fire Blast damage. Creatures within this area take half damage on a successful Reflex Save. The range of the cone is increased by 5 feet for every 5 points by which the Firebending check exceeds the DC.

Fire in the Stomach
Base DC: 15
Firebending is all about breath control; applying this properly allows a firebender incredible resilience to harsh outer cold.
• As a full-round action that doesn’t provoke attacks of opportunity, a firebender can take a deep breath and hold it for a number of rounds equal to 5 times his Constitution score. While holding his breath this way, a firebender maintains his body temperature at normal levels and is immune to nonlethal damage by exposure to cold environments. After letting out his breath, a firebender cannot use this seed for at least five minutes. For every point by which the Firebending check exceeds the DC, the firebender holds his breath one additional round.

Incandesce
Base DC: Varies
• Heat Metal (Base DC Varies): By focusing upon a piece of metal every round on a piece of metal within his bending range, a firebender can cause damage upon contact. On the first round this seed is used, the metal becomes warm and uncomfortable to touch but deals no damage. During the second round, intense heat causes 1d4 damage and in subsequent rounds, the metal is searing hot, dealing 2d4 damage. Any cold intense enough to damage the creature negates fire damage from this seed (and vice versa) on a point-for-point basis. Using this seed on unattended metal or one’s own equipment has a base Firebending DC of 15 and requires a swift action every round, and affecting another’s equipment has a base Firebending DC of 30 and requires a move action every turn.
• Melt Stone (Base DC 35): Often used by canny Fire Nation soldiers in the mountains to discourage enemy forces, a firebender can heat up stone to the point of melting into liquid lava. A firebender can affect one 5-foot cube of stone as the Heat Metal use of this seed, above. Once the stone cube has taken 20 damage from the use of this seed (ignoring hardness) it begins to melt, dealing damage as lava. A firebender can affect one additional 5-foot cube of stone for every 5 points by which the Firebending check exceeds the DC.

Breath of the Dragon (Template)
Base DC: 25
• Applications: By adding +20 to a Firebending DC, a firebender can do any form without using somatic components and without provoking attacks of opportunity, as long as the bender’s mouth or nose is free and not gagged or otherwise hindered from opening. The form is performed as a stream of fire from the bender’s mouth, a burst of steam from the bender’s nose that makes metal red-hot, or any other appropriate description.

Fire Burst
Base DC: 25
By, quite simply, lighting himself up like a torch, a firebender can ignite everything around him in a conflagrant display.
• Using this seed, a firebender creates a whirlwind of fire surrounding himself, extending a 5-foot radius around him. All creatures and objects in the area are affected by the firebender’s Fire Blast damage. Creatures within the area take half damage on a successful Reflex save, and the radius of the area affected by this seed is increase by 5 feet for every 5 point by which the Firebending check exceeds the DC. A firebender can choose to maintain this seed by taking a full-round action every turn, dealing the appropriate damage within the area each turn. Maintaing the form for more than two turns inflicts a -2 penalty to the original Firebending check every turn, slowly shrinking the size of the form until it stops working.

Wall of Fire
Base DC: 25
A firebender learns to make an immobile, blazing curtain of shimmering fire springs into existence, discouraging others from passing through an area.
• Plane: The wall sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on the bender’s turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire to any creature passing through it. The wall is a 10-foot square, but can be made 5 feet wider for every 4 points by which the Firebending check exceeds the DC, and the height can be doubled by halving the width. If the wall is made so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out (Note: Do not divide cold damage by 4, as normal for objects). A Wall of Fire can be maintained with a Concentration check each round equal to the Firebending check -5.
• Ring: Essentially the same as above, except that the wall is made in the form of a 20-foot-tall ring of fire with a radius of 10 feet, plus another 5 feet for every 4 points by which Firebending check exceeds the DC.


Lava Flows (template)
Base DC: 30
Much more solid than the simple form of the insubstantial element of fire, lava allows a firebender to cause unprecedented destruction over large areas and even against powerful individuals.
• Applications: A firebender also learns to use lava in her known seeds, if reasonable. A Fire Blast with this template applied deals damage as normal, along with the burning effects of lava. This seed can be used normally with lava already present in the environment. For ease of reference, Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava.

Blue Fire (Template)
Base DC: 30
Instead of the normal reds, yellows, and oranges associated with conventional firebending, the fire produced by this seed glows blue and is exceptionally hot.
• Applications: Damage dice for firebending forms using this seed increase by one step, from d6 to d8, or d4 to d6, for example. Additionally, this blue fire is more effective at deflecting attacks and the attack roll penalty for Deflect Bending is reduced to -2.

Flamethrower
Base DC: 35
Truly the paragon of the stereotypical firebender, this seed channels the internal heat of a bender through the palm of his hands to create a huge outpouring of flames.
• Using this seed, a firebender affects all creatures or objects in a line with his Fire Blast damage. Creatures caught within the line take half damage on a successful Reflex save.

Lightning
Base DC: Varies
As all masters of the bending disciplines must understand, all things are made up of the four elements, and the power of the mighty lightning bolt can be harnessed by a firebender with sufficient inner balance.
• Cold fire (Base DC 45): Creating a bolt of lightning involves separating the positive and negative energies of the element of fire, releasing a huge amount of power as they join suddenly together again. When using this seed, a firebender takes a full-round action doing a complicated series of motions to separate the two energies, provoking attacks of opportunity as normal. On his following turn, as a standard action, the firebender releases the contained energy in the form of a lightning bolt dealing 1d6 electricity damage per firebender level to a single target. Additionally, lightning generated by this seed is empowered, dealing half again (1.5 times) the amount of damage presented by the dice. This seed deals normal damage to objects.
• Redirect Lightning (Base DC 35): A technique adopted from the waterbenders’ philosophy and art of using an enemy’s power against him, this seed is generally used to defend against one of the firebenders’ most deadly abilities. A firebender can prepare an action to redirect any lightning bolts (natural or otherwise) passing within 5 feet of the firebender. Because the bender is essentially letting the lightning hit him, this seed does not require an attack roll, as opposed to Deflect Bending.
The firebender must make a DC 15 Concentration check to ensure that the lightning doesn’t pass through his heart as he channels it to his other hand. Failure indicates that the firebender takes the appropriate damage for the lightning he redirects, and he fails to redirect it elsewhere. On a successful check, the firebender channels the lightning to the other side of his body along the bolt’s original path, up to 90 degrees to either side, and up to 60 degrees up or down.
(Note: This use of the Lightning seed only becomes available for firebenders that have taken the Waterbending Study feat.)


w00t! All planned firebending seeds are complete! New seed iideas still welcome, as always.


Alright, here's the beginnings of the firebender. I'm currently pleading with the mods to give the poor firebender its own post, but it seems like it's not really happening, so here it is. If I missed any forms or there are new ideas floating around, let me know. It looks like this is going to be quite the finished project, eventually.

--------------------------------------------------------------------------


for the offensive seeds and forms, is there a check then an attack roll?The only seeds that require attack rolls are Tentacle and Blast. Other seeds with ranged attacks should have Reflex saves, which I apparently forgot to put in; and Pressure is resolved as a Bullrush.
EDIT: Oh, looks like I missed the whole point of the question.Yes, for an offensive form, first make the check to see if you can do the form at all, then roll to hit.

Whenever making a form by combining Blast with any other seed, it's resolved as a blast (i.e. ranged attack roll using BAB)

Ceiling: To answer your question, the DC increase to move a Water Blast around a corner or object does change its motion, but if the waterbender doesn't have a line of sight to her target, she still suffers the 50% miss chance because it has concealment against her. I imagined that for when you're sneaking around an enemy fortress and hear footsteps down the hall, and want to get a surprise round in. Is that a bit clearer?

Really looking forward to the earthbender. This system looks very versatile, and much closer to the feel of the series.Thanks! It's good to know that all those hours where my hard-earned summer tan wore off were worth it.

Also, are there any ideas for new forms? I missed alot of episodes and I'm sure there are lots of great idea floating around that I haven't thought of.

Ceiling009
2007-08-18, 10:18 PM
Ah, cool. So, the attack roll is a normal ranged attack, and no longer a touch attack like warlock based classes? And I can't wait for the Airbender... maybe not as much as the Firebender.

knightsaline
2007-08-18, 11:39 PM
Good work so far. just one question. how would the Avatar him/herself be treated? I can see him/her being an NPC with what would seem like a 4 way gestalt. Another question would be, would these classes be able to multiclass to non bending classes (firebender/fighter seems to be one, while airbender/rogue could be another) or would they be unable to go back to bending classes?

Eighth_Seraph
2007-08-19, 03:31 PM
And coming in at five-foot, four inches and ninety-seven pounds, the meager monk, the tattooed tranquility, the...

AIRBENDER
http://i64.photobucket.com/albums/h197/Mephibosheth85/Airbender.gif

The speed and agility of the wind, the power of a tornado, and the subtlety of a cloud are all accessible to an airbender, a member of a small group of individuals blessed with the ability to manipulate the air through sheer force of will. Airbenders can hurl blasts of wind at their foes, create shields of swirling air, and even slice objects to pieces with compressed air blasts.
Adventures – Craving freedom above all else, many airbenders are simply itinerant monks, whose traveling lifestyle invites adventure. Others adventure on behalf of their communities, to visit and assist friends living far away, or to help those in need.
Characteristics – airbenders are able to manipulate the air in many ways. Some chose to focus on mobility and can become the most agile of fighters. Others learn to capture their foes in swirling tornadoes, incapacitating their enemies. Still others seek to destroy the machinery of destruction, using compressed air to slice through metal, stone, and wood. All airbenders, however, are agile fighters who can knock their enemies away and soar through the skies on wooden gliders.
Alignment – While an airbender can be of any alignment, airbenders' emphasis of ahimsa (nonviolence) tends to attract more good than evil. However, the airbender’s philosophical quest is one for ultimate liberation, and anyone who completes the training, whether good or evil, chaotic or lawful, can become an airbender.
Religion – airbenders have a decidedly philosophical focus. They seek liberation from the bonds of the world, and their discipline and dedication to this goal are shown in their simple lifestyles. Few airbenders worship any of the spirits, though nothing prevents them from doing so.
Background – airbenders are trained at monasteries under the tutelage of senior monks. When they achieve the status of Airbending Master, they receive arrow tattoos on their heads, arms, hands, legs, and feet. Often, an Airbending Master will take a young student under his wing and help the student on an individual level.
Races – All airbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Air Nomads.
Other Classes – airbenders are masters of defense and evasion. They work well with almost all other classes, though they find the confrontational style of Earthbenders difficult to understand and deal with. Airbenders’ emphasis on non-violence and defense can sometimes be frustrating for more offensively-minded individuals (especially firebenders and members of the martial classes) but they work well with members of these classes as often as not.

Abilities – A high Wisdom score is essential to an airbender as it determines the save DC’s for many of his best forms and abilities. A high Dexterity is also important, as it affects many of an airbender’s best skills and provides additional AC.
Alignment – Any (though tending towards good)
Hit Die – d6

Class Skills – Airbending (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (Religion) (Int), Knowledge (Arcana) (Int), Knowledge (History)(Int), Perform (Cha), Profession (Wis), Ride (Dex), Swim (Str), Tumble (Dex)
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier

Airbender
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Dodge|Forms Known|Class Defense Bonus

1st|
+0|
+0|
+2|
+2|Air Blast, Deflect Bending|
+0|
1|
+4

2nd|
+1|
+0|
+3|
+3| Manipulate|
+0|
2|
+4

3rd|
+2|
+1|
+3|
+3|Evasion, Improved Unarmed Strike|
+0|
2|
+5

4th|
+3|
+1|
+4|
+4|Fly (30 ft/poor)|
+1|
3|
+5

5th|
+3|
+2|
+4|
+4||
+1|
3|
+5

6th|
+4|
+2|
+5|
+5||
+1|
4|
+6

7th|
+5|
+2|
+5|
+5||
+1|
4|
+6

8th|
+6/+1|
+2|
+6|
+6|Fly (40 ft/poor)|
+2|
5|
+6

9th|
+6/+1|
+3|
+6|
+6||
+2|
5|
+7

10th|
+7/+2|
+3|
+7|
+7|Improved Evasion|
+2|
6|
+7

11th|
+8/+3|
+3|
+7|
+7||
+2|
6|
+7

12th|
+9/+4|
+4|
+8|
+8|Fly (50 ft/average)|
+3|
7|
+8

13th|
+9/+4|
+4|
+8|
+8||
+3|
7|
+8

14th|
+10/+5|
+4|
+9|
+9||
+3|
8|
+8

15th|
+11/+6/+1|
+5|
+9|
+9||
+3|
8|
+9

16th|
+12/+7/+2|
+5|
+10|
+10|Fly (60 ft/average)|
+4|
9|
+9

17th|
+12/+7/+2|
+5|
+10|
+10||
+4|
9|
+9

18th|
+13/+8/+3|
+6|
+11|
+11||
+4|
10|
+10

19th|
+14/+9/+4|
+6|
+11|
+11||
+4|
10|
+10

20th|
+15/+10/+5|
+6|
+12|
+12|Fly (70 ft/good)|
+5|
11|
+10 [/table]

Class Features

Weapon and Armor Proficiency – An airbender is proficient with all simple weapons and warfans. Airbenders are not proficient with any armor or shields.

Evasion - As the Rogue ability.
Improved Evasion - Also as the Rogue ability.

Improved Unarmed Strike - Airbenders gain Improved Unarmed Strike as a bonus feat at third level.

Dodge - Beginning at 4th level, an airbender gains a dodge bonus to AC as a result of his emphasis on defensive motion and combat, so long as he is unarmored and carrying no more than a light load.

Air Blast
Base DC: 5
The first offensive ability an airbender learns is to focus air currents around himself into a quick stream, forcefully pushing objects in its path.
• Fling: An airbender can use the Air Blast is a line 20 long/level with which an airbender can hurl objects (or creatures) whose total weight is no more than 10 pounds/level through the air in the direction of the blast as a standard action. The target must be either within 5 ft of the airbender or along the path of the Air Blast, and can be flung up to ten feet past the line’s end. Objects within the line can be picked up by the wind and used as projectiles, requiring a ranged attack roll to hit a target. Weapons or similarly-sized objects deal their normal damage when ‘thrown’ this way (not including Strength bonuses or any weapon-based feats), and targets of this seed take damage as if they had fallen for the same distance they were thrown. Larger objects deal 1d6 damage for every 20 pounds of weight they have, and take falling damage as above if they successfully strike their target.
• Push: An airbender could alternatively choose to target a single creature or object with a concentrated blast of air to push them backwards, away from the airbender. This acts as a bull rush attempt against any target within bending range, with the airbender’s Wisdom score acting as his Strength score, and the bender gains a bonus to his bull rush check equal to half his airbender level. An airbender can channel this version of his air blast through an unarmed strike, essentially making it a melee attack that does not provoke attacks of opportunity, despite being a bending form, and also dealing unarmed strike damage on top of the air blast's effect.
• Throw: By manipulating the air currents around an object in his hands, an airbender can throw it at amazing speeds and with unusual control. By taking a standard action to throw any object he could normally use as a thrown like weapon, an airbender can double the object’s range increment, and may add half his airbender level to the attack roll. An airbender can also alter thrown object’s course by 45 degrees during its flight with a successful Airbending check equal to the form’s original DC. Additional course changes may be added, but each one imposes a cumulative +4 to the DC of their respective Airbending checks.
• Gust: An airbender can manipulate air into a large blast of wind as a standard action, affecting all creatures and objects in a line out to the bender’s bending range. Diminutive creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. And flying Tiny creatures are blown back 1d6×5 feet. Small or larger creatures are not affected by the gust effect, and a gust of wind can’t move a creature beyond the limit of its range. Any creature struck by the gust can make a Fortitude save to negate any of its movement effects. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do, such as propel a small boat with a sail, blow sand away from a flat surface, or send a stack of papers flying through the air. These effects can be 'moved up' by one size category (so that Small flying creatures are blown back, etc.) for every 10 points by which the Airbending checks exceeds the DC.

Deflect Bending
Base DC: 5
The first defensive seed airbenders learn is to deflect the blasts from his opponents. During his turn, an airbender can choose to forgo any number of attacks in order to attempt to deflect any blasts or ranged weapons passing within 10 feet of the airbender. As an immediate action, the airbender can attempt deflect an enemy bender’s attack with an opposed attack roll. An airbender can deflect bending a maximum number of times equal to the number of attacks he is granted by BAB, and the Deflect Bending attempt uses the same base attack bonus as the attack forgone. If the airbender makes any attacks, he forgoes that opportunity to deflect bending. If the airrbender’s attack roll is less than his opponent’s, the blast is unaffected by the deflection attempt. If the airbender’s attack roll equals or exceeds his opponent’s, the blast is negated, deflected or swallowed up by a swirl of air. The Airbending DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.

Flight – Beginning at 4th level, an airbender learns to manipulate the air currents around his glider, allowing him to fly. The airbender’s flight speed and maneuverability are shown on the above table. An airbender can fly for a number of rounds at a time equal to his Wisdom score. An Airbender must use a glider (such as his staff) in order to fly.

Body of Air - As an airbender begins to subconsciously manipulate the air around himself, his motions become far quicker and easier for him to control, baffling others around him. Alternatively, and airbender can cause small air currents to support his body as if he were far lighter than he actually is. An airbender gains a bending bonus towards any Climb, Tumble, and Jump checks equal to his airbender level.

Airbending Seeds

Particles
Base DC: 10
By kicking up small particles of dust and sand into the air, an airbender can obscure vision and blind opponents.
• Dust cloud: An airbender may make a hemisphere of dust anywhere within her bending range with a radius of 10 ft. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This seed does not function underwater. Increasing the radius of the cloud adds +5 to the Airbending DC per 5-foot increase. This seed does not work unless there’s a generous supply of sand or similar material in the affected area.
• Blind: By aiming a spray of sand or dust at an opponent’s eyes, an airbender can try to temporarily blind the creature. The airbender makes a ranged touch attack against a target’s AC, taking -5 on the attack roll because of the small area targeted. If the attack is successful, the target creature is rendered blind until the end of its next round.

Run as the Wind
Base DC: 10
Among the most frustrating of airbender qualities is the near-impossibility to pin them down. Heh. Well, good luck doing it now.
• Burst of Speed: By creating air currents in front and around him, an airbender can reduce his wind resistance and accelerate his running. An airbender can use this seed to increase his base land speed by 5 feet, plus an additional 5 feet for every four points by which the Airbending check exceeds the DC as a swift action. Note that the actual movement involved still takes a move action to use.
• On the Walls: By manipulating small currents of air around him, and airbender can support his own weight even against the force of gravity. On any turn in which an airbender moves at least 60 feet, he may run on a vertical surface, such as a wall or pillar, at no penalty; even straight up. An airbender must remain moving as he does this, and stopping for any reason causes the airbender to fall to the ground as normal; use of the Spring Attack feat to move before and after an attack could allow an airbender to attack while moving on a vertical surface, with other exceptions subject to DM approval.

Air Burst (Template)
Base DC: 10
By adding an additional +10 to the bending check, the airbender may apply this to Air Blast (Gust or Push). The air blast will now be applied to all targets (friend or foe) within five feet of the airbender’s location. The airbender may bend this airflow around targets caught in the burst radius by increasing the DC by a further +5 per target ignored by the airburst and may increase the radius of the form by 5 ft for every 5 points by which the bending check exceeds the DC.

Air Thrust (Template)
Base DC: 10
Add +10 to the Airbending check for an Air Blast (Push). The bender creates an outline of his body composed of compressed air and sends it charging towards within his bending range. The target takes 1d4 points of bludgeoning damage and is knocked back as if hit by an air blast and may take additional damage if applicable. The airbender may increase the concussive force of this blast to do more damage by increasing the DC of the check by +5 per die of damage to a maximum of the airbender’s class level.

Airbender's Leap
Base DC:15
There are many throughout the four nations that celebrate the airbenders' practice of ahisma, as should they ever wage war, no wall would stand in their way.
• By making a jump as a full-round action, an airbender gains a bonus to his Jump check equal to his Airbending check. Also, as normal for airbenders, this jump is not limited by height.

Air Scooter
Base DC: 15
By compressing air into a whirling ball, an airbender can make a quick (and entertaining) ride or a useful deterrent to opponents.
• By balancing on his ball of air before it disperses, an airbender can attain great speed and maneuverability. When using this seed, the airbender’s base land speed becomes 60 ft, and he can ride the air scooter on any surface that would normally require a climb check, including vertical surfaces, though he must move at least 30 ft per round to avoid falling to the ground on such a surface. An air scooter can be maintained for a number of minutes equal to half the airbender’s class levels. The Air Scooter can also traverse normally impossible surfaces, such as water, lava, or thin ice at no penalty, but cannot rise more than a few inches off the ground while the airbender is riding it.

Sound Waves
Base DC: 15
By manipulating air currents and ‘thickening’ or ‘thinning’ the air, the airbender may muffle the sounds she makes to move as quietly as a gentle breeze or as loudly as an avalanche.
• Stillness: By speeding the air up and forcing it away from herself, the airbender can slow or even cancel sound waves through the air around herself as she moves, granting her a bonus on Move Silently checks equal to her Airbender level. She can extend this to a friendly being within a 5ft radius by adding +10 to the DC per person. This seed requires concentration, so the airbender may only make a move action each round while using it.
• Resonating Sound: By thickening the air and compressing it, the airbender increases the potential for resonating sound energy. The airbender solidifies the air into a line and makes a noise like a crack of thunder through the line of thickened air, causing 1d4 points of sonic damage and forces the victim(s) to make a Fortitude save or be deafened for the Airbender’s Wisdom modifier in rounds. The airbender may elect to increase the damage by 1d4 by increasing the DC by +5 per die to a maximum of the airbender’s class level.

Flowing Air Strike
Base DC: 15
By manipulating the air currents around his limbs, an airbender can cause his strikes to come harder and more quickly.
• When attacking in melee combat with unarmed strikes or a light weapon, an airbender gains a +1 circumstance bonus to attack and damage rolls, plus 1 more for every 5 points by which the Airbending check exceeds the DC. This seed can be maintained as a swift action every round.

Levitate
Base DC 20
• Hover (Base DC 20): As a move action, an airbender can create rushing winds around his entire body, slowly lifting him into the air. This allows the airbender to move up to 10 ft through the air as a move action. This seed lasts as long as the bender can concentrate (a swift action, up to a maximum number of rounds equal to his class level), and the bender can move up or down as he desires. The bender’s maximum speed increases by 5 ft for every 5 by which the Airbending check exceeds DC.
• Twinkletoes (Base DC 10): By only pushing the air currents around him enough to make lighten his weight, an airbender can make himself exceptionally light on his feet. The airbender gains partial concealment against any creature sensing him through tremorsense, and gains a +5 bonus to Move Silently checks as long as he maintains this seed. This seed can also be used to walk across surfaces that would usually not support an airbender’s weight; such as thin ice, weak branches, floating leaves or similar surfaces. Executing and maintaining this seed are both swift actions, and the Airbending DC for maintaining this seed increases by a cumulative +2 every round.

Air Scythe
Base DC 20
One of the few truly damaging weapons in an airbender's arsenal, the air scythe is feared among those that would provoke an airbender to action.
• [Buffet: By compressing and suddenly releasing a violent wave of air, and airbender can pound their opponents from afar. As an attack action, an airbender can launch a ranged touch attack dealing 1d6 +1/2 airbender levels bludgeoning damage; plus another 1d6 damage for every 5 points by which the Airbending check exceeds the DC. All damage done with this seed is non-lethal, though an airbender wielding his airbender's staff can choose to deal lethal damage with this seed.
• Batter: An airbender wielding his airbender's staff can use this seed at the rate of his quarterstaff attacks. Otherwise, this seed is as above.

Stormwinds
Base DC: 20
A highly advanced technique in Airbending, this allows an Airbender to conjure up moderate winds to incredibly powerful winds of hurricane-strength ferocity. Rarely used as Airbenders are notoriously hard to anger, this form possesses devastating potential to all within its path.
Gale Force: Stormwinds forms a cone of air which extends to the end of the Airbender's bending range which he may maintain by making an Airbending check each round at half of the initial DC to maintain. Using this technique is a full round action, and the wind blows until the Airbender’s next turn. This wind begins at a DC of 20 to begin at a wind category of Severe. The seed can be maintained up to a number of rounds equal to the bender's airbender level. By adding +10 to the Airbending DC, the Airbender may increase the force of this wind one stage per increase of the DC.
Cyclone: The Airbender may also funnel the wind around himself in a 20ft radius that reaches 40ft high at an additional +10 DC to the bending check when using Gale Force.


Deep Breath (Template)
Base DC: 25
By adding +15 to an Airbending skill check DC, an airbender can do any form without using somatic components (though using the form still provokes attack of opportunity, as normal), as long as the bender’s mouth or nose is free and not gagged or otherwise hindered from opening. The form is performed as a cone of air from the bender’s mouth, a burst of wind from the bender’s nose that makes him fly high into the air, or any other appropriate description.


Air Shield
Base DC 25
The most powerful defense in the airbender’s arsenal, the air shield can protect against numerous attacks and other conditions. An air shield forms starting immediately around the airbender and pushes outward to a radius of 5ft, any creatures or objects no more than one size larger than the airbender are pushed to the edge of the air shield, unless a successful strength check with a DC equal to the Airbending check is succeeded. The air shield acts like a Wind Wall, preventing any and all projectiles up to the size of the airbender from penetrating the air shield, and creatures attempting to push through the air shield must succeed a strength check with a DC of the original Airbending check result. The shield also protects the airbender from any gases or liquids immediately around him. An airbender can increase the radius of the air shield by 5ft by increasing the DC by +5, up to a maximum of 30ft. Additionally, the airbender may choose to form the air shield around the maximum radius rather then starting around himself.
• Protect Allies: This application does not push any objects or creatures out of area like normal and increases the DC by +5. An airbender must concentrate using a standard action to keep the air shield, an airbender may also move with the airshield, but only at half speed, any actions besides movement and concentration results in the lose of the air shield.
• Flight: A highly skilled airbender has learned how to manipulate the air currents and the swirling air of the shield to allow limited flight while the air shield is active. Whenever an air shield is active, the airbender can make an Airbending check with a DC of the original DC to form the air shield +10, this allows the airbender to move with the shield with a fly speed of 20ft (good). The airbender must make this check each round to continue flying with a colmunalitive +2 to the DC. If the airbender fails the check while airborne, the air shield disappears and the airbender falls, but takes damage as if he fell 20ft plus the radius of the air shield less.

Engulfing Winds
Base DC 30
An airbender learns to manipulate the air currents to create a fast moving channel of turbulence, impeding movement. The current of air is 5ft wide and starts directly in front of the airbender, following a path the airbender specifies that continues away from her but may make any turns up to a 45 degree angle at any point along the path. The total length of the path cannot exceed 10ft per airbender level. The use of this seed takes a full-round action that provokes attacks of opportunity and requires a full-round action to concentrate each round or the effect is lost.
• Push: All objects and creatures in the area of the path are effected as if by the Air Blast(Push) created by an airbender with an effective level of twice this airbender's level, such creatures and objects that are moved by this ability are pushed along the path of the current until they reach the end. If the end is reached and the creature or object would be moved further, they are pushed out of the current in a line. Additionally, any creature attempting to move against the path of the wind must succeed in a strength check DC10 + the airbender's wisdom modifier to move at quarter speed. To move at half speed increases the strength check DC by +10 and another +10 to move at full speed. Creatures that are more stable such as dwarves or creatures with more than two legs or are of large size gain a +4 bonus to their strength check. Creatures of huge size gain a +10 bonus and creatures greater than huge are unaffected. Moving with the flow of the current is just as difficult, requiring a strength check as if moving against the current at quarter speed. Success means the creature may move at half speed, failure means the creature is affected by the Air Blast(Push) effect even if they normally would not be affected.
• [Containment: Just as creatures cannot easily move against the currents, a creature cannot exit the current easily once caught. A creature can exit the current only by taking a move action to make a DC 15 strength check, resulting in the creature standing adjacent to the path.
• Updraft: An airbender is not limited to making the path flow parallel to the ground, but may also have the path flow upwards at any point along the path. The path may bend upwards at a 90 degree angle, costing one 5ft of the length. Any creature in an upward bend gains a bonus to their jump check equal to twice the airbender's level and are considered to have a running start. The updraft can hold 20lb per airbender level in place along the updraft and slow downward movement to 5ft per round for objects of up to 40lb per airbender level or 10ft per round for objects up to 80lb per level.
Downdraft: A downdraft works just like an updraft except the 90 degree bend is downward, forcing creatures down. Creatures in this area take a penalty to jump checks equal to the bonus given for updraft and fall twice as fast, so a 10ft fall would deal damage as a 20ft fall.
• Quick Draft: An airbender may take a standard action to create a temporary updraft that sends objects and creatures into the air along a straight upward path, the path follows the rules as normal, but can only have one 90 degree upward or downward bend and no other turns.

Tornado
Base DC: 30
• Disperse: By manipulating air currents into a tight spiral, the Airbender can severely impede the movement of his/her foes. This form creates a small tornado anywhere within 30 feet of the Airbender, which can be moved 40 feet per round as a move action, has a 5 foot radius, and may be up to 40 feet tall. Upon contact with a creature, the tornado stops moving, even if it has movement remaining that turn. Creatures inside the tornado need to make a Reflex Save (DC + half the Airbender’s class level + the Airbender’s Wisdom modifier) or be stunned and flung to the side as if they were bull rushed (the Airbender makes a bull rush attempt against the target who failed using his Airbending skill check). Roll 1d8 to determine the direction the tornado throws the target. Even if the creature passes the Reflex Save, he/she still moves at half speed until out of the tornado. Creatures that are larger than the tornado gain a +4 circumstance bonus to their Reflex Save. The tornado lasts as long as the Airbender concentrates to maintain it (a standard action), up to a maximum number of turns equal to the Airbender’s class level.
• Capture: By manipulating air currents into a tight spiral, the Airbender can create a massive vortex of wind that forms as a tornado. This seed takes a full-round action to create a tornado around the airbender with a base 5ft wide and 15ft wide at the top and 30ft high. Whenever a creature of up to huge size occupies the same space as the tornado, that creature must succeed in a reflex save. If the creature fails the reflex save they are carried into the air along with the tornado, otherwise they take 2d6 damage. The creature is carried 5ft up on the first round and another 5ft every other round until it reaches the top. Each round the creature may make a reflex save to exit the tornado at any square adjacent to the creature’s current location in the tornado. If the creature remains in tornado that creature takes 2d6 damage. Creatures in the tornado are considered prone and have total concealment, additionally, the tornado protects all the occupants from projectile attacks as a Wind Wall spell. The airbender may locate himself any where inside the 5ft wide section of the tornado and may change position as a swift action. The tornado takes a certain amount of concentration that takes a full-round action on the part of the airbender, but the tornado itself may move up to twice the airbender’s base land speed. If the airbender would be hit by an attack, she must make an Airbending check to keep the tornado, otherwise the tornado disappears and the airbender is falls prone on the ground. For every 5 the Airbending check exceeds the DC the height and top width increases by 5ft.


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The avatar himself is a tricky question, and I don't think that I'm personally capable of representing that well enough; though it may have been addressed in the original thread (There's a link in the first post), if you care to sift through all those pages.

I'm also debating the multiclass situation. In the show, there really weren't any benders that seemed to go into any other 'class', but my opinion is that it's alot like spellcasting progression: many wizards would rather have a level drained than lose a level of spellcasting progression through multiclassing. As of now I'm letting them multiclass freely, but am open to persuasion either way.

Earthbender seeds are well underway and should be done soon.

knightsaline
2007-08-19, 07:53 PM
It seemed to me that the fire nation soldiers were multiclassed firebenders/fighters, while the question of airbenders/rouges could be answered by another show, saying that the element of air "blasts through anything". I can imagine an Air Blade being used to sneak attack (spot check = bending DC to spot the rushing blade of Wind, Ref save to jump out of the way)

Ceiling009
2007-08-20, 10:00 AM
In the Waterbender seed list... is there a way to get full damage against objects? as Slice in Meph's? Also why does earth blast do half damage against objects...? I mean it's cool if you want it that way, or rather all elemental blasts do half against objects, but they are pretty much rocks flying at something and someone...

Eighth_Seraph
2007-08-21, 11:52 AM
Oh, did I not put Slice in there? My bad, I'll get right on that as soon as I'm done with the (nearly complete) earthbending seeds. I've also been looking over most of the episodes I've missed by checking out the Nickelodeon website and I've come up with some good ideas for new waterbending forms, too. Keep your eyes peeled for water walking, ice golems, multi-enemy attacks and all kinds of earthbending goodness to boot. It's gonna be fun.

Also a quick question: I really don't see why Block/Deflect Bending should only work towards enemy blasts. I'm definitely revising it to work towards all kinds of bending, and making it opposed bending checks to balance that. My question is this: would it break benders if I allowed Block/Deflect Bending to apply to all ranged attacks? The benders would still have to forego an attack per attempt, but it would serve to undermine non-benders even more. Thoughts?


(EDIT) Earthbender seeds up. Still need to write up Ripple, Earthquake, Earthen Grasp, Lava Flows, Engulf, Golem and, of course, Metalbending. Then I'll stat up Toph. Bwaha.

Ceiling009
2007-08-21, 09:46 PM
I was wondering since block bending for earthbenders is generally just a small shield of stone, why shouldn't it block other range attacks? Personally, I think all block/deflect bending could work on all range attacks, still sacrificing attacks but make the bending DC like 15 + 2 for every iterate attack they try to block/defend if it's normal ranged attack. Like If a waterbender wanted to deflect an arrow the could easily a really thick wall of water... or a wall of ice. earth is pretty simple, and fire could just easily burn the projectile away... air... air is probably the best, cause it could just nudge the projectile to a different course. But that's what I just think...

Mephibosheth
2007-08-22, 10:49 AM
Ok, let’s get a more in depth look than before…

The Bending System

Just to make sure I’m reading the rules right, a bender intending to use a form needs to make a successful bending skill check against the DC of the specific form he/she wants to use. Then, if successful, the bender resolves all other necessary rolls/calculations/what-have-you. Is this correct?

I like the flexibility of the system, and I think it conforms pretty closely to the model of the show where there are named bending forms with definite instructions but a lot of creativity and embellishment occurs. I also like the overbending option, which I think also nicely supports the way bending works in the show.

My only remaining question is whether it’s possible to combine a seed with itself. The best example of this I can think of would be combining the breaker and transport forms of the Wave Waterbending seed to replicate the massive tidal wave Katara uses in the season 2 finale. This seems like something that should be allowed, but isn’t explicitly stated.

Waterbender

The Waterbender looks pretty good. It’s a good adaptation of the original class, and I like some of the new forms. I do have a few comments:
I think that the Waterbending DC for evaporating/condensing water should be increased. I know that this wasn’t included in the original class, but I think it should be more difficult to draw water from the air than it should be to melt ice or freeze water. Maybe bumping the DC up to 15 would be appropriate.
Why did you use swim instead of the original ski movement ability for this version? I don’t necessarily object, I’m just curious as to why. I can’t think of any examples of Waterbenders swimming, but Katara uses a water-ski-like ability multiple times.
Is Circular Attack still a class ability? The description is still there, but it’s not on the chart.
Ice Shards – I like the seed, and I like the ranged option working in a cone (though perhaps adding a line option wouldn’t be a bad idea), but I think that, instead of specifying a number of shards, it should deal 2d4 base damage and can be increased by 1d4 by bumping up the DC. It makes more sense to me that a cone or line would be filled with many little shards instead of a few larger ones. I also think that the spikes option should have an option of bumping up the base damage by adding to the Waterbending DC. As it is, it kinda loses utility at higher levels.
Healing Water – I think you need to bump up the base DC for both Wounds and Major Wounds. A first-level Waterbender with a 16 wisdom and Skill Focus would have 4 ranks, +3 from Wisdom, and +3 from Skill Focus resulting in a total of +10, automatically healing 2d8 HP unlimited times per day. I think a DC of 10 or even 15 (healing is supposed to be pretty hard, even for Waterbenders) would be more appropriate. Likewise, I think that Major Wounds needs a major DC bump. A 10th level Waterbender would have 13 ranks, at least +4 Wisdom, +3 Skill Focus, and +2 Synergy, resulting in a +22 Waterbending modifier. That means they can regrow limbs on a roll of 8 or more. Way to easy for an ability that duplicates a 7th level spell. I’d say a DC of 40 or more would be better. Finally, I think there should be a way for Waterbenders to cure ability damage.
Pressure – I think this would be a wonderful place to put the Slice form.
Armor – I like the way Ice Armor works. The only suggestion I have would be to specify that Ice Armor, unlike other versions of armor, does not impose an armor check penalty on Waterbending checks.
Otherwise, I really like it! Nice work!

Comments on Earthbenders and general suggestions to follow at a later date.

Mephibosheth

Ceiling009
2007-08-22, 11:25 AM
Healing water could use a bump to DC 10, as meph said, it's an easy 2d8 heal unlimited... at ten, it's at least 1d8 at first level... taking things into context, there aren't any other fast ways to heal in avatar world... but in an open DnD game, Waterbenders would take up the cleric spot real quick. Waterbending Heals work so much as as long as there's water, so it's sort of limited but not quite. The one that replaces limbs... sure it's a normal thing in DnD, but in the avatar world... not so much so. I'd agree with a really high DC, probably around the same level as Puppet. Hmmm ability damage... yeah, completely missed that... it needs to be there... I would probably say like DC 15 or 20, and well.. wow, restoration is sort of crazy. Maybe a seed like restoration, and put staggered DC's to represent lesser, normal, and Greater...

Eighth_Seraph
2007-08-22, 04:32 PM
Thank you both for the input. To be honest, I've been worried about all of the DCs being too low, but I was most worried about Healing water. I'll pump up the DC a bit, especially for Major Wounds.

About Ice Shards: I based the form there from the episode where Katara taught Aang the Octopus Form, and how she threw some decently dagger-sized shards at him, though I suppose an area effect wouldn't be a bad thing to add. The reason I made it in a cone was because throwing various shards in a wide spread takes far longer than a standard action. What I want to do with waterbending is add more ice-based seeds in order to make it possible for someone to be an ice specialist or a water specialist. The waterbending master in the North Water Tribe definitely seemed like he knew his way around ice better than water, and I doubt that the swamp waterbender have ever even seen ice.

On Healing Water/: I'll make sure to bump up the DC, like I mentioned earlier, but I'm still worried that a party near a source of water will be starting at full health by burning ten minutes at most for healing. I'm planning to put the other, more powerful, healing options into a prestige class later on. I figured that every setting needs a healstick, and a waterbending prestige class is a perfect place to put it, methinks. Plus, if a waterbender could heal ability damage, overbending would run rampant, though I imagine the risk of Con drain would discourage even the most daring bender.

As for the swimming ability, I don't think I've ever noticed the water ski you put in there, so I replaced it with something that made more sense to me. If you can point me towards an episode I could take a look at, then I'll bring it back or make a new seed for it, as appropriate. I'll alter Wave to allow a waterbender to ride the crest of the offensive form, too; but keep the secondary version for when she doesn't need to wreak havoc. I'll start writing up Slice and I'll put Circular Attack in the table.

Current waterbending seeds pending: Blizzard, Golem, Water Walk, Slice, a separate Water Whip form, some as-yet-undefined snow seeds.

Ceiling009
2007-08-22, 09:22 PM
I was hoping for a waterbender prestige to be based in healing... I had some ideas for it... with this system, probably some class abilities that lower some of the DC's for healing things, new healing seeds, and some nice save or dies... basically a more cleric-y waterbender. Mostly healing, but good in a pinch hit fight.

Mephibosheth
2007-08-24, 09:49 AM
A few more comments:

Waterbender

Ice Shards – I think, if that’s your model, I’d say they should function like thrown weapons (i.e. requiring a ranged attack roll, perhaps doing damage as daggers + cold damage). Or you could fold that use of the form into the melee version, basically allowing the Waterbender to create thrown weapons. As an AoE, check out the ice shards she uses on Jet in Lake Laogai. They definitely seem more like a line AoE.

Ice-Based Seeds – Hmm. How ‘bout a cage version like Master Paku uses on Katara in their duel in The Waterbending Master? Or maybe a high-DC form that duplicates the Freeze spell (from the Spell Compendium). Maybe modeled after the way Katara freezes the two Earthbending students in The Blind Bandit.

Ski/Skate – Check out The Serpent’s Pass episode for Katara water-skiing. Incidentally, The Avatar Portal (http://www.theavatarportal.com) is a good place to watch episodes.

Healing Water – Maybe limit the number of times that specific form can be used. Perhaps Wisdom mod/day or half class level/day. Healing seems pretty uncommon in the show, so I think the seed should also be somewhat limited. Maybe bump the DC up even more to 15, or reduce the dice healed to d6’s.

Healing PrC – Sounds like a pretty good idea, especially for Northern Water Tribe members like Yagoda who specialize in nothing else. However, I don’t like the idea of including save-or-dies. I would like to keep their use as limited in this setting as possible. The show only has one instance of a save-or-die. Plus, healers in the show (with the exception of Katara, who does it naturally) aren’t fighters, and I think we should follow that model as much as possible. Give them Water Blast progression and new forms, but no save-or-dies. A healer should be noticeably inferior to a normal Waterbender as a combatant.

Earthbender

I don’t see anything glaring that needs modification. Solid work! I’m looking forward to the new seeds. Do you need help stating any of them up?

General Comments

Like I said, I love the system. The more I read about it, the more I like it. I’m really looking forward to seeing the Firebender and Airbender. That said, I have some general comments:

Blast Attacks – I think that, with the exception of the Airbender’s Air Blast we should require a normal ranged attack roll rather than a touch attack. With the absence of casters in this setting we have a good opportunity for normal fighting types to shine a bit more, and requiring a normal ranged attack brings benders power level down a bit, making a melee build a bit better. It also makes multiple blasts per round a bit less crazy. Plus, the more I watch the show (and, since I pulled the above episode names and scenes completely from memory, says I’ve been watching the show perhaps too much) the more I think it supports bending blasts being normal attacks. The Air Blast I think we can leave as a touch attack because (unless you’re changing it substantially) it has far less direct damage potential and it requires normal attack rolls sometimes anyway (blasting objects into opponents, etc). Those are just my thoughts at the moment.

Deflect Bending – I think it wouldn’t be too unbalanced to allow benders to deflect non-blast bending attacks (maybe even nullify AoE’s at high levels). However, I think we need to couple that with a feat that allows non-benders to do the same. I also think we should modify DeflectArrows for this setting so that it doesn’t require Improved Unarmed Strike. Maybe combine the two into one feat…*ponders*

So those are my thoughts at the moment. Again, I really like the way this is going.

Mephibosheth

Stick_Ninja
2007-08-24, 05:23 PM
Hm. I think these build off of the originals quite nicely, and they convey much more creativity to the player, IMO. Good job.:smallwink:

Eagarly awaiting Fire/Air benders.:smallbiggrin:

martyboy74
2007-08-24, 05:47 PM
You should let waterbenders use their own body water. With consequences, of course (like the death curse from The Dresden Files). Maybe add a DC 50 or 60 ability that lets the bender draw the water out from someone.

Can puppet lift them into the air? Just how affectable is water inside of bodies?

Ceiling009
2007-08-24, 08:31 PM
The reason I suggested Save or Dies, and I would suggest keeping touch range attacks for blast to basically put on par with a less world specific game. I know in the show, a lot of the things I'm mentioning, and other things don't come up, and you rarely see healer waterbender types... But in the card game, there is a character (Kinto) who is constantly playing with people's bodies, causing stomach aches, and being a sort of unscrupulous with his waterbender abilities. The feat part for something like deflect arrows would be interesting, I think you should make it a feat for deflection and block to work non-bending attacks, basically deflect arrow with different prereqs... like deflection or block bending, and dex 13... I'd rather not limit the number of healing uses through any stat, but rather make so that you can't salvage the water used in the healing seed. Since you need quite a bit of water to actually use the healing seed, most of the times they've shown healing waters involves large bodies of water or if a small amount is used, Katara hasn't been able to reuse that water. I'd sort of like to actually use these classes in a less world specific campaign too...

Eighth_Seraph
2007-08-25, 12:34 AM
Alright, I'll get back to all the comments on the waterbender and blasts after I finish up the earthbending seeds. Now, I've got a good idea that will make things alot more interesting and make the firebender feasible when I make it.

Basically, it involves making some seeds into templates to apply to other bender abilities by upping the Bending DC. In the case of Metalbending, it would be a template that would extend the use of Move a Rock, Earth Blast and would also include a use for bending the weapons and armor of opponents. Of course, this could end up alot of like maneuvers; with stances, techniques, and templates making up a bender's repertoire. What says the playground?

martyboy74
2007-08-25, 10:43 AM
Sure, why not? You're still showing the mechanics of the system to the players, and letting them create their own abilities on the fly, so unless they create their 'maneuvers' before hand, there's still quite a bit of creative juice flowing.

Ceiling009
2007-08-25, 11:48 AM
Yeah, even if they sort of make some maneuvers and the like before hand, as long as you put up the proper DC, I think it should work out fine.

Vadin
2007-08-26, 10:19 AM
Is there any chance that after you finish these, you could go back and redo the warlock like this?

Eighth_Seraph
2007-08-27, 09:33 PM
Now I'm still not done with all the forms, but I wanted to let you guys see Metalbending, just so you know I haven't quit on this. I'd like to know any balance issues, since I purposely made this a very powerful form. Check it out on the Earthbender page.

Mephibosheth
2007-08-27, 11:15 PM
I like the way the "template" works, though I will admit I'm not quite sure how it fits into the broader picture. Can an Earthbender take Metalbending instead of learning another new seed? Or will there be a separate template progression? I'm leaning towards the former (as, I suspect, are you) since the show doesn't really support that many templates. I also think that the DC's need to bump up a bit. Maybe have it start at DC 40 for Warp and add +45 (or more, all Toph ever really does is warp metal) for use with other forms. That way, a 15th level Earthbender (+18 ranks, +3 skill focus, +4 Wisdom, +2 synergy = +27) would have to roll pretty well to bend metal, but it's not impossible. Otherwise, I like it!

Do you need any help with the other two classes or some new seeds? I don't want to just haul off and design one of the other base classes without your go-ahead, but I'd be more than happy to help any way I can.

Mephibosheth

Ceiling009
2007-08-27, 11:32 PM
I like it. Except for the really high application DC. I know it emulates a Capstone ability, or a prestige class ability, but even Move a Rock with metal... sure it's 5ft cube of metal... is about DC 40. Or for some reason... if they can find chunks of metal sitting around to throw... it would be DC 40 to ummm "metal blast". Which so far grants no real benefit except for shock and awe to the npcs, I would probably lower the application DC to 30 or the very lowest of 20. Sure, column would be DC 35, which doesn't sound hard... but where are you going to find that much metal? Some of the Seeds are kinda useless unless you're in a plane of metal... I agree with the rest of the applications with metalbending though, So I think it works. Okay, 40 for warp DC I think is too high, mostly because of the way I suspect earthbenders don't quite think outside of the box. Toph is quite aberrant in terms of forms and paradigm... but I'm sure it's not quite as hard as it seems.

Mephibosheth
2007-08-29, 01:24 PM
Just an FYI - I've posted links to both this thread and my googlepage collection on the AvatarSpirit forums (http://forums.avatarspirit.net/index.php?topic=7265.0) to get their opinion of the system. Hopefully we'll get some good comments.

Mephibosheth

Eighth_Seraph
2007-08-29, 08:20 PM
Actually, Meph, I would be greatly appreciative if you could stat up the Golem and Earthen/Stony Grasp seeds for me. Here's how I envision them...

Golem: An earthbender takes an appropriately-sized boulder or creates one with Move a Rock and molds it into a very roughly humanoid-shaped stone golem for her to send to the front line. The earthbender must use her entire turn controlling this golem and cannot see through it, so it should remain within her line of sight. The golem makes whatever movements a bender does (punching, kicking, etc.; but the bender can remain in her square while moving the golem) so any motion the Golem makes provokes AoO's.

Earthen/Stony Grasp: I don't have access to the book from which the spells come, so a simple transition to the skill-based method would suffice, I think. Make sure that which variation of the seed is used depends on the surface upon which it is used.

Anything roughly along these lines would be great, with the Earthbending DCs put as you see fit for their effectiveness.

As for the other bender classes; I think I'd really rather do them myself, but I would be more than happy to take any suggestions you have for seeds, especially for the Airbender. I was never comfortable with airbenders dealing such massive damage with a flat plane of air molecules in the original Air Scythe and Reap the Whirlwind forms, but am honestly having difficulty making them contributing members outside of using Air blast to clear enemies out of the way. I have a very specific idea for firebenders and want to give it a shot before I let you in on the action, if that's alright.

Ceiling: These classes were made to be setting-specific, or at the very least to be used in a setting with no other forms of magic; so I'm not going to change them around to better fit the standard D&D universe.

About Metalbending: I am personally of the opinion that Toph is an Epic or near-Epic level earthbender, and that's why things don't seem very hard when she does them; but the fact that she has to exert herself at all is frightening to me. The ability to bend metal will absolutely destroy warriors (even more so) that rely on metal weapons and armor. There's really nothing stopping an Earthbender from simply using Move a Rock to lift a fighter wearing fullplate into the air and throwing him over a cliff. I'm currently leaning on the side of upping the DCs in light of this. I am worried about the horrible ease with which even absurdly epic melee fighters will fall before any earthbender with the insight to bend metals; and am looking for solutions.
On a related note, I do think it would be a good idea to make a special effect for using Earth Blast with metal, but I can't think of anything to go with that at the moment. Thoughts, ideas?

(EDIT): I'm also thinking of giving each bending discipline a specific stance at low levels that will grant it minor benefits relating to their enhanced motion or stability, as the case may be. Honestly, it's really just an excuse to make the old Break Stance Firebending form worthwhile.

littlechicory
2007-08-29, 08:44 PM
EDIT: dsfaljkjlk;j DUH. I need to pay more attention to what I'm reading.

Sorry, guys. :smallconfused:

Ceiling009
2007-08-29, 11:56 PM
About armor and Warping... its actually setting appropriate. In the show, only two warrior type classes can even take on a bender and win, and those two are Ty Lee and Mai. Not even Sokka can give a decent fight against a well trained bender, and I'm pretty sure he's at better than a lot of the normal soldiers and the like... I would think is to make Warp and Armor Crush Epic seeds? Well, standard soldiers are the only ones who even bother to wear armor and use metal weapons ( I think Sokka uses bones for his weapons, after all he's from the South Pole where it doesn't seem to have a lot of mines or metal deposits), most benders and those that actually have a decent chance at fighting and winning against benders don't wear armor or use metal weapons (large non-concealable weapons). The Fire Nation is the only bender heavy nation that uses metal armors... and they don't really use weapons, mostly firebending.

Littlechicory: if these classes are setting dependent, then there are no magic weapons or armors. Bending is pretty much the Magic in this world... So earthbenders who actually learned metalbending and these forms would completely decimate item heavy fighters... the only solution I can see to this is that there is a new material, which mimics metal, but is not metal at all, like Ironwood, for this setting. So characters can get around having their weapons warped and be crushed by armor.

Mephibosheth
2007-08-30, 10:20 AM
As you have probably guessed by now, I lean towards representing the show as accurately as possible when these issues arise. With this in mind, I think that the metalbending template is too broad and allows forms for which there's no precedent. We haven't seen anything remotely resembling walls/columns of iron bursting up from the ground, or metal blasts, or most of the other uses possible with the template. I fully support its "warp" use, and I could see crushing/distorting weapons and armor, but I think many of the other uses are outside the scope of metalbending as we know it. This may very well change with Book 3 coming out soon, but I think we should address those issues as they arise.

I also think that metalbending is too easy for Earthbenders to use. In the show, only one bender in the world can bend metal, and only in the most crude of ways. With this in mind, I think we need the following limitations:

1. Increase the DC's by at least 5 - Only the most powerful Earthbenders should be able to bend metal. I think all DC's should be at least 40.

2. Bending metal should require physical contact with the metal. This contact can be either direct (touching the metal surface/weapon/armor) or indirect through a contiguous and connected area of metal (you could bend a wall or door while in contact with a metal floor, but you couldn't bend a metal door through a stone floor or doorframe). The show clearly establishes that physical contact is necessary for almost all Earthbending. I think the Boulder said it most eloquently in The Blind Bandit when he said, "There was no Earthbending! Nothing made contact!" Requiring physical contact means that an Earthbender has to enter into base contact with a warrior whose armor he/she wants to bend, thus provoking AoO's and making the maneuver much less of an auto-win against metal-equipped foes.

Those are my thoughts on metalbending.

Also, since I'm posting and it's been on my mind a lot, I think that the Waterbender's healing abilities need to be nerfed a bit. I think it should take a full-round action to heal someone (with the possibility of reducing this time with a Waterbending check) and I think that dice should be bumped down to d6's. I also think that the damage healed should be d6+half Waterbender level (or something similar) to ease adaptation to the Vitality/Wound Point system.

Golem and Earthen/Stony Grasp will be forthcoming, but I don't have access to my books at the moment.

Mephibosheth

Vadin
2007-08-30, 02:54 PM
Again, (I do so hate sounding whiny, but I'd really like to see it) any plans to reverse engineer the warlock as you did the bending classes (which themselves were warlock-based)?

Ing
2007-08-30, 03:18 PM
As you have probably guessed by now, I lean towards representing the show as accurately as possible when these issues arise. With this in mind, I think that the metalbending template is too broad and allows forms for which there's no precedent. We haven't seen anything remotely resembling walls/columns of iron bursting up from the ground, or metal blasts, or most of the other uses possible with the template. I fully support its "warp" use, and I could see crushing/distorting weapons and armor, but I think many of the other uses are outside the scope of metalbending as we know it. This may very well change with Book 3 coming out soon, but I think we should address those issues as they arise.

I also think that metalbending is too easy for Earthbenders to use. In the show, only one bender in the world can bend metal, and only in the most crude of ways. With this in mind, I think we need the following limitations:

1. Increase the DC's by at least 5 - Only the most powerful Earthbenders should be able to bend metal. I think all DC's should be at least 40.

2. Bending metal should require physical contact with the metal. This contact can be either direct (touching the metal surface/weapon/armor) or indirect through a contiguous and connected area of metal (you could bend a wall or door while in contact with a metal floor, but you couldn't bend a metal door through a stone floor or doorframe). The show clearly establishes that physical contact is necessary for almost all Earthbending. I think the Boulder said it most eloquently in The Blind Bandit when he said, "There was no Earthbending! Nothing made contact!" Requiring physical contact means that an Earthbender has to enter into base contact with a warrior whose armor he/she wants to bend, thus provoking AoO's and making the maneuver much less of an auto-win against metal-equipped foes.

Those are my thoughts on metalbending.

Also, since I'm posting and it's been on my mind a lot, I think that the Waterbender's healing abilities need to be nerfed a bit. I think it should take a full-round action to heal someone (with the possibility of reducing this time with a Waterbending check) and I think that dice should be bumped down to d6's. I also think that the damage healed should be d6+half Waterbender level (or something similar) to ease adaptation to the Vitality/Wound Point system.

Golem and Earthen/Stony Grasp will be forthcoming, but I don't have access to my books at the moment.

Mephibosheth

To be fair we haven't seen nearly enough metal bending to presume such applications are clear out there.

Mephibosheth
2007-08-30, 03:41 PM
To be fair we haven't seen nearly enough metal bending to presume such applications are clear out there.

Right (hence my reference to book 3 coming out), but I'd err on the side of overlimiting metal bending than underlimiting. After all, it is supposed to be the most advanced of all possible Earthbending.

Eighth_Seraph
2007-08-30, 04:07 PM
1. Increase the DC's by at least 5 - Only the most powerful Earthbenders should be able to bend metal. I think all DC's should be at least 40.Agreed. I'll go ahead and do that.



2. Bending metal should require physical contact with the metal...
(support and evidences snipped)
Not necessarily. In whatever episode it was that Toph realized she could bend metal, after she broke out of the cage, she warped it back into a closed-ish position from at least 20 feet away, locking the other two inside. When the Boulder said that there wasn't contact, I'm pretty sure he meant that Aang hadn't hit Toph with anything. He was, after all, airbending at the time.


Also, since I'm posting and it's been on my mind a lot, I think that the Waterbender's healing abilities need to be nerfed a bit. I think it should take a full-round action to heal someone (with the possibility of reducing this time with a Waterbending check) and I think that dice should be bumped down to d6's. Agreed, Agreed, and not-so-much agreed. The nerfing is something that I've been considering for a while, too; and it'll make a healing PrC worthwhile. I like keeping as much as possible dependent on Waterbending checks, since the system I'm planning to balance healing with involves penalties to waterbending until the bender is completely exhausted. I'm sure we can work a variant, though.


any plans to reverse engineer the warlock as you did the bending classes (which themselves were warlock-based)?Not really. This is my last big project before I'm buried under mountainloads of homework due to AP and IB classes, so I'm not really doing much of anything after this. Also, I don't have access to the warlock; everything I know about D&D comes from core, a baker's dozen of Dungeon magazines, and the posts here on the homebrew forum.

Mephibosheth
2007-08-30, 04:21 PM
If I remember aright, Toph actually used her hands to wrench the doors of the metal cage closed, as you can see if you check out this screenshot (http://screenshots.avatarspiritmedia.net/219/428.jpg). You have to look carefully because it's kinda dark, but you can see the crumpling of the metal under her fingers. She used Earthbending to move the distance quickly before using her hands to close the cage.

Mephibosheth

Vadin
2007-08-30, 04:45 PM
Have you tried bittorrent? I downloaded the full complete and races series any number (in the 20-30 range) of other books in pdf format. It took a day or two to download it all, granted, but thats still huge savings and a ton of convenience to have them digitally. I highly recommend it.

Eighth_Seraph
2007-08-30, 05:05 PM
Alright, my earthbending forms are complete and posted.

If I remember aright, Toph actually used her hands to wrench the doors of the metal cage closed, as you can see if you check out this screenshot. You have to look carefully because it's kinda dark, but you can see the crumpling of the metal under her fingers. She used Earthbending to move the distance quickly before using her hands to close the cage.
Actually...yeah. You're right. I'll change it around to make sure that all uses of Metalbending require contact with the hands, as per sunder attempts. I'm also granting all bending classes Improved Unarmed Strike in light of the Katara/Waterbending-master-whose-name-I-can-never-remember fight.

EDIT: Okay, I'm starting to begin worrying about balance, since I seem to keep giving the classes more and more without taking much away. Could anyone analyze this for me? Also, Firebenders are up next. Muaha.

Collin152
2007-08-30, 06:15 PM
Have you tried bittorrent? I downloaded the full complete and races series any number (in the 20-30 range) of other books in pdf format. It took a day or two to download it all, granted, but thats still huge savings and a ton of convenience to have them digitally. I highly recommend it.

There's no way you can be allowed to say that here.

Vadin
2007-08-30, 06:27 PM
There's no way I can recommend an easy way of book procurement to a person whom I'm willing to bet could do a whole lot with?

But that's off topic.

Seraph: As long as the DC's remain in a consistent range in relation to their power, there's no real problem with adding more forms and templates, is there?

Eighth_Seraph
2007-08-30, 09:02 PM
There's no way I can recommend an easy way of book procurement to a person whom I'm willing to bet could do a whole lot with?

But that's off topic.
Y'know, I remember the days when people chose screen names that reflected something of their nature. It's a sad thing when one feels old before hitting his second decade. Let me make this clear: had I been willing to steal materials to better my homebrew in the past, I would already have every book ever published by Wizards of the Coast saved on my hard drive, as I was already offered it for free. I ask that you please not insult my morality or my creativity by giving me anything stolen or anything you may have adapted from stolen sources.

But that's off topic.

Seraph: As long as the DC's remain in a consistent range in relation to their power, there's no real problem with adding more forms and templates, is there?
I'm already worried that benders are not only taking the wizards place as the source of supernatural power, but also as the source of complaints of brokenness. I would love it if someone would playtest one of the classes already made (and I would be honored with the privelage to play in this playtest) to check how they compare with the non-magical base classes. Anyone up for it?

Also, Earthquake, Lava Flows and Rift are up on the Earthbender.

Ceiling009
2007-08-30, 11:12 PM
Well, Wizards wouldn't be a big problem really, as they don't exist in the Avatar World... though in a more open campaign setting, they're doing a good job at pretty much taking apart any of the "Casting Classes"... except for the save or die spells which become pretty prominent around level 10... I did notice when Benders have to deal with ranged projectiles in Meph's version of the classes, Airbenders basically nullified them all... but a TWF fighter... if they could get to the benders, would pretty much start to "pwn" one... and Monks tended to do a pretty little number on benders too...I'd love to playtest these new versions too.

Ceiling009
2007-08-31, 12:04 AM
Well, Wizards wouldn't be a big problem really, as they don't exist in the Avatar World... though in a more open campaign setting, they're doing a good job at pretty much taking apart any of the "Casting Classes"... except for the save or die spells which become pretty prominent around level 10... I did notice when Benders have to deal with ranged projectiles in Meph's version of the classes, Airbenders basically nullified them all... but a TWF fighter... if they could get to the benders, would pretty much start to "pwn" one... and Monks tended to do a pretty little number on benders too...I'd love to playtest these new versions too.

Generic PC
2007-08-31, 12:53 AM
I would enjoy Playtesting one of these, preferably a Water or Air bender... But, will you be making an avatar Template? maybe a PrC that requires one level of all the bending classes...

Oh, and i heard somewhere that all the Bending things were based on Real martial arts, like water=Taichi and Fire(?)=Shaolin... could someone confirm this and post the various "Arts"

Darkbane
2007-08-31, 01:17 PM
Air: Ba Gua ("Circle Walking")
Water: Tai Chi
Fire: Northern Shaolin
Earth: Can't remember. Toph's Earthbending is actually a different style than normal Earthbending; she uses Mantis...something-or-other.

Eighth_Seraph
2007-08-31, 03:14 PM
Alright, Firebender class is officially underway; but I've been thinking of allowing benders to Take 10 on their respective Bending checks, as long as they're not rushed or threatened. In the specific case of benders, combat does not count as rushed, so a bender could take 10 in most situations, saving alot of time that would otherwise be spent rolling. I don't think that this would add too significantly to the power of the class, and it would lead to enemies making it a point to get close to benders in order to knock them off balance. Thoughts?

Vadin
2007-08-31, 03:25 PM
Now, would they be able to take 10 at any time in combat, or just when they aren't threatened (as in, in an enemy's threatened area) and vulnerable to AoOs?

Also, does all/some/none of the bending provoke AoO?

Eighth_Seraph
2007-08-31, 04:19 PM
Did I not put that in there? All forms should provoke attacks of opportunity, unless noted otherwise. Also, benders can't take 10 if an opponent is threatening her, as I said above.

Vadin
2007-08-31, 04:33 PM
Noted. I must have read over that part.

Collin152
2007-09-02, 05:20 PM
I absolutely love this. I would love to playtest the Waterbender, though I wouldn't bother with that healing nonsence; the power of water is not subtle, it is the crashing waves, the raging whirpool, the might waterfall!
That and nobody wants to play the heal bot.

Ceiling009
2007-09-03, 11:51 PM
Well, apart from the show making a point that Waterbenders are the only ones able to heal in any magical effect, the system needs a healer. No matter how powerful a party is, without a healer, they're going to go down much faster than a party of equivalent power with a healer. And water is subtle... why do you think a lot of things always go back to water when they talk about life? Aqua Vitae, Fountain of Youth, the Holy Grail, things that deal with life, deal with water or at least liquids... Sure water is able to destroy rocks, flood cities, and the like... but water also is the environment in which all biological reactions occur, being able to control such a thing is by far mightier than any wave or torrent of water... so in my opinion, though the show doesn't quite have a precedent of showing it, a Healing PrC should be less about actual healing, but rather controlling life itself. Oh yeah, though not cannon, the card game has Kinto, the waterbender following a darker style, which involves playing with water in the characters stomachs and the like...

Eighth_Seraph
2007-09-04, 06:16 PM
Yes, yes. You've mentioned your friend Kinto in the past, I believe. I also find that your arguments do have a certain amount of legitimacy, but you're missing the point of these classes. The reason I'm making them is to be more in tune with the show. That's why I ceded to Meph's argument that Metalbending requires physical contact and needs insanely high Bending DCs, even though it nerfed the seed to the point that I personally would rather not take it. Accuracy is key here, and competes for the first priority in these classes with entertainment value.

About controlling the power of life itself; that sounds far too much like a few versions of Necromancy that I've heard in the past for my comfort. While it is true that Katara appeared to sense the graveness of Jet's wounds in the Dai Li fortress without actually healing him, I think it's best that we not extrapolate to the point that healers can instakill. I know I haven't added anything in about a week, but I'm staving off death by AP U.S. History homework at the moment, and it's rather difficult to get things done. I'll go ahead and do said work, then see if I can post the beginnings of the Firebender.

Darkbane
2007-09-04, 08:34 PM
I know I haven't added anything in about a week, but I'm staving off death by AP U.S. History homework at the moment, and it's rather difficult to get things done.

I feel your pain. I can only offer thanks to the Powers That Be that I somehow avoided getting a history class this year.

Ceiling009
2007-09-04, 10:53 PM
I mean, it's just a matter of opinion really, if you want it more to closely mirror the show, it's all cool. The whole part about controlling life though is a bit more dramatic really, it was more about how water is all about crashing and washing things away, when it does a lot more than that... Hmmm... AP US History... I took that a long while ago... I can't seem to remember any of the homework... ;)

Eighth_Seraph
2007-09-07, 06:27 PM
Alright, the firebender's basics are up, along with various minor changes to the earth and waterbenders. Also, I put in a section in the overview denoting contested bending. Now, I've got an idea that I think would spice combat strategies among benders with some very interesting possibilities. I present, the principle of Stances. More flavorful names and escriptions will come depending on how well you guys like the idea.

Stance Overview
Benders gain two stances which they can use to depict how their respective elements affect their fighting style. Generally, each bending discipline has an offensive and defensive stance, and moving into either stance is a move action that does not provoke attacks of opportunity. Using the total defense action or the Combat Expertise feat also counts as shifting into a defensive stance.

Waterbender Stances
Offensive: A waterbender in her offensive stance lessons the penalty for combining seeds to +2 to the Waterbending DC per seed; reflecting the element of water's ability to flow seamlessly from one state and motion to another, but also takes a -2 penalty to her dodge AC (minimum 0).
Defensive: A waterbender in her defensive stance gains an additional Circular Attack per turn, but moving from her current square requires that a waterbender take another move action to shift back into her stance.

Earthbender Stances
Offensive Stance: An earthbender in her offensive stance can add her Strength bonus to damage dealt with her Earth Blast, but takes a -4 to Earthbending checks because she sacrifices the stability necessary to bend the stubborn element of earth appropriately.
Defensive Stance: An earthbender in her defensive stance gains a +4 on all Deflect Bending attempts and a +2 to all Earthbending checks, but takes a -2 to her Dodge AC (minimum 0) and cannot move from her current square without breaking her stance, requiring another move action to get back into it.

Firebender Stance
Offensive Stance: A firebender in his offensive stance gains the Firestorm ability.
Defensive Stance: A firebender in his defensive stance gains a +2 to Firebending checks, but takes -2 to his doge AC (minimum 0).


Whatcha think?

Ceiling009
2007-09-07, 10:03 PM
really cool... when do these stances erm, take effect in terms of level? are they just part of being able to bend, so basically getting them at first level?

Eighth_Seraph
2007-09-07, 10:13 PM
I'm thinking that they would vary depending on their respective effects. For example, the waterbender's defensive stance is obviously very powerful, so a waterbender wouldn't learn to use it 'til level ten or so, while the earthbender's defensive stance is really rather fundamental to the discipline and could easily learn the stance within the first five levels of the class.

Anyone have thoughts on the firebender thus far?

Collin152
2007-09-08, 02:08 PM
Well, apart from the show making a point that Waterbenders are the only ones able to heal in any magical effect, the system needs a healer. No matter how powerful a party is, without a healer, they're going to go down much faster than a party of equivalent power with a healer. And water is subtle... why do you think a lot of things always go back to water when they talk about life? Aqua Vitae, Fountain of Youth, the Holy Grail, things that deal with life, deal with water or at least liquids... Sure water is able to destroy rocks, flood cities, and the like... but water also is the environment in which all biological reactions occur, being able to control such a thing is by far mightier than any wave or torrent of water... so in my opinion, though the show doesn't quite have a precedent of showing it, a Healing PrC should be less about actual healing, but rather controlling life itself. Oh yeah, though not cannon, the card game has Kinto, the waterbender following a darker style, which involves playing with water in the characters stomachs and the like...
Well, isn't healing supposed to be a rare gift? Like, one that few waterbenders can do?

Eighth_Seraph
2007-09-08, 02:12 PM
Right. I'm not sure how to model that, but once the fire and airbenders are done, I'll make a prestige class with with prerequisites of a thinly-veiled waterbender level and the Healing Water seed. I have some ideas on how to pull it off, but I'll likely need some help along the way, when the time comes. the first firebender seeds should be up later today.

Collin152
2007-09-08, 02:41 PM
Very awesome. I don't suppose you have any more seeds for water and earth benders a brewin'?

Eighth_Seraph
2007-09-08, 06:25 PM
Actually, I do. The ones for the waterbender that are still in progress are listed in bold beneath the finished seeds, and I'm also adding a high-level usage of Water Whip, inspired by Katara's duel in The Crossroads of Destiny, where she made those huge whips of water come out of each arm and would have engulfed Azula with them had Zuko just butted out. Also for the waterbender, I want to make some things made specifically for the purpose of sailing (The water tribe would have made some use of waterbending on the open seas, I imagine), but I'm wondering if the potential seeds wouldn't be better placed as unorthodox uses of Manipulate.

As for the earthbender, I'm waiting on Meph to finish up the Golem and Earthen Grasp seeds, but that's about all I've got in mind for them. If anyone has idea regarding either of the established benders, let me know what's on your mind, be it a rough idea or a fully developed seed, and I'll add it in. Feat ideas, new equipment and other goodies are similarly welcome.

In other news, I'm playing a waterbender in a Savage Tidings campaign, so we'll be able to study how Silamat "Silas" Kuri fares outside of an Avatar campaign setting.

Collin152
2007-09-08, 06:59 PM
Well, I'm brain-storming some water seeds, but I had a spark of an Idea for handling hte Avatar.
Give him the ability to multi-class in all bending classes, then make a prestige class or classes that develop multiple bending disciplines. That way, the Avatar is most gifted in their native art, but still powerful in their quired ones.

Eighth_Seraph
2007-09-08, 07:06 PM
So basically, an avatar starts off with a few levels in his native discipline, takes a level or two in the other disciplines as he finds masters to teach him, then goes into a Prestige class that advances them all? That actually sounds about right. If you want to start writing that up, go ahead; then post it here when you're done and we'll work on polishing it up, or you can leave it to me when I eventually finish the firebender, airbender and waterbending-healer PrC.

I think I'd prefer the former, m'self.

On a different note; I've been mulling over some of the episodes, and I've noticed that Katara (or any other waterbender, for that matter) never actually heat up or evaporated water. I'm considering removing the heat element of Heat/Chill, while still allowing the use of mist by dispersing small quantities of water. What thinks the people?

Collin152
2007-09-08, 07:17 PM
Well, first off, I'd love to begin on an Avatar prestige class, though I admit I just started Book 2. So, If you'd still permit me given my lagging knowledge of the show, I shall.
Regarding Heat/Chill, while they may not have evaporated water, they have melted it, which is heating it up, so it may as well stand as is.

Eighth_Seraph
2007-09-08, 07:24 PM
I'm actually not too sure whether that's actually heating it up, or simply a change of phase, with a change in temperature being a side effect. That distinction was the reason I made two different uses of Heat/Chill in the first place.

(EDIT) Uh...I just found a few BIG balance issues in some of the earlier forms I made for the waterbender as I was choosing my 1st level seed for Silas. With my +10 to Waterbending and the astoundingly low Base DC of Ice Shards, I can deal 7d4 damage as a standard action if I take 10. At level one. Would adding +5 to the base DC (accounting for 3 spikes, lowering the damage to 4d4) be enough of a nerf?

While I figure this out, I'll start looking for similar recipes for annihilation I may have missed. Anyone who spots any cheese in my classes, let me know straight away, before DMs the world over go bald from pulling their own hair out in frustration.

Collin152
2007-09-08, 07:36 PM
Then, consider, creating a mist usually oges against an optimum usage for water in combat, so it stands to reason it wouldn't be used, though who's to say they couldn't do it if they needed to? It's just like chilling it, but in reverse. Come to think of it, have they cooled something without freezing it?

Eighth_Seraph
2007-09-08, 07:42 PM
Exactly my point. I'm considering changing the name of the seed to Freeze/Melt, but that wouldn't take mist into account. This may also be a good time to clarify the difference between mist and vapor. The way I've meant to write up to this point (unsuccessfully, it seems) is that mist is not the result of boiling or evaporating water, but is actually liquid water droplets spread out over a large area, like fog or clouds. Thus mist is not actually a phase of water, but a use unlocked by taking the Fog seed.

Does that make sense?

Collin152
2007-09-08, 07:52 PM
Well, it makes a kind of sence, but now you cant super-heat/chill your waterblasts for extra damage.
Which reminds me, I have a few questions:
1: Is there a differant bending skill for each discipline? Twould make Avatar-Making a tad easier to know
2: When combining seeds, do they create new effects or simply manifest all of the effects at the same time?
3: What kind of armor do you say the Fire Nation wears? Half Plate? Breast Plate?
4:What level Airbender do you suppose Aang was when he started waterbending?

Eighth_Seraph
2007-09-08, 08:22 PM
Well, it makes a kind of sence, but now you cant super-heat/chill your waterblasts for extra damage.
True, I forgot about that. I'll keep the ability to chill keeping in mind Jon-Jon's words about the cooling nature of water and twisting them to suit my purposes.

Which reminds me, I have a few questions:
1: Is there a differant bending skill for each discipline? Twould make Avatar-Making a tad easier to know
2: When combining seeds, do they create new effects or simply manifest all of the effects at the same time?
3: What kind of armor do you say the Fire Nation wears? Half Plate? Breast Plate?1.Yes, the Fierbending, Waterbending, Earthbending and Airbending skills are all separate. Good luck.
2. Eh, this is a tricky one. In general, combining seeds will simply do them all at the same time (see the Water Blast/Ice Shards/Chill combo I used as a example), though I'm planning to use some creative license with my own waterbender. Specifically, I'm going to pitch my DM the ability to combine Water Whip and Ice Shards to make a bladed whip (I saw it in a Dungeon magazine somewhere). I'll make the ice shard ahead of time and hollow it out, then put some poison in it so it'll deliver on impact. Heh heh. They'll never see it coming.
3. Judging from the pictures in the PHB, I would definitely say breast plate; which makes sense due to it having an amazingly low armor check penalty in relation to its AC bonus.

Collin152
2007-09-08, 08:31 PM
Regarding combining seeds, I figure it would be like how power stunts were handled in the Marvel Superheroes rpg; you plan ahead, get DM approval over what you have planned, and can develop those seeds into a new form.
FOr instance, the Water Shield works well against ranged attacks, but can be walked straight through. Therefore, combining it with a freeze would create an entirely new form of defence.

Oh, and can waterbenders breath in water by any means?

And which are the seeds- The ones next to the button that reveals the others, or the ones that get revealed? By this I mean, do you get fog cloud and Figment or do you get Fogcloud or figment?

One day I'll remember everything I want to say and quit editing so much...
Monks as they are really don't fit in, and need re-vamping to the extreme. I'm undecided on Ninjas from complete adventurer.

Does not appear to be a soon-coming day. Now, I am stepping outside of the show-proscribed earthbending with this idea, but what about encasing the foe in rock? Like, fossilizing them? Breaking a rock up into many small pieces, surrounding the enemy with them, then forcing them back into a somewhat reconstructed form?

Oh, also, firebenders should be proficient with at least medium armor, possibly heavy armor.

Ceiling009
2007-09-09, 05:26 PM
I think making it +5 per extra shard is good enough, keeps it in line, though I can't particularly think of any class that can do a 4d4 cone of cold damage... at first level, I'm sure there's one... I think Heat/Chill can be made into just Chill/Freeze, though it can go either way...

As for waterbenders being able to breathe water... I doubt it, there hasn't been any instances of any in the show being to able to do it, but I think they can make a giant bubble of air underwater to move around in...like they did in the episode "Serpent's Pass"...

Encasing an enemy in rock sounds like something an a smart Earthbender would do... instead of a rift, something like mud or sand comes up and encased then hardens... actually I think you could do that with the current seeds, but it would be a pretty hefty DC...

Also, is there a way to pick up other bending skills, but not have the ability to actually use the bending? Like in the show, I'm sure Toph, Katara, and Aang have showed each other what each discipline is kinda like... so they could theoretically make their element do things that aren't quite native to their element... kinda like how Iroh explains how he learned to throw back lightning... through watching waterbenders...

Collin152
2007-09-09, 06:04 PM
Depends. Can you take ranks cross-class in a skill that cannot be used untrained?

Eighth_Seraph
2007-09-09, 06:07 PM
Yeah, I believe that the original way of handling applying one bending dscipline's theory to the execution of another discipline was through feats. Waterbending Learning allowed firebenders to learn the Redirect Lightning seed and the like. Not sure how to handle that accurately, m'self.


Regarding combining seeds, I figure it would be like how power stunts were handled in the Marvel Superheroes rpg; you plan ahead, get DM approval over what you have planned, and can develop those seeds into a new form.
FOr instance, the Water Shield works well against ranged attacks, but can be walked straight through. Therefore, combining it with a freeze would create an entirely new form of defence.That's exactly what I meant this form system to do! Simple, low-DC seeds like Water Blast, Heat/Chill, and Ice Shards were made for the express purpose of being combined. Good to know it looks that way. A cup of hot Jasmine Tea to you, good sir.


And which are the seeds- The ones next to the button that reveals the others, or the ones that get revealed? By this I mean, do you get fog cloud and Figment or do you get Fogcloud or figment?The use of Fog itself is the seed. Fog Cloud and Figment are the two major applications of the seed. Conceivably, canny waterbenders could use them in other ways, but that'd be something to take up with the DM, or give me the idea so I can stat it up.
[/hint]


Encasing an enemy in rock sounds like something an a smart Earthbender would do... instead of a rift, something like mud or sand comes up and encased then hardens... actually I think you could do that with the current seeds, but it would be a pretty hefty DC...Like, for example, combining Earth Blast, Move a Rock and Compact to get a nice, heft chunk of loose earth to an enemy, mold it around him, then solidifying it to encase him in it?

Yes, I've though of these things. The issue is that getting out of these situations would involve alot of on-the-spot DCs, because there's an immense amount of possibilities involved.

Currently working on accurately portraying the firebending Break Stance seed after watching six episodes of season one today. I've got some good ideas, methinks. Also, what's your opinion of the Stance system I put above, Ceiling? I'd like some feedback before I revamp the class progressions. Again.

(EDIT) Ninja'd, so...

Depends. Can you take ranks cross-class in a skill that cannot be used untrained?No, you can't; that's the difficulty.

Collin152
2007-09-09, 06:51 PM
Now, regarding the stances, I love them, and am actually incorporating the usage of stances into the Avatar, so theres that.

Also, if you were to encase someone in Ice (Say, by combining Water Blast with Freeze) how would that be handled mechanically?

Considering I have so many questions, I don't suppose you have any form of instant messenging?

Eighth_Seraph
2007-09-09, 08:16 PM
I do have an instant messenger, but you're not going to be able to contact me through it, simply because I'll refuse to respond. The fact that you're asking me questions here on the boards allows me to answer them for everyone watching, including the apparent skulkers not contributing to the thread, but raising the "View" count above 1.5 thousand. [/Hint/wink/nudge]

As for handling encasing someone in ice, I would do it as a Reflex save against the waterbender's save DC (see the Bending Overview) to get out before the bender gets enough water molded around you. After you're in a sphere of water, you're fairly screwed at the waterbender's leisure. That's one thing that bothers me, the extreme possibilities for abuse.

Collin152
2007-09-09, 08:20 PM
Fair enough, I suppose that is reasonable.
Well, what I meant was ,would they be considered helpless? Would they take cold damage? Could they suffocate?
So, should the Avatar State be a function of the Prestige Class?

Generic PC
2007-09-09, 08:37 PM
Probably. I would make it one.

Ceiling009
2007-09-09, 09:27 PM
The Stances I like, as they work mechanically to make things that in the show seems to be very much apparent. The thing about Avatar, is that a lot of the moves are so intrinsically based in real world martial arts, so they work... But I was wondering, why the Firebender seems to lose Defense for going into defensive stance, a la going total Defense. Sure it doesn't work with their with the Positive Jing mind set... But I would think they would be more worried about keeping their root, and less about being able to use firebending... So probably from losing Dodge AC, they should suffer more penalties to firebending, as it against the element's mindset, and not lose their Dodge AC... I can't quite think of a worthwhile reason for a Firebender to go into Defensive stance; for moment I was contemplating letting them have an extra attack of opportunity for the trade off something like:

Defensive Stance: A firebender in his defensive stance gains a -2 to Firebending penalty checks, and gains no Dodge AC, but gains another attack of opportunity.

Maybe that's too shifty for a Firebender really, and more like an Airbender in terms of mode... like fire is more straight forward I think? Dunno, but seems like an Azula type thing to me too...

I'm pretty sure a sufficiently powerful Waterbender could drown someone in a desert... either by filling their opponents lungs with water... or using all the water in an oasis to create a bubble of water around their target...

To me combining Chill with Water blast would be simple case of getting hit with water that is extremely cold, dealing the proper damage. If you wanted to encase someone in ice... I think it would be a proper use of Steady stance, Armor, Water blast, and Chill. They would roll a reflex not to be rooted, then a fort save not to be completely frozen over... if they fail the fort, they would be considered paralyzed... It would be difficult.

Also, do waterbenders gain some sort of immunity from the cold? Cause it seems that wearing an armor of ice would be bad... the whole frost bite thing and all.

Oh and the whole thing about making ice spikes with poison in them... I think it would be better to basically mix the poison in some water, freeze like a spike, and then either attach it to a water whip or fling it like arrow at your opponent... Waterbenders are sounding more and more apocalyptic...

Collin152
2007-09-09, 10:03 PM
As bad as Waterbenders are, consider a murderous Airbender; he could keep you from moving, pinned against a wall, while keeping fresh air from reaching your mouth. Wouldn't be too hard for him. Plus, it isn't too hard for an Earthbender to change the enviroment to the point that you become trapped until you die. Firebenders are just too straightfoward, in my opinion. I wouldn't want to play one.
However, If ever I were to have the chance to playtest, Earthbenders and Waterbenders sound like fun. Oh so very much fun. >:D

Ceiling009
2007-09-09, 10:30 PM
Oh yeah, Firebenders are really straight foward compared to the other bending disciplines, but then again it is fire, and fire is fairly straight foward, until it comes to lightning... but even then... but they have one thing that really puts them at an advantage over the other three disciplines, as long as they are alive and able to move even the tiniest bit (in fact all they have to do is to concentrate), they can make fire do something...probably to someone. No other discipline can do this really, not even air... Though I would love to see the DC on Air Scythe attached to Air blast... oh the pain.

Jack_Simth
2007-09-10, 06:24 AM
I'm also debating the multiclass situation. In the show, there really weren't any benders that seemed to go into any other 'class', but my opinion is that it's alot like spellcasting progression: many wizards would rather have a level drained than lose a level of spellcasting progression through multiclassing. As of now I'm letting them multiclass freely, but am open to persuasion either way.

I'm not familiar with the show, but...

As written, multiclassing could cause some issues here if you let people multiclass between different Bender classes. What you can do is based on your Bending skill check and what seeds you have available - and Bending is a class skill for all benders. If someone were to rotate through and take all three classes evenly...

At character level 3, they'd have 3 known seeds (and a save DC of 10+Wis - eh), and all the starting attacks (and with a DC 23 check, could hit someone with all three forms at once, for 2d6+1d4).

At character level 6, they'd have 6 known seeds (and a save DC of 11+Wis Mod), plus all the automatic seeds.

At character level 9, they'd have 6 known seeds still (and have a save DC of 11+Wis Mod), but would be dealing 4d6+2d4 on a DC 23 check.

At character level 18 (6 levels in each class), they'd have 10 known seeds (and have a save DC of 13 + Wis Mod) but would be dealing 6d6+3d4 per attack on a DC 23 check.

They'd miss out on high-level specials... but not high-level techniques. They don't get half the seeds (like a pure-classed bender would) but can cherry-pick just the ones they want.

Might be painful for the DM.

Ceiling009
2007-09-10, 11:33 AM
Well, that sounds a lot like the Avatar. But as players go, there can only be one! *snickers*... but also remember that each bending skill (water, earth, fire, air) is a seperate skill, so trying to do a form of each per attack then requires three seperate skill checks, at least, or since they're technically combining forms, you have to add them all together basically generating the DC of each skill check higher... But there should be a caveat in the classes that mentions that they can only take one bender class, unless of course with another sub caveat that they take more than one if they are the Avatar. Personally, I would make them burn a feat slot for the ability to multi-bend, and at least two to get into the Avatar Prestige class...

Edit: Okay, I keep randomly watching episodes from first season, and everytime they mention healers (the waterbender type) it doesn't seem that rare, at least for the Northern Tribe. I would assume Jeong-Jeong would have mentioned it being rare for waterbenders to be able to heal like Katara for the sheer fact that within a hundred years, most of the encounters between benders have been in warfare, and I'm sure that those who became healers had training versus Katara's spontaneous discovery of that power. It's just something to note really... Oh yeah, think you could do a ranged heal, by mixing Waterblast, taking a -4 penalty for making it non-lethal, and Healing waters?

Eighth_Seraph
2007-09-10, 04:42 PM
I personally think that the Avatar should be an inherited template, since it's not something that one chooses to become. From there, I'd make it so that the Avatar progresses in his native bending style as normal until her finds a master to learn a different bending discipline from. After that, the Avatar becomes, essentially, a gestalt character. Though that may seem horribly, HORRIBLY unbalanced in most game situations, consider this: All three of the bending classes I've made so far are essentially the same right now, aside from their bending forms and the Climb/Swim/Fire Resistance progressions they have. the Avatar will most definitely be more powerful than the other party members, but by a bearable extent. In order to ensure this, I'd make it so that bending forms must be made of seeds from the same element, which just gives the Avatar a butt-ton of options, but not necessarily a huge amount of power. Until the Avatar state comes along.


Oh yeah, think you could do a ranged heal, by mixing Waterblast, taking a -4 penalty for making it non-lethal, and Healing waters?No, sorry, Healing Water requires constant contact throughout a full-round action. Also, Water Blast as written now doesn't have an option for non-lethal damage. I'm considering putting it in, but am unsure at the moment.


Oh and the whole thing about making ice spikes with poison in them... I think it would be better to basically mix the poison in some water, freeze like a spike, and then either attach it to a water whip or fling it like arrow at your opponent... Waterbenders are sounding more and more apocalyptic... I ran that by my DM, he said that mixing it with water would dilute it, and that he'd fiat the save DC into the gutter. *sigh*



Also, do waterbenders gain some sort of immunity from the cold? Cause it seems that wearing an armor of ice would be bad... the whole frost bite thing and all. They don't get immunity per se, but I should have put something somewhere about benders not being able to accidentally hurt themselves with elements under their control. Commit seppuku with a giant ice shard? Sure. Get third degree burns by getting that really angsty "burning eyes" look? Not so much.


As written, multiclassing could cause some issues here if you let people multiclass between different Bender classes.Oh, my bad. I keep figuring that that went without saying. The ability to bend an element is decided, essentially, by what nation the bender is from. All firebenders are from the Fire Nation, all earthbenders are from the Earth Kingdom, all waterbenders are from the various Water Tribes, and all airbenders are from one of the scattered Air Temples. That we know of so far, anyway.

Firebending forms are well underway, since my math class gives alot of leeway and time to do whatever I want in. w00t.

Collin152
2007-09-10, 05:39 PM
No cross-Elemental forms, huh? Well, there goes three special abilities that need re-writing...

Darkbane
2007-09-10, 05:56 PM
I think the Avatar should have the special ability to use cross-elemental forms. I know he uses air and earth together in The Drill, and there might be some other examples.

Ceiling009
2007-09-12, 06:32 PM
There are a few links to clips from season three, floating around the internet, there is one with a fight between Sozin and Roku, there are some amazing things he does... mostly ideas for seeds, though, the only new one would be something like that windwalking thing...

Edit:
So I was thinking, since if you've seen clips, or at least the trailer to Season 3, weapons become involved in a way... So what do you think are Iconic weapons to the each of the bending styles?

For me, (since I sort want to make something like legacy weapons for each of the classes), these are it...

Waterbender: Personally I think the best weapon for the style is the Jian, or the Tai Chi Straight sword... makes use of the almost flowing style of Waterbending... Then I considered something like a set of daggers...

Airbender: They already have that quintessential staff... which I can almost imagine be a straight Scythe...or a really large sickle?

Firebender: They don't show many weapons, except the Saber, which is pretty much it... I could also see a bastard sword...

Earthbender: I could see them use two weapons, both of which are large... a warhammer or Maul and a Greatsword.

What do you guys think?

Collin152
2007-09-12, 07:20 PM
Don't forget fans. Kyoshi used fans with her bending.

Eighth_Seraph
2007-09-13, 12:14 AM
So I was thinking, since if you've seen clips, or at least the trailer to Season 3, weapons become involved in a way... So what do you think are Iconic weapons to the each of the bending styles?

For me, (since I sort want to make something like legacy weapons for each of the classes), these are it...

Waterbender: Personally I think the best weapon for the style is the Jian, or the Tai Chi Straight sword... makes use of the almost flowing style of Waterbending... Then I considered something like a set of daggers...

Airbender: They already have that quintessential staff... which I can almost imagine be a straight Scythe...or a really large sickle?

Firebender: They don't show many weapons, except the Saber, which is pretty much it... I could also see a bastard sword...

Earthbender: I could see them use two weapons, both of which are large... a warhammer or Maul and a Greatsword.
Hm. The bending disciplines are pretty clearly independent of weapons, as the Fire Nation and Earth Kingdom soldiers are really the only benders ever demonstrated as having knowledge of how to use weapons, and I personally attribute this to Fighter levels.

If you're really dead-set on making paragon weapons for each of the bending styles, then here are some things that I would suggest: remember the philosophy behind each discipline; you're obviously using the martial arts that each discipline is based off of as a starting point, but representation is important. The element of water is based off of Tai Chi, yes, but it is a cool, flowing art that heals. A sword would be a no-no here, in my opinion, as a sword's only function is to kill. An eskrima would be great for this, I imagine; since its roots trace back to river cultures in the Philippines, and it can be used to full effect killing your opponent. In real life, anyway.

Airbenders have their staves, which would be best treated as a quarterstaff, methinks. Aang uses several quarterstaff strikes a great many times over the course of the show, but seems like he uses it more as a focus for his bending than as a weapon within itself. Definitely not a scythe, definitely not bladed.

Firebenders seem to favor glaives as far as the army is concerned, but the most powerful firebenders (Jeon-Jeon, Azula, Roku) don't show any sign of knowing how to even hold a sword. Something sharp would probably represent firebenders best, since, when martial arts are involved, anything bladed is meant to kill, period.

Earthbenders are a bit less tricky. Bludgeons seem to be favored among Earth Kingdom military, and if the fight at the end of Zuko Alone is to be believed, an earthbender can use bludgeons to launch Earth Blasts (I was going to turn this into a feat later on). I'd say a pair of warhammers would work best.

In my true and honest opinion, though, I wouldn't use weapons to represent these. A specific and important staff for air, a pair of garnet-studded gauntlets for fire, a robe or other vestment for earth (like the ones Toph's teacher wears), and an amulet for water seem to work better. The bending disciplines don't seem to favor the use of weapons, but rather depend on the bending itself. It's possible to make legacy items, too; but it's ultimately up to you. Did this help at all, Ceiling?

averagejoe
2007-09-13, 12:30 AM
I remember this. I had no idea it was still alive. Looks cool, guys.

Actually your recent conversation brings to mind something that has been bothering me since the original classes. It seems like the earthbenders shouldn't get automatic warfan proficiency, as it seems to be mostly out of flavor for the earthies, and have only been notably used by one bender, and otherwise just a small sect of specialized non-bending warriors. Just my two cents. Doesn't make a huge difference either way; warfans have never broken any games.

In terms of the recent conversation, I could see an iconic waterbender weapon be something with other uses. Seraph, you seemed to hint at this with the eskrima, but usually it's preferable to go with something more generally familiar to people. I think you're on the right track when it comes to things that have no function outside of war; a harpoon, perhaps, or some sort of knife used as much for utility as war. A net might be workable for the same reasons as the harpoon (that is, it's used for fishing), although it tends to be much more of a "nonweapon." Heck, even bolas might be appropriate.

I like the idea of a scimitar as being iconic firebender, but maybe that's just because Zuko looks so damn cool using his. :smallwink:

Ceiling009
2007-09-13, 06:02 AM
Well, yeah, as in Paragon weapon, I only really wanted one per each style. Sort of like legendary weapons for a style of martial arts or what not, and so I started with logical choices for each the bending disciplines. Sure, the show doesn't seem to make a point about any of the high level benders know how to use weapons, though I would think someone being a master of their style would know how to use a weapon that works with their style.

But...

Waterbender: Now that you mention eskrima, and it's flowing style, I don't really see it so much as flowing, as more like a torrent of blows... especially with the baston... I almost want to say that I'd prefer a set to Bone Daggers, or a set of machete's... versus sticks. Unless they're from the Foggy Swamp tribe...then I could see a set of Master Bastons... The reason I'm even thinking of daggers or set of light weapons, is that a waterbender's arms and hands have to be able to move very quickly and sometimes in different directions... The bone daggers and the Machetes would be something more findable in the Artic where most waterbenders live...

Airbender: I guess a quarterstaff is definite more within the style and the philosophy. At worst, a Iron Shod Quarterstaff. It's something that they all seem to have, and well it's also innocuous over all.

Firebender: Zuko is a great icon for them in terms of weapons, the dual swords, or scimitars... though that means it would be... well they wouldn't be light weapons. The only style that doesn't really warrant a utility that could double as a weapon. The daggers from the waterbender or the machetes would be something fishermen carry to cut nets, skin fish, and the like, while... the firebenders seem to be really focused on war in their day to day lives.

Earthbender: I think hammers or a Hammer would be work, and be iconic to their style. It's basic tool to rock smashing and digging... and it seems to symbolize strength, the weight and the power that the style likes to exude.

I haven't quite statted up anything, but I just wanted to throw out some ideas I've been thinking...

Eighth_Seraph
2007-09-13, 04:18 PM
(EDIT) Firebender has been moved to the first page. Check it out!

Mephibosheth
2007-09-13, 05:52 PM
As promised (though substantially later than I anticipated), I present:

Immobilize
Base DC: Varies
Stomping the ground aggressively, the Earthbender causes packed clay or stone to burst upwards, trapping the target creature.
Arrest (Base DC 20): Sheets of packed clay burst from the ground and wrap around a single medium-sized or smaller target within the Earthbender’s bending range. The target must make a Reflex save or be immobilized. An immobilized target may not move, attack, bend, or take any action that requires movement, but is not considered helpless. Those who fail the Reflex save can make a Strength check equal to three fourths (.75) of the Earthbending check to break free as a full-round action. They can also be dug out by dealing 50 points of damage to the clay. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which his/her Earthbending check exceeds the DC.
Capture (Base DC 25): Small walls of stone or crystal encase a single target withing the Earthbender’s bending range. The target must make a Reflex save or be immobilized. The target is considered helpless, but can still take actions that require only mental or verbal activity. Those who fail the Reflex save can make a Strength check equal to the Earthbending check to break free as a full-round action. They can also be freed by the use of any appropriate Earthbending form or by dealing 100 points of damage to the stone. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which his/her Earthbending check exceeds the DC.

Also working on use of the seed called Entomb that replicates the form used on Katara in The Avatar State, but I haven’t figured out the mechanics of how one would escape. Anyone who feels like giving it a shot is welcome to. I figure it would have a DC around 50 and would cause the target to suffocate ( http://www.d20srd.org/srd/environment.htm#suffocation) (DMG p. 304).

Expect a few more seeds and my comments on the recent discussions at a later date.

Mephibosheth

Collin152
2007-09-13, 06:18 PM
I figure escape artist checks or strength checks could wriggle you out.

Eighth_Seraph
2007-09-13, 09:22 PM
Alright, good job, Meph, your seed has been added. Still waiting on Golem, by the way. If you want me to take care of it, let me know.

Anyway, I'm going to finish up the forms I haven't statted up yet for the water and firebenders as a stall tactic so I don't have to try my hand at the Airbender just yet. Does anyone know if it's even possible for the mods to put in an additional post for me to write in on the first page? I don't like having two of my base classes tucked away in the back like this. I guess I'll just put a directory in the first page.

Also, in contradiction to my earlier statements, I can suddenly imagine a waterbender dual-wielding kukri. I have no idea why, as kukri aren't really related to healing or the element of water in any way, but it just seems to fit, y'know? It might even be worth burning a feat slot on Silas. Maybe. Not sure if that's helpful or not, Ceiling, but there it is.

Speaking of feats, here's a couple that I've been thinking up after watching pretty much every episode in the entire series over again.

Point-Blank Blast
You are skilled at aiming with your bending abilities at close range
Prerequisites: Base attack bonus +6, the ability to use a bending Blast
Benefit: You can apply precision-based damage with your Blast when targeting an opponent within 30 feet of yourself. This does not work on forms using any seed other than the bender's Blast, only the Blast itself.
Normal: You can't apply precision-based damage to a Blast.
Note: Inspired by Azula's finger-shot at Iroh that nearly took him out.

Channel Blast
Through practice with your bending and weapon of choice, you learn to use both at the same time.
Prerequisites: Base attack bonus +5, Weapon Focus (weapon chosen), the ability to use a bending blast
Benefit: When wielding a weapon with which you have the Weapon Focus feat, you may use your bending Blast as if you had two free hands.
Normal: Your hands must be free in order to bend
Note: Inspired by Zuko's fight at the end of Zuko Alone


I'm not too sure about the Normal part of that last feat, since bender's used their feet to bend all the time in the show. Maybe a penalty to bending would be better. Ideas, comments on the feats, critiques of the new firebending forms? Anything?

Collin152
2007-09-13, 11:40 PM
Hmm... if you took the benders out of an Avatar-specific universe, then magic items apply to them as a factor, right?
Well, theres this one magic item in the Magic Item Compendium that is a water skin that refills itself automatically. A waterbender in a standard campaign should sell their firstborn to get one of those and/or a decanter of endless water, huh?

Ceiling009
2007-09-14, 05:01 AM
err... probably.

But, Channel Blast... It's hard to say, cause Aang can bend with his staff, granted he doesn't actually use it to hit things, but he almost uses it to make air scythes and blades of air, or whirlwinds... And, bending isn't as intense somatically as a spells I think, since they are rooted in martial arts, you can bend with something in your hands, I think it would make it harder, well, if you use it to hit things, versus a focus like the Airbender staff. Also, in Zuko Alone, that one earthbender army guy also bends with a hammer, but not very well... I guess a feat burn is worthwhile for extra possible damage, though like Blades of Fire... how would you have done the bending to engulf the sword with flames? I think it would be better if you had to burn the feat, and let it have higher requirements, if you were allowed to blast then attack in the same round, like use a move action to blast and then attack, of course you can't do a full round action like full attack...

Hmmm... dual kukris... I like that... I wonder could you form like two tentacles of water on or near you to give you more arms or attacks? Like the two tentacles could be formed then attack, and you can waterblast or chilled ice spike waterblast, almost like... well a one man army? err... You can! Oh man, waterbenders are like a one man army... but firebenders seems to be fiery death incarnate.

Also, in Firekick... I think you meant +1 per 10 feet, versus that -1... cause then you can extend the range of a blast 50 ft and negate the addition of Firekick in the DC...

Man, I have so many edits... But I want to know how you would do Katara's blast against the guy she was sparring last in the morning of the second to the last episode of season 1? Or how would you model the blast she did against Zuko in the oasis? where he was pinned against the wall as she froze a huge wave that hit him? I'm thinking something like Repelling Frozen Waterblast? Or is it something else? Cause, having something freeze on contact with the blast is pretty strong... or even if it were Frozen Breaker... would there be a reflex save? or a fort save? or at least a strength check?

Mephibosheth
2007-09-14, 09:39 AM
Oh my goodness. I’ve been neglecting this thread for far too long. I’m going to try and go through the arguments one at a time and weigh in, so bear with me.

Benders are becoming overpowered

I think that any system based so heavily on skill usage is prone to abuse. From the oft-maligned abusability of the Diplomacy rules to the ease of the flat Tumble DC’s, the skill system is the butt of many a joke. That said, I like the use of bending skills to adjudicate combining bending forms, I just think that it needs to be a bit more difficult. I think that the DC for all forms (with the exception of Manipulate and possibly basic blasts) needs a bump of at least 5, making DC 10 the minimum DC for any seed except Manipulate.

I also want to bring up (once again) making blast seeds require actual ranged attacks instead of ranged touch attacks. With the exception of Air Blasts, (which, unless some major changes are made, have relatively low damage potential in normal circumstances anyway) this seems a legitimate change to make and it reduces the ability of benders to deal high amounts of damage with little risk of missing on their attack rolls.

Other than ensuring that bending DC’s aren’t ridiculously low, I think we need to rely on DM’s to reign in the abuses inherently possible in the system. Perhaps we could write up a basic guideline about the standards the show sets (which I’m sure will change when Season 3 gets going) to help DM’s judge what uses of bending are off limits. Sure an Airbender could encase his/her foes in a vacuum and insta-kill them, but that sort of maneuver is definitely not canon.

Taking 10 on bending checks

I think this is an ok change to make. We just have to be careful in balancing the bending DC’s that we don’t make it too easy to take 10 and never risk failing at a complicated bending form. As long as the DC’s are high enough to require actual bending rolls some of the time, I don’t see a problem. Waterbenders should be able to use Water Blasts all day, but a freezing, spike-ridden, concussive Water Blast should be a bit more difficult.

Stances

I like the idea of stances, but I think they need to be clarified a bit more. As others have noted, we don’t know when they are available to the benders. Also, unless I’m missing something, the Firebender’s offensive stance is exactly the same as the stance-less Firebender. Maybe the defensive stance could prevent the use of Firestorm and give bonuses to Firebending checks and maybe even attack rolls to deflect bending.

Another idea would be to make these stances into feats instead of class abilities. That way it’s one less thing we’re giving to the benders but it still allows them to focus on a certain jing mindset if they so desire.

The Avatar

I know my previously-voiced opinion was that the Avatar shouldn’t be a player character, and in the case of a fully-realized Avatar, I still hold that opinion. However, I think that an Avatar-in-training could be much more reasonable. Good luck Collin at writing up an Avatar PrC. I’ll gladly contribute comments on the final project, and let me know if you need any other help along the way.

Heat/Chill vs. Freeze/Melt

The only instance of heating water that I can think of in the show is in the Northern Water Tribe banquet at the beginning of Season 1, episode 18 (The Waterbending Master), when Water Tribe members are shown immersing large plates of meat into what look like boiling vats of water (screenshot (http://screenshots.avatarspiritmedia.net/118/067.jpg)). Since wood has to be scarce at the north pole, I assume Waterbenders heated the water. With this as a precedent, I support allowing Waterbenders to heat water, but I think heating it to the point of dealing additional fire damage (which I don’t think is necessarily a bad idea) should have a pretty high DC.

Weapons

The wikipedia article on Avatar lists some weapons associated with the different disciplines. Staffs and fans are associated with Airbending, hammers and (to a lesser extent) greatswords are associated with Earthbending, Chinese broadswords (ala Zuko) and spears/polearms are associated with Firebending, and nothing is closely associated with Waterbending, though there is mention of katanas perhaps being linked due to the slashing motions Waterbenders occasionally favor.

I don’t see a reason to prevent bending while holding an object. Few of the bending forms I’ve seen require manipulation with the fingers or hands other than broader movements that can be performed while armed. I don’t think we really need to create rules for using paragon weapons outside of bending forms like Blades of Fire. It doesn’t seem to really affect their ability to bend.

Point Blank Blast

I like the idea, but I think having some sort of precision-based damage should be a prerequisite. Maybe add +1d6 Sneak Attack, Sudden Strike, or Skirmish as a prerequisite.

Channel Blast

I like the idea, but I think it’s unnecessary. The only element I can see actually being able to use this feat is fire, and there’s already a bending seed that does essentially the same thing. I think we can easily duplicate this feat with bending seeds or just more expressive descriptions.

Comments on Firebender and Golem Earthbending form to follow at an unspecified date

Mephibosheth

Ceiling009
2007-09-14, 12:09 PM
The only thing about skill based abilities and the like is that they scale a lot slower than magic, at level 20 the damage potential of a lot these forms are really... well not up to snuff. Level 20, with full ranks, 24 wisdom, skill focus, and that oblong skill synergy, is a flat 35 to any bending check; taking a 10, 45. The damage potential for let's say ice shards waterblast, is 17d4; which averages out to 34 damage. At the same time, let's look at Healing Water... at 10 times a day, they can heal 7d6+10, averaging to 31 damage healed. Now taking this, and comparing it to let's say the standard casting classes, Cone of Cold (which is pretty close), deals at level 20, 15d6, average 45 damage. Also on the flip side, at level 20 a cleric can cast heal for 150 point heal, and has spontaneous castings of cure critical (4d8 + 20, averaging to 36)... Then, let's look at these guys (benders) versus most of the base classes, like the Fighter. A waterbender with the check of 45, creates plate armor of ice, with an 18 dex (and that 24 wisdom), now has an AC of 22 at level 20, DR 13/piercing. A fighter with... a standard longsword for arguments sake hits with their first two hits with power attack, the fighter has 22 str, which is reasonable to this 24 wis/18 dex waterbender, would deal 16 points per hit, but only deals 3 point per hit due to the DR... but then the waterbender has a -6 to attack (no proficiency for heavy), and sooner or later a -4 to bending... Now let's take a rogue, which is flanking our poor waterbender... with a rapier (standard practice for a lot of you), and does sneak attack damage of 1d6 + 10d6... and it's piercing. So a standard 33 points of damage to our poor waterbender. This is without magic items, which would have been standard fare for rogues and fighters at this level. I think that benders start on a high plateau in terms of power, but do not climb anywhere near as fast or as high as mages and clerics, and are just slightly a cut above the melee and striker classes at the end...

Now if you deal with a firebender or an earthbender they would definitely fare better, with the firebender being much closer to the mage spectrum in terms of damage potential.

Eighth_Seraph
2007-09-14, 03:18 PM
Meph, you're my hero. I've been thiniking for ages that the classes were getting broken and fast, but nobody was saying anything about it, so I let it slide.
I also want to bring up (once again) making blast seeds require actual ranged attacks instead of ranged touch attacks. With the exception of Air BlastsI already fixed that...I think. I should have, a long time ago. If not, I'll do it now.

As for taking 10 on Bending checks, I need to reword some of the earlier stuff I wrote. Very seldom will any bender actually fail a bending check, the difficulty lies in how much effect the form has. For example, I lowered the base DC I had planned for Fire Wall by 5, then lowered its effects by a proportional amount. The point of this is that a lower level firebender could use the seed, but it would still have the same effect at higher levels as it would have with the initial DC. In other words, though it'll be difficult for a bender to fail a Bending check outright, a low result ends in a weak form.

Another idea would be to make these stances into feats instead of class abilities.That's not a bad idea. I am once more ruing my lack of foresight at not reserving at least six posts in the first page.

I don’t see a reason to prevent bending while holding an object.Hrm...I'm apprehensive at this, because it'll just lead to double-shielded benders using nothing but their feet to bend. In the show, benders definitely seemed to prefer having hands free to do as they wished, and the only bender ever shown actually using weapons along with bending was that Earth Kingdom soldiers, who basically only used Earth Blast. I would incur some, not necessarily steep, penalties to bending without hands except to forms specifically using other body parts, like Fire Kick or Breath of the Dragon.

But I want to know how you would do Katara's blast against the guy she was sparring last in the morning of the second to the last episode of season 1? Or how would you model the blast she did against Zuko in the oasis? where he was pinned against the wall as she froze a huge wave that hit him?Breaker/Freeze would probably be the form she used in both occasions, yes. Remember that she froze a pretty significant quantity of water there, and that adding all that through Freeze would be a fairly difficult feat just with the standard DC of Breaker by itself. I'll stat that up in a little while.

(EDIT) Alright, here's the calculations. In terms of the sparring match at the North Pole, I'd say that the Waterbending DC was 36 total. Breaker is 15, and Freeze has a base of 5, and assuming she froze him 15 feet up with another 5-foot cube tucked away in the unspecific shape; that makes 4 5-foot cubes, adding an additional +12 to the DC. 15 + 5 + 12 = 32, +4 for combining two seeds. That's reasonable, I think. You'd have to DM fiat a Reflex save to get out of the wave before it encased you, and then a Strength check to excape the ice, based around inches of thickness. In short, get a good DM.
The only thing about skill based abilities and the like is that they scale a lot slower than magic, at level 20 the damage potential of a lot these forms are really... well not up to snuff.
[snipped]Good. In a world where there are no Amulets of Health, damage dealt needs to be less. Bottom line is that benders are going to be weaker than spellcasters, and that's the way I want them to be. A waterbender should not be able to out-heal a cleric, because waterbender's aren't healsticks. A firebender should not be as good a blaster as a warlock; and if they are, then that's something I need to fix. In your example of Damage Reduction, remember that Ice Armor doesn't grant DR; Liquid Armor does. And Liquid Armor doesn't grant AC.

I think that benders start on a high plateau in terms of power, but do not climb anywhere near as fast or as high as mages and clerics, and are just slightly a cut above the melee and striker classes at the end...w00t! I'm getting things done, then. I don't want another broken "magic"-dominating-underpowered- melee-classes setting. The balance is important here, and I'd like to keep it.

Thanks for the feedback, both of you. I'll get to work on the problems you mentioned right away.

Ceiling009
2007-09-14, 08:56 PM
Then, in theory, these classes are pretty well off... but I do have some problems with AC, cause the problem with these classes based slightly off the caster, while still maintaining that melee edge is that they seriously lack any incentive to up their AC. There's no reason to wear any of the heavier armors, even in the show, most of the top benders don't wear any form of armor heavier than light; as it would impede in many of the acrobatics and somatic components of bending... so a typical bender tends to have about 16 dex, and probably light armor, so an AC of maybe 16. Let's face it up against a fighter, which without magic weapons, gets an AC of 24, and you know at level 20 has two guaranteed strikes on the bender with their AC that low... let's make it that they have power attack and charge, and albeit improved initiative so that they go first in a fight. Your bender will definitely be taking that 24 points of damage (1d8+20 (power attack 10 due to the 22 Str)); if the bender gets initiative first, they might win with something like a freeze/breaker or freeze/repel/blast. Now it's a game of initiative; bearing that you didn't change it to normal range AC. Cause at 16 dex, they still need to roll a 6 or higher to actually hit the fighter. Now, the fighter is definitely at advantage. The fighter is guaranteed to hit an actual masterbender, even taking a -10 penalty to inflict that 20 points... without rolling. Maybe that's what fighters are supposed to do, but since most benders don't really get any good armor, and using a shield would be too somatically inhibiting, they have problematic AC issues... maybe if you added something like the Monk Dodge bonus if they're wearing light or no armor to all the benders, this whole Charge and splat wouldn't sound like a problem. It does sound though that it's being heavily loaded up though...

Eighth_Seraph
2007-09-14, 09:30 PM
I completely agree with most of what you've just said. My current waterbender, at level 1, has an AC of 15 (+3 Dex, +2 leather). This would become a problem rather rapidly; if it weren't a Savage Tide campaign. I'm just biding my time to get that nice shiny mithral breastplate and eventually get it enchanted. (Just for reference, does the loss of armor check penalty stack for both Masterwork and Mithral properties?) That and a Decanter of Endless Water and I'll be set for life. Good times.

Anyway, for anyone that plans to actually use these classes as I meant them to, this could be a serious problem. I'm thinking that it may not be such a bad thing for the equivalent of a spellcasting class to have AC problems, since most of the benders seemed to make very liberal use of Block/Deflect Bending to stay alive at range, and avoided getting into melee if at all possible. I'd like to get some more feedback from various people before I make an attempt to solve this "problem", so y'all let me know what you think, alright?

Ceiling009
2007-09-15, 04:26 AM
I mean they are pretty much ranged fighters, but even mages in standard DnD had quickened save or dies, or battlefield control like flight and invisibility... And I do think that mithral and masterwork stack... Didn't know that mithral breasplate was considered light... oh what do you know.. it is. I mean if you have the money to blow in the game, you can easily get up to a 23 AC... or not bother with a mithral breastplate and get some really nice bracers of armor... Anyway, I think it's the lack of tactical retreat that sort of worries me more about that sub par AC issue.

Eighth_Seraph
2007-09-15, 10:38 AM
even mages in standard DnD had quickened save or dies, or battlefield control like flight and invisibility Save-or-dies are out when it comes to these classes, I can almost guarantee that to you. As for battlefield control; that's what earthbenders are for. A solid, level 10 earthbender can make all kinds of terrain issues for opponents and advantages for allies: they can set up strategic points of rough terrain, making opponents easy pickings for snipers; make walls of earth and stone to provide cover, make giant pits in the middle of a battlefield, make huge clouds of dust to block vision, immobilize stronger opponents, effectively removing them from battle until someone digs them out... there's all kind of possibilities.

You've contributed a great deal to this project, Ceiling, but you really do need to get the comparison of benders versus casters out of your head. Bender's aren't going to be as powerful as casters, because I've seen far too many futile threads going out to balance casters.

Anyway, I think it's the lack of tactical retreat that sort of worries me more about that sub par AC issue.I'm...not entirely sure what you mean by that. If you really need to retreat, a little overbending goes a long way: a massive Breaker wave, a nigh-impassible wall of solid stone or combining whichever firebending seed catches the most enemies with Explosion will definitely slow opponents down. Con damage/drain is a pain, yes, but it's better than dying. Is that what you meant?

Ceiling009
2007-09-15, 01:36 PM
It's not that I'm comparing them to casters, since these aren't casters; but I am comparing them to the base line standard, and the closest example when it come to low AC classes are the arcane casters. I don't want them to have save or dies no, but I was making a point that since the Bender AC's are so low, as long as you factor out magical items, that they don't have quite the same trade off. As for tactical retreat options, a bender can't perform a lot of these actions, if they're being in threatened in a square (sure a 5ft step). So let's not compare them to casters, but rather rogues or monks. A rogue, when it comes to AC is pretty close to the same boat as a bender, but they can focus on more dex, as that stat is truly their primary stat, being the base for reflex saves, and other special abilities. Rogues know that they aren't front line either, so most are hidden or sneaking about. The other is Monk, which in actuality is the closest to the bender; while not a front line force, can hold their own, while not wearing any armor or wielding any weapons; here is where the comparison sort of gets odd. Cause the Monk in theory has so much going for it, but it's the MAD that really starts to shoot them down. Cause, it would look like Benders are front line forces, and not the so called "squishies", because so far it doesn't really seem that benders suffer from the MAD syndrome. And I'd rather really prefer that Benders get an AC buff, in the vein of the Monk AC bonus (at least the +1/5 levels), to at least keep their ability to stay front line, versus anything like quickened bending, or save or dies. Maybe it's because I play with the constitution based massive damage threshold rules, that if someone took that guaranteed 24 points of damage, they're going to be more than likely unconscious (dying).

Lord Tataraus
2007-09-15, 02:16 PM
I must say that I am very impressed by these classes and they are perfect for my setting I'm designing (the Elemental Leylines on this forum). I might replace casters with these. When will the Airbender be up?

Collin152
2007-09-15, 05:24 PM
I am reminded; with overbending comes Con drain. With no Clerics, there is no resotration spells. How do you reverse the con drain?

Eighth_Seraph
2007-09-15, 05:36 PM
I must say that I am very impressed by these classes and they are perfect for my setting I'm designing (the Elemental Leylines on this forum). I might replace casters with these. When will the Airbender be up?Thank you! I hope the setting goes well. The airbender will be up as soon as I have something for it. I'm going to need a great deal of help balancing it without making it a knockdown machine, since I can't recall an airbender ever dealing slashing damage in the show, which was the bender's main source of damage in the original version of the class. At the latest I'll have the airbender's roots up in the next seven days, with the seeds coming at a steady pace after that.



I am reminded; with overbending comes Con drain. With no Clerics, there is no resotration spells. How do you reverse the con drain? You don't. Overbending is meant for desperate situations, and a permanent, debilitating effect will ensure that it's used as such. I might put it as a high-level ability of the healing PrC eventually forthcoming, but I worry about high-level benders effectively adding +25 to their bending checks at minimal cost because there's a healer nearby to fix it.
*shudder*

Mephibosheth
2007-09-15, 06:00 PM
I now present, the long-awaited Golem form.

Golem
Base DC: 15
As a full round action, an Earthbender can create a golem that he/she can direct in combat. The golem is a Medium animated object composed of stone and compacted earth. The Earthbender must direct its actions in combat by making an Earthbending check equal to the original Earthbending DC as a standard action. If the Earthbender does not concentrate on maintaining and directing the golem or fails the Earthbending check to control it, the golem collapses. The golem's attack rolls are modified by the Earthbender's Wisdom modifier instead of the golem's Strength modifier. The Earthbender can increase the size of the golem by adding 10 to the DC for every size increase desired. For example, increasing the DC to 35 allows the Earthbender to create a Huge golem. Additionally, the Earthbender can increase the hardness of the golem by adding 2 to the DC for every +1 hardness.

I envision this form being relatively interesting to combine with others. Perhaps combining it with Immobilize or Steady Stance to give the golem Improved Grab, combining with Earth Blast or Catapult[/]to give it Improved Bullrush, or combining with [i]Create Rubble or Tilt to give it Improved Trip. By amping the DC the golem could have pretty impressive defenses, combination could give it some pretty nifty abilities.

Let me know what you think.

Mephibosheth

Ceiling009
2007-09-15, 06:01 PM
We don't see Aang really do slashing damage to anyone in fight, but he does do a lot of slashing damage to objects, and non-living (non-important) things... The best scene would be in the episode, The Earth King, I think. It's where they storm the Earth Palace, and Aang sliced a boulder in half about as it was to hit Appa.

Mephibosheth
2007-09-15, 06:16 PM
In the original design of the Airbender, my intention was that Air Slice wouldn't be a primary damage-dealing method, but rather to represent Aang's ability to do damage objects (Screenshot (http://screenshots.avatarspiritmedia.net/211/233.jpg)). However, it's difficult to create a way to deal damage to objects without also allowing damage to be dealt to creatures. My original intention was that Air Blasting creatures into walls or hitting them with objects would be the main Airbender offensive tactic. This might be another case where roleplay has to take precedence over rollplay.

I don't really know how to solve this conundrum, except for through roleplaying requirements.

Mephibosheth

Collin152
2007-09-15, 06:22 PM
Yeah, I'm not seeing the slashing damage. Bludgeoning, sure, but not slashing.

Eighth_Seraph
2007-09-15, 06:38 PM
Hm. I think Golem could use some polishing. For example, does the golem have a slam attack? Does its attacks include any bonuses for unarmed strikes the bender may have? How many hit points does the golem have? What kind of action does creating the golem require, and can a bender take other actions while controlling it?

It's got a good foundation, but this form is going to be very difficult to use as it is now. You're usually more meticulous than this, Meph; do you want me to polish the seed for you, or would you rather finish it yourself?

On a different note, I've put up Fire Whip, Blue Fire and the long-awaited Lightning seeds for the firebender, as well as a powerful use for the Water Whip seed. Waterbender seeds are coming along quickly; looks like I won't be able to stall the airbender for much longer...
:smallbiggrin:

Mephibosheth
2007-09-15, 06:46 PM
The golem is an Animated Object (http://www.d20srd.org/srd/monsters/animatedObject.htm), meaning it's attacks, HP, AC, etc. are all pre-determined. This was the easiest way I could think of to adjudicate golem creation. Creating the golem requires a full-round action, and controlling it is a standard action (meaning the bender can take Move and Free actions). I've made one change, basing the golem's attacks on the bender's Wisdom modifier instead of the golem's Strength modifier. Otherwise, the stats of the golem are the same as any other Animated Object.

I hope that clarifies things.

Mephibosheth

Eighth_Seraph
2007-09-15, 07:30 PM
Hm. Animated object, I hadn't thought of that...That's a good idea, actually. Does that mean that a bender can use a stone table as a small-sized golem? That would be some fun times down at the café or in a throne room.

Anyway, I like the seed as written and I'll add it to the earthbender's repertoire, but I have an idea for another use for it... More like what I had first envisioned it as. Essentially, this would have a 40-ish Earthbending DC to essentially give a golem the bender's physical abilities. For example, the golem would have a Strength score somehow determined by the bender's Wisdom and a set slam damage depending on size category (probably the same as an animated object's, for simplicity). From there, a bender would use her entire round having the golem do exactly as she does; if the bender does an unarmed full attack, the golem would do a slam full attack exactly as she does it, with the same BAB. It'd be pretty difficult to pull off, but would be loads of fun to do.

"Lieutenant! What is that enemy soldier doing? He's far too close to our wall defenses for my comfort."
"We've been looking into it, sir. He appears to be running in place... Wait! He's stopped... It looks like he's starting to punch into the air---"
CRASH

Would it be feasible without being broken, d'ya think?

Ceiling009
2007-09-16, 05:31 AM
Hahahahaha, Omg, such a great picture. I mean, hmm... I don't know much to say about that Golem thing, except for, well it'd be durn bloody cool.

About slashing damage for airblast... I think you should keep airblast as it is, as a knock back tactic. But still keep slice able to attack enemies and not limit it to objects; cause really, airbenders are non-violent; but what if there was in easier terms, an evil airbender? I could feasibly see them using air scythe or slice constantly mixed with their airblast. So for them to actually deal slashing damage, they would have to have to use a seed slot...

Mephibosheth
2007-09-16, 10:48 AM
Ah. I see what you're going for. How about this:

Golem
Base DC: 15
As a full round action, an Earthbender can create a golem that he/she can direct in combat. The golem is a Medium animated object composed of stone and compacted earth. The Earthbender must direct its actions in combat by making an Earthbending check equal to the original Earthbending DC as a full-round action, with the golem essentially mimicking the actions taken by the Earthbender. If the Earthbender does not concentrate on maintaining and directing the golem or fails the Earthbending check to control it, the golem collapses. The golem's attack rolls use the Earthbender’s base attack bonus and are modified by the Earthbender's Wisdom modifier instead of the golem's Strength modifier. An Earthbender can control a golem he/she can't see, but the golem is considered blind. The Earthbender can increase the size of the golem by adding 5 to the DC for every size increase desired. For example, increasing the DC to 35 allows the Earthbender to create a Gargantuan golem. Additionally, the Earthbender can increase the hardness of the golem by adding 2 to the DC for every +1 hardness and can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The Earthbender cannot increase the golem’s ability scores by an amount greater than his/her Wisdom modifier. An Earthbender with a Wisdom modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Earthbending check) scores by a maximum of 5, increasing the Earthbending DC by 10 in the process.
So, to provide an example by way of clarification:

Sun Tzu the 10th level Earthbender wants to create a golem. Sun Tzu is wise and skilled, giving him a total Earthbending modifier of +20 (13 ranks, +5 Wisdom, +2 synergy from Knowledge (bending)). Sun Tzu wants to create a powerful creature, so he decides to make a Huge golem (DC 25 to create) and to enhance the golem’s defensive abilities by adding hardness (essentially compressing the stone used to make it more resistant to damage). Increasing the hardness by 2 points (Hardness 10), bumps the DC up to 29, and Sun Tzu can create the golem by taking 10. Alternatively, he could increase the golem’s Strength score by 2, Dexterity score by 2, or both physical ability scores by 1 each, all for the same DC of 29.

I think this is more along the lines of what you originally conceived. What do you think?

Mephibosheth

Vadin
2007-09-16, 11:06 AM
In the upcoming season, Aang has hair. Also, just from the commercial there were several unique styles of bending shown. For example, what looked like an earthbender was (and this is all that seemed to be happening, can't say for sure) using a focus between his eyes on his foreheads to bend or do something.
This is all to say that the upcoming season of Avatar seems like it might rewrite some of the preconceived limitations on benders and reveal several new areas of power heretofore unannounced.

Collin152
2007-09-16, 06:06 PM
Well, I've just finished going over all the episodes for the first time. I'm excited for book three.
Now all I need is the Airbender class and I'm ready to really flesh out the Avatar.

Collin152
2007-09-18, 07:04 PM
Oh, I've decided in a campaign I'm working on that one King is an Earthbender. He lives in a huge desert, and his people wouldn't last long without him or his family.

Eighth_Seraph
2007-09-18, 08:32 PM
Oh, I've decided in a campaign I'm working on that one King is an Earthbender. He lives in a huge desert, and his people wouldn't last long without him or his family. Dang, and here I am with an as-yet-not-even-begun Sandbender class. Good luck with your character, and make sure to let me know how the class works out for you.

Water Walk and Feel the Flow waterbending forms are up. Tell me what you think. Airbender will begin promptly, since balancing Blizzard is going to take me a while, and I'm fairly stumped for Propel.

Collin152
2007-09-18, 08:55 PM
Aren't sandbenders just earthbenders using differant styles? I mean, the sandstrom thing is unique, but you could use that compression seed to make sandstone, right?

Mephibosheth
2007-09-19, 12:28 PM
Dang, and here I am with an as-yet-not-even-begun Sandbender class. Good luck with your character, and make sure to let me know how the class works out for you.

Water Walk and Feel the Flow waterbending forms are up. Tell me what you think. Airbender will begin promptly, since balancing Blizzard is going to take me a while, and I'm fairly stumped for Propel.

Do you need some more help with this? I think I'm getting the hang of this skill-based system, and I would be more than happy to work on the Blizzard or Propel forms or the Sandbender class/PrC. Just let me know what you're thinking for the forms and I'll take a stab at it.

Mephibosheth

Lord Tataraus
2007-09-19, 12:46 PM
I think Sandbender should be a PrC, it is so close to the Earthbender. Just make it expand Earthbender by giving a new list of seeds. It could be like a 3 or 5 level progression.

Eighth_Seraph
2007-09-19, 03:40 PM
I think Sandbender should be a PrC, it is so close to the Earthbender. Just make it expand Earthbender by giving a new list of seeds. It could be like a 3 or 5 level progression. Pretty much me reasonin', too. T' thin' is, though, that Sandbender culture and fightin' style (from t' little we've seen) looks very little like earthbendin' at all. As a result, I'm makin' it at least a 10-level PrC, leanin' towards t' less orthodox 15-level PrC, meant t' be entered at level 5. T' difficulty, o' course, will be makin' an extensive enough seed list; but I'll work on that as I get thar.


Do you need some more help with this? I think I'm getting the hang of this skill-based system, and I would be more than happy to work on the Blizzard or Propel forms or the Sandbender class/PrC. Just let me know what you're thinking for the forms and I'll take a stab at it.
I really want t' handle Blizzard meself, since I plan on makin' it a semi-epic seed. As for Propel, I was thinkin' that with t' high percentage o' sea dogs among t' North and South Water Tribes, thar would be some correspondin' usage o' waterbendin' t' assist in sailin'. Propel would be a catch-all seed that would be includin' calmin' waves within t' immediate vicinity o' tha ship, creatin' a current t' make it sail slightly smartlyer, allow for sharper turns when done in conjunction with proper steerin', etc. Problem: I dun have Stormwrack. Can ye handle it, Meph?

It be Talk Like a Pirate Day, mates. Get inta tha spirit, ye scurvy dogs!

Lord Tataraus
2007-09-19, 04:44 PM
By the way, I have a little nitpick. As I was reading through the Firebender again, I noticed that under the Fire Whip seed it mentions increasing the Waterbending DC. So you might want to look it over again to see if their was anything you missed in copying over. /nitpick

Also, I have been inspired by these bending classes to use them in my Elemental Leylines setting (http://www.giantitp.com/forums/showthread.php?t=56663) as I mentioned before. However, I also need an Energybender class to bend positive and negative energy, which I have taken the liberty to create. I just wanted to ask your (and Mephibosheth's) permission to post on it this board, being that it is directly related to these classes. And I don't want to be accused of stealing (though I kind of am so don't be afraid to say no). Thanks.

Collin152
2007-09-19, 06:22 PM
Given that we haven't seen much sandbending, I would say that ake some seed inspiration from other sand-manipulators. The only other that I can think of is none other than Sabaku no Gaara, or, Gaara of the Sand. He used his sand in a wide variety of interesting ways tht could really spark your imagination.

Eighth_Seraph
2007-09-19, 08:24 PM
By the way, I have a little nitpick. As I was reading through the Firebender again, I noticed that under the Fire Whip seed it mentions increasing the Waterbending DC. So you might want to look it over again to see if their was anything you missed in copying over. /nitpickEh? Aye, I'll be fixin' that shortly, mate, thankee.



Also, I have been inspired by these bending classes to use them in my Elemental Leylines setting (http://www.giantitp.com/forums/showthread.php?t=56663) as I mentioned before. However, I also need an Energybender class to bend positive and negative energy, which I have taken the liberty to create. I just wanted to ask your (and Mephibosheth's) permission to post on it this board, being that it is directly related to these classes. And I don't want to be accused of stealing (though I kind of am so don't be afraid to say no). Thanks. Oh? Em...I thin' that ye'll be havin' ta...*sigh*
[/PIRATE]

As I was saying, I really would not feel comfortable with you actually using the term 'bender' in your class, since that will quite clearly affiliate it with the avatar world, which is a bad thing for something meant to be used realistically in a campaign setting while having nothing to do with its source. If you want to use the mechanics I've set up here, then by all means go for it, but you'll want to make sure that people know where your inspiration came from to avoid being accused of stealing, since apparently that's something that goes on not too rarely on the WotC boards.

[PIRATE]
Does ye understan' what I be tellin' ye, lad? Ye'd best be followin' to tha letter o' me word or ye'll risk the plank, ye scabrous dog! But ye has the permission of Cap'n Seraph of the Eighth Sea t' use me homebrew to further yer own as ye wish. That's piracy, mate; that's tha way o' the sea.

Collin152
2007-09-19, 10:18 PM
Yarr, the points this seagull's scabbard makes be fineley shar[ened ones indeed. 'Whever, I don't sppose y'd mind sharin the location of this treasure af'r it been burry'd, aye?

Lord Tataraus
2007-09-20, 11:27 AM
I have posted the Sunmage in my Elemental Leylines thread (see my other post or sig for link). The name will make sense when you read the setting. The Sunmage differs a lot more than I though it would from the benders. It uses draws/channels instead of blasts, though seeds have the same mechanics behind them and templates apply to channels. Tell me what you think.

Mephibosheth
2007-09-20, 03:27 PM
Just a few feats I whipped up. Let me know what you think. The first is based on Aang's extremely mobile style of combat, the second is (obviously) based on Tai Li's abilities.

CIRCLE WALKING
Have you ever tried to grasp the wind?
Prerequisites: Air Blast, Airbending 8 ranks, Tumble 8 ranks
Benefit: When making a full round attack using your Air Blast, you take a 5-foot step between each attack. You gain a +1 dodge bonus to AC while circle walking. Using this maneuver requires a successful DC 25 Airbending check. For every 5 by which your Airbending check exceeds the DC, your dodge bonus increases by 1. You can use this maneuver even if you reserve attacks to gain Deflect Bending attempts.
Normal: You cannot move while making a full round attack.

DISRUPT BENDING
You accurately strike crucial points on a bender’s body, making it difficult to bend.
Prerequisites: Improved Unarmed Strike, Stunning Fist, BAB +6, Wis 13+
Benefit: At the cost of a Stunning Fist attempt, you may make a precisely-placed strike at a weak point on your opponent’s body, blocking the flow of his/her chi and disrupting his/her ability to bend. If you hit with an unarmed strike, the target must make a fortitude save (DC 10 + half your character level + your Wisdom modifier) or take a penalty to all bending checks equal to half your character level. If you miss with your unarmed strike or the target successfully saves, you still count as having expended the Stunning Fist attempt. Unlike the Stunning Fist feat, you can use this feat multiple times in a single round, and multiple uses on the same target stack.

What do you think?

Mephibosheth

Eighth_Seraph
2007-09-20, 03:35 PM
Ooh. Circle Walking a definitely like, though the pre-reqs might be a bit steep. I could definitely see this as the trademark of novice airbenders to the endless frustration of counterattackers.

As for Disrupt Bending, I think that Tai Li's fighting would be better served as a prestige class or specialized class feature for a monk due to how she seems to completely focus on that style of fighting along with the immense speed and flexibility that makes her so deadly with it, but this could be a solid variant.

Ceiling009
2007-09-20, 05:35 PM
I definitely like the Circle Walk, though I might lower the DC to 20... but maybe not... I think it's good either way, dunno if it would be worth being a feat... or could be more an optional class specific ability... since basically you're an airbender no matter how yo go about it to get the feat. I've always figured that feats should be more accessible in that more than one class should be able to use them, otherwise they should be optional class ability variants or class abilities...

Now the disrupt bending... that seems pretty solid, since in a world where benders are really top, to even it out a bit, someone has to be able to stop one cold. But I'd still like to see Ty Lee as a prestige class, probably from monk, with this feat as a prereq possibly... maybe you allow it as a monk accessible feat at level 2 or 6?

Guyr Adamantine
2007-09-21, 08:17 AM
I would rather see Tay Li a Battle Dancer(Dragon Compendium)/Monk

When the Airbender is out I'm in for an avatar 12 levels prestige class.(Seems weird but don't react 'till you see!) Oh, and even if nobody decides to be the avatar, normally nobody decides its race or ancestors or even background! How would anybody play a sorcerer?

BTW: This whole beauty is so going into my OA campaign! (Benders seems a perfect commoner-style variant of shugenjas.)

Darkbane
2007-09-21, 12:27 PM
Hooray, new season starts tonight!

Collin152
2007-09-21, 06:55 PM
Well, seeing as I can't do much on the Avatar prestige class untill the Airbender is up, I was thinking of a waterbender prestige class that focuses on the use of Ice?
And maybe a feat that gives a bending bonus when using a specific seed chosen at the time of feat-taking?

averagejoe
2007-09-21, 07:42 PM
There really doesn't need to be a Ty Lee prestige class any more than there needs to be a cabbage guy prestige class. She can be represented fine by the monk.

Collin152
2007-09-21, 08:39 PM
There really doesn't need to be a Ty Lee prestige class any more than there needs to be a cabbage guy prestige class. She can be represented fine by the monk.

I disagree on both counts. There does need to be one, she isn't repreented fine by monks.
A) have you LOOKED at the monk class? She can't do any of that!
B)Look what SHE can do!

Furthermore, in addition to a prestige class based on her abilities, the monk class needs MAJOR overhauling to get it setting apropriate.

Oh, and cabbage guy PrC? Pure. Genius.

Ceiling009
2007-09-21, 09:00 PM
I dunno, it all depends on what Ty Lee can actually do, the monk may be able to emulate it all, plus or minus a few feats... but possibly not. She is in no way the same as the standard monk, in terms of philosophy and the way she moves and attacks. In fact, I think she's sort of Chi Wizard, or at least a Chi practitioner, where she doesn't actually seem to "hit" anyone with any real force, but more like taps an area, and then they're sort of useless. So unless you heavily modify the current monk class... you might as well have a prestige class...

About an Ice focused waterbender prestige class... that could be cool. I sort of want to write a healing/conditions waterbender prestige class.

Collin152
2007-09-21, 09:14 PM
Race you! Offensive PrC versus Defensive/Responsive PrC! Readysetgo!


Focused Bending
You become more competent at bending a specific way.
Effects: Choose one Bending seed. You gain a +4 competence bonus to the appropriate bending skill when using a form with that seed.
Special: You may take this feat multiple times. Its effects do not stack, but must be applied to different seeds.


What thinkest thou?

averagejoe
2007-09-21, 09:30 PM
Oh, and cabbage guy PrC? Pure. Genius.

Urge... to... disagree... conflicting... with... urge... to... be... called... genius...

My Cabbages (ex): A Cabbage Guy gets a cartful of cabbages for free upon entering the prestige class. However, it is subsequently destroyed due to the antics of other heroes careening around the area doing irresponsible stunts, or any other situation the DM can contrive. A Cabbage Guy may obtain a new cartload of cabbages once per week. However, it is always subsequently destroyed before it can be put to use.

Seriously, though, name one thing that Ty Lee has been seen to do that can't be done by a high level monk, other than restrict people's bending ability, which Meph's homebrew feat takes care of. The monk really doesn't need a mechanical overhaul with reguards to the setting. (Well, maybe it needs one anyways, but that's non sequiter.) Perhaps it needs a fluffy overhaul, but then what the heck doesn't?

Collin152
2007-09-21, 09:32 PM
By blocking the Chi of two adjacent enemies, instantly knock people out without restricting concious thought, then immediatley doing it to an entire platoon of people.

And yes, the monk needs one anyways. People don't teleport or change their appearences at will in the world of Avatar, nor do they become Ethereal.

averagejoe
2007-09-21, 09:40 PM
By blocking the Chi of two adjacent enemies, instantly knock people out without restricting concious thought, then immediatley doing it to an entire platoon of people.

That could just be explained by a judicious storyteller. Besides, what sort of special ability would that entail?

Knock Out Entire Platoon of People (su): Once per day the battle dancer can immediately knock out an entire platoon of people without restricting concious thought.

Being cinimatic isn't the same thing as needing new abilities.


And yes, the monk needs one anyways. People don't teleport or change their appearences at will in the world of Avatar, nor do they become Ethereal.

That we've seen. That is, we've hardly seen the whole world, and such abilities aren't specifically out of flavor, especially when it's explained by someone reaching certain levels of enlightenment. Just look at Guru Patik; he could do some pretty cool stuff with the power of his mind, and none of it was bending based.

Darkbane
2007-09-21, 09:46 PM
People don't teleport or change their appearences at will in the world of Avatar, nor do they become Ethereal.

Or speak every language (in fact, there aren't any other languages), and there aren't any spells to resist, or become immune to aging, or kill people with magical virations...etc. Fluff-wise, the monk works great; crunch-wise, it needs some serious work. I don't have any idea how to fix it; best idea I have is to make it a much more martial class (full BAB) and give it some more agility-related abilities and bonus feats. The guru had some psuedo-magical abilities, but many of the monk's abilities are of a wholly different flavor than the benders' abilities.

Collin152
2007-09-21, 09:48 PM
By that same logic, lets just throw the spellcasters back in, because as far as we've seen, there is nothing to prove thy don't exist, so why get rid of them?
Oh, and the ability to take out the whole platoon? Yeah, that's really more along the lines of an "At will" ability, and monks as they stand don't really do it either, given their closest comparison, Stunning Fist just kind of knocks them out. This is more delicate then that; after they regained conciousness they were still paralyzed.

averagejoe
2007-09-21, 10:00 PM
That's hardly what I said. I believe "straw man" is the term that's become so popular these days.

Anyways, what seems to be your main gripe could be fixed simply by making a stunning fist related feat, or modify the way it works for monks, perhaps with some sort of level progression. It doesn't really merit a whole prestige class.

Collin152
2007-09-21, 10:34 PM
I disagree, as do others.
I see you concede the point that monks need serious keelhauling, do you not?

averagejoe
2007-09-21, 11:19 PM
I don't know what you see, because I never conceded the point. I'll grant that one or two abilities could do with change, but it doesn't need "serious keelhauling."

You disagree, but I haven't been given any reason why you disagree. I'm willing to concede that there may be some things I've missed. However, the only concrete argument you've made would involve could be represented by a simple change in a special ability, or a feat at most. There isn't any need to build a prestige class around what basically amounts to a feat.

Collin152
2007-09-21, 11:26 PM
Considering you did not continue to defend the monks usability, I assumed you gave up. If you will notice, most of the monks abilities are unsuable. Would you like me to list them?

Ty Lee's abilities seem to be very unique. That just screams prestige class. I just don't see why your so adamantly against one. A feat alone gives too much power at once. The ability to both disrupt bending AND paralyze parts of an opponants body/an opponants entire body, all with a single blow, consistantly? Call me crazy (Don't. Even. Dare. :smallfurious: ) but that sounds a might too strong for a mere feat.

Eighth_Seraph
2007-09-21, 11:59 PM
Calm yourself, Collin.

I have to agree that the monk would require a variant for this setting, since even poor Ember's pitiful save-or-die would be against flavor in this setting, and it would be a nice draw to have a full set of properly reflavored classes for the Avatar world. Meph and I have been discussing via PM the possibility for an entire Avatar setting, but I'm hesitant to consider it at a period in time when the Airbender isn't even completed. I personally think that a monk variant in which there's a special ability tree based around which martial art the monk takes (kind of like Iames' monk variant that's easily searchable on this forum). Then, quite simply, make a martial art special ability tree for disabling the flow of chi and BAM! Ty Lee/Tai Li (could anyone get me an official spelling of her name please?).

Anyway, I missed the opener for the Book of Fire a few hours ago because my ancient VCR refuses to tape the program that I tell it to. See, a VCR is a machine from back in the day, it involves obscenely large cassettes that won't fit in your pocket and don't clip onto your shirt...

You get the idea. Beginnings of the Airbender should be up by the end of the weekend. With some luck. And prayer or two.

Collin152
2007-09-22, 12:05 AM
I'm calm, was just frustrated.
It's Ty Lee, but I prefer the spelling of Tai li.
Diddn't miss much on that.
Wooh, airbender.
Project "Icebender PrC" is nearly done by half.

averagejoe
2007-09-22, 12:06 AM
I never stopped defending a wide change to monks, my arguments were never adressed. Although, to be fair, you've convinced me that some change is probably necessary, just not a massive overhaul.

You say she's very unique, but you've listed two things, one of which is already covered above. I'm not "So adamantly against them," I just haven't heard anything convincing. I'm not taking this stance just to take the stance, and I'll never be dissuaded from it; I'm taking this stance because, upon examining the evidence, it seems the thing to do. This is something I'm very willing to be convinced of, but I haven't been given any reason to be convinced.

However, even if a prestige class was necessary, what you're suggesting, "The ability to both disrupt bending AND paralyze parts of an opponants body/an opponants entire body, all with a single blow, consistantly?" is a bit overpowered. She's allowed to do this in show, because people are only paralized as the plot required, but in DnD there needs to be some way to counteract it; it can't be what you suggest, because the fight would end on a monk's turn every time. Perhaps I mistake you, but it seems that you're just suggesting an increase in power to stunning fist; that is, increasing the duration and consistancy. I mean, you also see guys knocked out in one hit in Avatar, an impossibility at higher level DnD, but I don't see anyone clamoring for a prestige class based on that. It's a show, and is naturally going to lose something in the translation to a game, where it is a set of rules that determines the success of actions, not the plot.

Ceiling009
2007-09-22, 12:12 AM
You know it's kinda sad, but I haven't quite bothered to start on the healing Conditions Prc... but I gotta look at somethings probably from the Tome of Magic to see how prestige classes that would focus on single skill check types would work... Cause I would imagine new seeds, and some things that I'm not quite sure about...

Collin152
2007-09-22, 12:14 AM
Hm. I sense great discontent within you. You seem very earnest to destroy my own points for no great reason. You claim to have unapposed points, but do not represent them. You claim my points are invalid without saying why. And you seem to desire to discredit me as being able to help shape Ty Lee's capabilitys. Could it be you simply do not want to accept that your initial point, that Ty Lee was just a monk as monks are written, was invalid?

averagejoe
2007-09-22, 12:30 AM
What? When did this get personal? I've never minded being wrong. But, that's when I'm wrong. And, as for trying to discredit you, well, frankly, I really don't have anything against you, and have no reason at all to have a vendetta against you. I'm simply trying to say that you're wrong because I think you are, it's as simple as that. When it comes to interpersonal relations I have no subtlety at all. I lack the guile for deep alterior motives. I'm arguing this point because I honestly believe myself to be right, it's as simple as that.

Also, I've said at great length why your point is invalid, which makes me question how carefully you've been reading. In a nutshell, you've talked about one ability, which hasen't already been covered, which makes Ty Lee different from a monk. One ability does not a prestige class make.

That said, I am intrigued, Seraph, by your suggestion of the monk revamp, with alternate martial arts styles. A while back I started on a similar idea for a Samurai revamp along the same lines (but quit when I realized that I don't really know very much about swords at all :smalleek: ), but I never really followed through with the idea for a monk. That could actually be fairly interesting.

Eighth_Seraph
2007-09-22, 08:16 AM
Yes, well, that's grounds for another thread. If we REALLY wanted to portray the various martial arts accurately, there'd have to be some monks with d12 hit dice, damage reduction 10/piercing, and massive Strength and damage bonuses to unarmed strikes (Shotokan Karate). Like, even more massive. At the same time, we'd need to have martial arts with d6 hit dice, dodge bonuses to the tune of +1/2 levels, and the ability to feint as a free action 3 times/round (Capoeira).

While I would wholeheartedly and enthusiastically help that project in any way possible, it is nonetheless material for a separate thread.

Project "Icebender PrC" is nearly done by half. Uh...Icebender? Wouldn't that be, y'know, a waterbender? I understand what you're thinking by making a specialization, but that would be more easily portrayed as a waterbender that takes mostly ice-based seeds. I know that there's not enough ice-based seeds to really do that right now, but I would be happy and a half to place any that you think of on the waterbender class after we work out the kinks here on the forum.

You know it's kinda sad, but I haven't quite bothered to start on the healing Conditions Prc... Awww! I wanted to do the healing PrC!
*pout*
Anyway, if you want to do it, Ceiling, go ahead. I had some ideas, but it was basically going to be the waterbender with a different seed list and some added options for things like Water Blast. If you've got something more original, then dish it out whenever it's ready and we'll improve it as we can.

Anyway, without ruining it for me, how's season 3 looking? Anything world-shatteringly awesome or class-breakingly different?

Copacetic
2007-09-22, 08:37 AM
Well, as far as earthshaterng revelations, Katara can now create a mist lagre enough to engulf two firenation ships and then some. Toph can bend metal, and Aang has Hair!...... Hair!

I noticed something, the more variety you have in benders, The better they get.

Ex: Say 50 Fire benders defending a city agaisn't 500 odd raiders get easily overwhelmed. But if it's 30 Earth benders and 30 firebenders, Then the earth benders can create earthen walls to protect the city and earthen columns to put the Fire benders out of reach but still close enough to go to town with firestorm And not have to worry about the crappy defensive stuff. Change, the numbers again, say 15 Fire benders, 30 Earth benders, and 5 Water benders. Here the Water benders can heal some, and use the water from the village(assuming there s one) to whip people from the same level as the Fire benders. Keeping the same amount of benders, And changing the benderstyles, who can greatly increase there chances for survival. (All benders used in this example are af varrying level)

Ceiling009
2007-09-22, 09:37 AM
I'm getting stuck on the Healing/Conditions PrC... I know what I want for requirements... but as to what they can do.. it's looking more like a bending version of Ty Lee... which I don't want... I mean, I don't want it cheesy (not broken) like Warlock Hellrime blast or something... I want to make seeds that are body centric, which can go either into heavy duty healing or at least produce conditions in an offensive manner... I know you don't like save or dies, and quite frankly neither do I, and this would be more of a battlefield controller/healer than a heal bot...but it's getting difficult to get original mechanical ideas for it work...but in the same line as skill based checks...

Eighth_Seraph
2007-09-22, 12:08 PM
Well, as far as earthshaterng revelations, Katara can now create a mist lagre enough to engulf two firenation ships and then some. Toph can bend metal, and Aang has Hair!...... Hair! Good, the first two are accounted for. I'll make sure to make an airbending seed involving the growth of hair.


I noticed something, the more variety you have in benders, The better they get.
[concise and convincing example] I believe that in DnD terms, this would be known as a "party". Such groups are usually characterized by variations in emphasis keeping everyone alive. I'm glad to know that the classes are coming across as they should be.

Does anyone know when some legal source will have the full episode up, or if it's getting an encore in the near future?

Ceiling009
2007-09-22, 12:31 PM
Well, itunes may be getting them sooner or later...dunno about encores. I would check tvguide.com for listings of all showings in your area. And I think I've solved the problem I had for the healing/condition prc...

Hranat
2007-09-22, 02:11 PM
First episode is online, for people who missed it or, like me, happen to live in Yurp.

Part 1 (http://media.putfile.com/ep411)
Part 2 (http://media.putfile.com/ep412)
Part 3 (http://media.putfile.com/ep413put)

Collin152
2007-09-22, 03:07 PM
Uh...Icebender? Wouldn't that be, y'know, a waterbender?


Just a project name. It's really just a specialist, and its mostly for my own personal usage. The names certain to change, but I needed to have one to work with.

After all, "sandbenders" are just specialised earthbenders, no?

Ceiling009
2007-09-23, 07:26 AM
I don't think anyone really knows the deal with the sandbender... Cause, sure they bend sand, which lends itself to being a subset of earthbending... but the way they do the sandskimmers, and the like... it's almost air like or water like... who knows...

Slartibartfast
2007-09-23, 01:32 PM
The sandskimers is bending sand in a circular tornado motion fast enough to create a wind string enough to make the skimmer move. Pure earthbending.

Also Colin: In the Waterbender, for Maintaining Water you list the DC as the Bending Check - 10. Shouldn't it be the Bending Check-Total Bending DC? Maybe something added on to that, but shouldn't a better roll make it easier to maintain the water rather than harder? And the normal penalties for being out of the "safe" range should still apply; might want to mention that specifically as an anti-munchkin thing.

averagejoe
2007-09-23, 01:40 PM
Yeah, Toph was clearly shown to bend sand. I dunno, such "sub tribes" or whatever could be more interesting as villains than PC's, just because one could conjecture that they would be much less strong outside of their specific subset (i.e. sandbenders out of the desert) but much more powerful within it. Although, to be fair, sandbenders didn't seem to be very powerful at all, so perhaps such classes could just be "not full bending" classes, like the bard or ranger. Not as powerful as spellcasters, but have other useful abilities. Sandbenders, for example, seem like some rougelike abilities would fit. It's kind of an interesting place to explore.

Lord Tataraus
2007-09-23, 02:16 PM
Yeah, Toph was clearly shown to bend sand. I dunno, such "sub tribes" or whatever could be more interesting as villains than PC's, just because one could conjecture that they would be much less strong outside of their specific subset (i.e. sandbenders out of the desert) but much more powerful within it. Although, to be fair, sandbenders didn't seem to be very powerful at all, so perhaps such classes could just be "not full bending" classes, like the bard or ranger. Not as powerful as spellcasters, but have other useful abilities. Sandbenders, for example, seem like some rougelike abilities would fit. It's kind of an interesting place to explore.

That's true, but are their really any other "sub tribes"? So far its just sandbenders that I see.

Vadin
2007-09-23, 02:46 PM
Is it just me, or did the whole Avatar party level up from that last fight? And did Sakka put a point or two in intelligence, or what?

On a more serious note, does Toph's ease of earthbending metal mean that it's doable as easily as bending normal rock after a certain level, or is she just ridiculously powerful?

If ridiculously powerful is the case, then it seems to me that the Traits/Flaws system in effect, and that blindness flaw has given her some CRAZY bending bonuses.

Darkbane
2007-09-23, 03:00 PM
Toph is ridiculously powerful. I remember a line from Mephibosheth's Avatar thread, when everybody was arguing about the Tremorsense form: "We've agreed that what Toph has isn't Tremorsense; it's Tremorsense on Crack."

Sub-tribes: well, there're also all of the Foggy Swamp waterbenders; their bending style looks alot different from North and South Pole waterbending. Maybe create a generic NPC bending class, the Avatar equivalent of the Adept, or just fill out some sandbender levels with commoner, warrior, or expert.

Collin152
2007-09-23, 07:09 PM
The sandskimers is bending sand in a circular tornado motion fast enough to create a wind string enough to make the skimmer move. Pure earthbending.

Also Colin: In the Waterbender, for Maintaining Water you list the DC as the Bending Check - 10. Shouldn't it be the Bending Check-Total Bending DC? Maybe something added on to that, but shouldn't a better roll make it easier to maintain the water rather than harder? And the normal penalties for being out of the "safe" range should still apply; might want to mention that specifically as an anti-munchkin thing.

Well, first off, it's got two "L"'s in the name. Second, waterbender aint mine, so I diddn't lit it. Just a bit of perfectionism. Now as for the DC, it seems fine. To maitain the water used in a DC 40 form, you roll a DC 30 concentration check. For a DC 700 waterbending form, a DC 690 concentration check.
"Eureka! Dahk ist un greiebun simpul!"

averagejoe
2007-09-23, 07:13 PM
That's true, but are their really any other "sub tribes"? So far its just sandbenders that I see.

I thought that was the idea with the icebender thing. Maybe not. Even if this isn't the case, it wouldn't be difficult to think up others. If it's prestige classes you want then it would get a bit rediculous with more than one per tribe anyways.

Ceiling009
2007-09-23, 07:53 PM
The thing about benders, is that they, in a way are like casters enough that they can warrant prestige classes for specialties, like metalbending, plantbending, sandbending, not so much for the lightning, and other things. In a logical point of view, if the benders really understood some more of the intricacies of their art, they could easily do more than just what the show does... but unlike casters, the seeds and the forms are really free form, and can do almost anything, so making a prestige class has to be really specific, something that the current seeds did not focus on, or something that can't be emulated via mixing the seeds. So, an Icebender, unless there are really ice specific seeds, or something is still really an waterbender that really chose all his/her seeds to be based in cold... heck, you could make a feat like...

Blood of Ice
Requirements: Waterbending 11, Ice Shards seed, Armor, and Steady Stance
Benefit: You gain a resistance to cold damage 10 + Wis mod, and all ice based seeds decrease their DC by 5.
Normal: Waterbenders are still susceptible to cold damage.

that's just an example... and no I didn't quite mean it to be taken as is...
The sub tribes idea is interesting, maybe you could make those feats that would do something... while a few sub tribes would have to be prestige...

Collin152
2007-09-23, 08:22 PM
Mmmm, what I got going is just a tad more complex. Sure, theres new seeds, as well as waterbending bonuses for Ice texhniques, but also less statistical ice-using bonuses. A work in progress, but like many quality prestige classes, it will sacrifice much of its potential for versatility for a very powerful aspect. Reduced ability to utilize liquid water, fewer seeds overall, and no progression on the swim ability. Maybe It'll be done soon, but it needs a lot more depth.
Oh, and cold resistance? Great idea, Ill try to incoorporate it.

Guyr Adamantine
2007-09-24, 08:43 AM
Since versatility is a main part of the game, perhaps prestige classes should be unique-to-the-players techniques, a personnal style.

And now for something completely different.

I saw on Meph's own thread a debate about Benders multiclassing and thought a moment about it. In the Avatar world, it is quite sure(for now) that beside the said Avatar it never happens. But in another campaign, people needs the sheer awesomeness of a guy who can manipulate(watch this!) TWO elements!:smallbiggrin:

So here is exhumed, GESTAAAAAAALT SPIRIIIIIIIIIT!!!(With a voice ala PIIIIIIIIGS IN SPAAAAAACE!!!; thanks Yuki Akuma!)
Gestalt Spirit[General]
Perhaps by mixed ancestry or incredible spiritual phenomena you have achieved to master two of the primal elements. You are destined to great feats, and the faithful respect you.
Prerequisites: Any Bending 4 ranks, another Bending 2 ranks, Knowledge(Religion) 2 ranks, Knowledge(Bending) 4 ranks Any Bending class 1st level
Benefits: You can now multiclass between two different Bending classes.
From this time, multiclassing through other classes than these two is forbidden, as the monk and paladin. Your two classes levels stack for the purpose of your Fire Resistance/Climb Speed/Swim Speed/Airbender thingy special class ability. You can learn seeds of your other Bending element whenever you gain a new one, as you can normally manipulate them between their elements.
Normal: Multiclassing in two variants of the same class is forbidden.
Special: You can only take this feat at 1st level, and cannot select your opposite element.

Sorry for the dramatic entry.
Keep up the good work.

drawingfreak
2007-09-24, 11:55 AM
Has the ability to see things in the Spirit World as if it was in the real world been addressed yet? In a few episodes, Iroh spotted spirits no one else saw. The origin of such an ability is unknown as of yet, but what would it be in game? A feat? Spell-like Ability?

Lord Tataraus
2007-09-24, 12:06 PM
Has the ability to see things in the Spirit World as if it was in the real world been addressed yet? In a few episodes, Iroh spotted spirits no one else saw. The origin of such an ability is unknown as of yet, but what would it be in game? A feat? Spell-like Ability?

At one point Iroh mentioned that he had been to the spirit world, that might be part of it. Though in "The Siege of the North part 2" Katara sees Aang's spirit return to his body, though he is in the real realm not the spirit world.

drawingfreak
2007-09-24, 12:12 PM
I'll need to rewatch Siege of the North again. Good thing I have friends who own the DVDs. I don't recall Katara seeing him.

Lord Tataraus
2007-09-24, 12:21 PM
I'll need to rewatch Siege of the North again. Good thing I have friends who own the DVDs. I don't recall Katara seeing him.

At about 4:38-4:50 (near the end of the clip) here (http://media.putfile.com/ep202).

KBF
2007-09-24, 07:31 PM
This looks like a very well done class, I love the free-form aspect of combining forms. But I would think that before making prestige classes, you should perfect the Airbender.:smallconfused:

Ceiling009
2007-09-24, 08:42 PM
You know, I just thought of something... would be it be feasible to learn seeds from scrolls? As they do in the actual show, but I mean, could you add to your repertoire of seeds, if you studied some scrolls? Kinda like Wizard spells? Probably be like max number be whatever level you have + base wis mod? Or let them be like martial scrolls, same effect and everything, but usable only once?

averagejoe
2007-09-24, 08:50 PM
You know, I just thought of something... would be it be feasible to learn seeds from scrolls? As they do in the actual show, but I mean, could you add to your repertoire of seeds, if you studied some scrolls? Kinda like Wizard spells? Probably be like max number be whatever level you have + base wis mod? Or let them be like martial scrolls, same effect and everything, but usable only once?

It seems more like scrolls would replace an actual trainer more than anything. Something like,

Player Red: "Hey, we haven't been to the water temple in a long time, and Player Blue hasn't met any other waterbending masters. How is she learning more forms?"

DM: Um, well, Player Blue found a scroll in that village you guys just went through. She's been learning from that.

Lord Tataraus
2007-09-24, 09:13 PM
It seems more like scrolls would replace an actual trainer more than anything. Something like,

Player Red: "Hey, we haven't been to the water temple in a long time, and Player Blue hasn't met any other waterbending masters. How is she learning more forms?"

DM: Um, well, Player Blue found a scroll in that village you guys just went through. She's been learning from that.

Hmm, I think the benders have to learn new seeds like wizards need to learn spells. They have to train for a time with a master or with a scroll like a wizard needs to research to find or create a spell to add to his spell book. And they would be expensive like spell scrolls considering all the trouble those pirates went to in "The Waterbending Scroll" (oddly enough).

averagejoe
2007-09-24, 09:18 PM
Hmm, I think the benders have to learn new seeds like wizards need to learn spells. They have to train for a time with a master or with a scroll like a wizard needs to research to find or create a spell to add to his spell book. And they would be expensive like spell scrolls considering all the trouble those pirates went to in "The Waterbending Scroll" (oddly enough).

Well, I think it was pricey because it was an antique, not because anyone wanted to get practical use out of it.

Collin152
2007-09-24, 09:57 PM
Well, I think it was pricey because it was an antique, not because anyone wanted to get practical use out of it.

Yeah. That, and think of all the trouble the pirates went through to get it. :smallbiggrin:
Seriously though, scrolls are more of a backround thing, it looks like. After all, there are noly so many seeds, and it would be dreadful for someone to learn them all.

Oh, and on an off note, I plan on making a lightning-based spinoff for campaigns where it makes little sense for fire manipulators to be the lightning manipulators as well.

Lord Tataraus
2007-09-24, 10:07 PM
Yeah. That, and think of all the trouble the pirates went through to get it. :smallbiggrin:
Seriously though, scrolls are more of a backround thing, it looks like. After all, there are noly so many seeds, and it would be dreadful for someone to learn them all.

Oh, and on an off note, I plan on making a lightning-based spinoff for campaigns where it makes little sense for fire manipulators to be the lightning manipulators as well.

I don't know, they explain that pretty well I think. Lightning does start fires anyway. Electricity is just extremely concentrated energy whereas fire is more loose energy. Because of this it is hard to master and extremely powerful. Making a lightning-based "bender" class would destroy the sense of raw power that only the best firebenders can control.

Eighth_Seraph
2007-09-25, 04:54 PM
The airbender has finally been moved to the first page. Look for it there or use my signature as a shortcut.

Guyr Adamantine
2007-09-25, 05:20 PM
Kinda cool, but there is a fluffy:

others seek to destroy the machinery of destruction
Great but the repeating hurt.

But now,here I am with a more interesting critic than grammar.


I'm having second thoughts about Air Scythe. Well, third or fifth thoughts, really. I can't recall ever seeing any kind of slashing damage ever being done in airbending.

I believe you're right about slashing, but while fighting the sandbenders wasn't he violently destroying their sandskimmers with airbending?

Sounds great overall. I'm more of an eathbender type, but this look like a great bending class. Can't wait to see the seeds!

Lord Tataraus
2007-09-25, 05:31 PM
I was thinking that Airbender's Leap would not be a seed, but a collection of class features giving bonuses to jump checks, all jumps considered to have a running start and some sort of limited feather fall based on jump. It seems that just being an airbender allows Aang to jump so much higher all the time, even when just getting up from sitting. As for the Air Blast, that will be a bull-rush attack right? How are you planning to implement that, or do you not know yet? I would suggest that you not have an attack roll, but instead make the air blast be a dex check (on a successful bending check of course) with some sort of bonus like +4 at first and increases by +4 every odd level. (total of +40 at 19th) or a +2 at every odd level (+4 at 1st) for a total of +22 at 19th. Also, the air blast might deal damage to objects that don't move either because they are too heavy or are held down.

Edit: Just a clarification: when you talk about the most important abilities it says:
Abilities – A high Wisdom score is essential to an airbender as it determines the save DC’s for many of his best forms and abilities as well as providing a needed AC boost. A high Dexterity is also important, as it affects many of an airbender’s best skills and provides additional AC.

Emphasis mine. But the only other mention of an AC boost is under Dodge that only states that airbenders get a dodge bonus as shown on the table, did you mean to give them an AC bonus equal to their wisdom modifier as well?

Eighth_Seraph
2007-09-25, 05:41 PM
I believe you're right about slashing, but while fighting the sandbenders wasn't he violently destroying their sandskimmers with airbending? You bet your airbender staff he did. I'm calling that bludgeoning damage, though, since they splintered into chunks of similar size to Scrabble pieces. That's not something you generally get out of slicing damage.

Tatarus: I am definitely considering giving the airbender solid bonuses to Tumble and Jump as class features, as well as an increase in base land speed, since Aang seemed to use those a great deal in his fighting style (the boat-battle against General Zhao, anybody?). In any case, those will be something reasonable in the +4-+10 range, but Airbender's Leap will be more along the lines of a jump over a 30-foot wall.

As for the Wisdom bonus, that's something I forgot to erase during the transition from the original. In a world without magic armor, I hardly think Wisdom to AC and a straight Dodge bonus is necessary.

(EDIT)I hereby present one of an airbender's two best friends, the...

Airbender Staff
{table]
Cost|
Damage |
Critical|
Range Increment|
Weight|
Type
n/a|
1d6/1d6|
x2|
- |
2 lb.|
Bludgeoning [/table]

Special
The Airbender Staff counts as a quarterstaff in terms of proficiency and weapon-based feats, and is always considered a masterwork weapon. The Airbender Staff can also unfold into a glider by pushing a simple lever in the side, allowing the airbender's ability to fly, though it doesn't grant any special benefits to non-airbenders.
The Airbending Staff is included in the airbender's basic motions, and thus can be held without penalty while executing airbending forms.The staff also grants a +1 to any Airbending checks made while wielding it, and affects airbending seeds in different ways (see the individual seeds for details).

Collin152
2007-09-25, 05:50 PM
Regarding "slicing" the rock: Does not earthbending usually require contact with the earth, at least when the bending begins? Otherwise, any eartbender could break free from a metal prison by bending the earth beneath it.

Eighth_Seraph
2007-09-25, 06:07 PM
I think that it's not a matter of being in contact with the earth; it seems that being completely surrounded by metal on all sides stops the earthbender's access to it altogether. Notice that Toph couldn't see outside the box she was put in, even after discovering she could bend it, though she could see the chunks of rock that were flung at her during that earthbending tournament, even though they were in the air and thus not in contact with her. Not only that, but Aang turned that anti-air boulder artillery into dust as he was flying into Ba Sing Se on Appa in The Earth King. No contact there, either.

For any that haven't noticed, I've moved the firebender over to the front page, a few posts below the earthbender. I plan to do the same to the airbender as soon as it's completed and done with the criticism stage.

Lord Tataraus
2007-09-25, 06:27 PM
So are you planning on the air blast being bludgeon damage instead of bull rush? or will you allow it to be either? or is the bull rush just going to be a seed?

Oh, and by the way, I like the name "Twinkletoes" for a seed.

Ceiling009
2007-09-25, 06:32 PM
Hmm... slashing damage... I would be okay with an Airbender making a blade of air and slashing at things, or making a large blade of air and doing it... in fact, couldn't you do that with Slice too? But that's besides the point... Personally, I think slashing is more appropriate, than bludgeoning with air, especially with something like Air Scythe... I could see another seed, something like Air ball, which can do bludgeoning damage...

Eighth_Seraph
2007-09-25, 06:59 PM
...That's what I'm saying. I'm planning, unless someone convinces me otherwise, to completely replace Air Scythe with a bludgeoning damage version. This version will also be dealing less damage, and it may or may not be non-lethal damage, just to stay airbender-like.


So are you planning on the air blast being bludgeon damage instead of bull rush? or will you allow it to be either? or is the bull rush just going to be a seed? No, Air Blast will definitely have a bullrush ability in there. It will also include throwing objects at high speeds (if there's an "airball" court in the southern air temple, I assume that the ability to use it is pretty universal), dislodging objects on the ground and having them clonk people in their path, and a super-nerfed Gust of Wind usage, which will be backed up by a proper imitation as a seed. It's a difficult thing to tie together.

Oh, and by the way, I like the name "Twinkletoes" for a seed. Heh. I figured it would get a good reception, though I'm not sure exactly how useful it'll be. Would be a good anti-earthbender tool if you know they have tremorsense, but it'll be only circumstantially practical, methinks. We'll see.

(EDIT) First three seeds up. I would love if anybody could give me basic inspiration for more seeds to put up here, since the poor airbender's getting very little love as things stand now.

Collin152
2007-09-25, 08:40 PM
Well, any airbender hoping to do melee combat would have flowing air strike, and I love run as the wind. Does it take any action to use that seed? Would that, therefore, preclude a double move action?
Oh, and it says fog in the first seed a couple times, and it isn't really fog.

Ceiling009
2007-09-25, 08:46 PM
Airbender's Leap can feasibly be a subset of effects produced by levitate, instead of actual levitation, it's a small burst, that allows the leap. Or, rather it's an subset of powers of the air blast, something like... pushing against the ground with air, or having a gust of wind pull you up as you jump. I'm just mentioning it to lower the number of seeds, really... while I still think Air Scythe should be considered a seed... I can see the idea behind is that, an airbender compresses a line of air... to form a blade... almost like slice... I wouldn't mind if you put another seed along with it... Air ball or something that basically does less damage, but is bludgeoning and a possible orb like effect.

Slartibartfast
2007-09-25, 09:28 PM
Well, first off, it's got two "L"'s in the name. Second, waterbender aint mine, so I diddn't lit it. Just a bit of perfectionism. Now as for the DC, it seems fine. To maitain the water used in a DC 40 form, you roll a DC 30 concentration check. For a DC 700 waterbending form, a DC 690 concentration check.
"Eureka! Dahk ist un greiebun simpul!"

But that isn't what you wrote. You wrote the Waterbending Check, which is the number one totals on their die roll. Meaning that the better you bend the water the harder it is to keep it.

For example, if I had my DC 40 check, and rolled a 78 (because I am twinked out and insane) I'd need to roll a 68 to keep the water, not a 30.

You need to rewrite it to say "Total Waterbending DC" or something that actually means that.

Lord Tataraus
2007-09-25, 10:25 PM
Airbender's Leap can feasibly be a subset of effects produced by levitate, instead of actual levitation, it's a small burst, that allows the leap. Or, rather it's an subset of powers of the air blast, something like... pushing against the ground with air, or having a gust of wind pull you up as you jump. I'm just mentioning it to lower the number of seeds, really... while I still think Air Scythe should be considered a seed... I can see the idea behind is that, an airbender compresses a line of air... to form a blade... almost like slice... I wouldn't mind if you put another seed along with it... Air ball or something that basically does less damage, but is bludgeoning and a possible orb like effect.

I agree with ceiling, and twinkletoes would probably be a subset of Levitate as well.

On an unrelated note, has anyone tried to stat out any of the characters with the classes as they are now? Looking at the Earthbender, I think Toph can be stated out, though she has a major boost on tremorsense. I think the firebenders can be stated out as well. Katara needs to have the water spout seed though, so we just need that seed. Anyone going to give it a shot?

Edit: I didn't want to double post, but i have a question: are you going to give a description for the Manipulate class feature of the airbender? And a nitpick, shouldn't the table heading be "Seeds Known" not "Forms Known"?

Collin152
2007-09-25, 10:40 PM
But that isn't what you wrote. You wrote the Waterbending Check, which is the number one totals on their die roll. Meaning that the better you bend the water the harder it is to keep it.

For example, if I had my DC 40 check, and rolled a 78 (because I am twinked out and insane) I'd need to roll a 68 to keep the water, not a 30.

You need to rewrite it to say "Total Waterbending DC" or something that actually means that.

I really hate to repeat myself, but perhaps I wasn't clear: I diddn't write that. Talk to Seraph, please.
Thank you, come again.

Mephibosheth
2007-09-26, 12:04 AM
Propel
Base DC: Varies
You push and pull the water under your boat, gaining a level of control over the craft that is impossible with more mundane methods of propulsion.
• Launch (Base DC 10): Instead of pushing a boat into the water, you bring the water to the boat, pulling waves up underneath the craft and causing the waves to draw the craft into the water. Launching a boat in this manner takes 30 seconds (5 full round actions). For every 2 by which your Waterbending check exceeds the base DC, the time required to launch the boat decreases by 1 round.
• Navigate (Base DC 10): Instead of using sails or a motor, you bend the water underneath the boat to propel it forward, slow it down, and change directions. As a full-round action, you can move a Huge or smaller boat 10 ft/round with Average maneuverability (http://www.d20srd.org/srd/movement.htm) (DMG p. 20 – for the purposes of this form, disregard any movement characteristics that have to do with movement in 3 dimensions, including minimum speed and the ability to hover). You can increase the speed and/or maneuverability of the craft by adding 5 to the DC for every 10 feet of speed or to increase the maneuverability to Good. You can also propel a larger craft by increasing the DC by 5 per size increase. You can also slow and stop a boat using this seed. Each full-round action spent slowing a boat reduces its speed by an amount equal to ¼ of its original speed. Increasing the DC by 5 allows you to reduce speed by an amount equal to ½ of the original speed.
• Slide (Base DC 15): As a standard action you create a wave that pushes a craft sideways by 10 ft. For every 5 by which your Waterbending check exceeds the DC the craft moves an additional 5 feet sideways.
Water Spout
Base DC: 10
As a move action you lift water in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of up to 20 ft. A Water Spout lasts as long as you concentrate (a swift action, up to a maximum number of rounds equal to your class level), and you can move up or down as you desire. Your maximum speed increase by 5 ft for every 5 by which your Waterbending check exceeds the base DC.
Golem
Base DC: 15
As a full round action, a Waterbender can create a golem that he/she can direct in combat. The golem is a Medium animated object composed of ice. The Waterbender must direct its actions in combat by making an Waterbending check equal to the original Waterbending DC as a full-round action, with the golem essentially mimicking the actions taken by the Waterbender. If the Waterbender does not concentrate on maintaining and directing the golem or fails the Waterbending check to control it, the golem collapses. The golem's attack rolls use the Waterbender’s base attack bonus and are modified by the Waterbender's Wisdom modifier instead of the golem's Strength modifier. A Waterbender can control a golem he/she can't see, but the golem is considered blind. The Waterbender can increase the size of the golem by adding 5 to the DC for every size increase desired. For example, increasing the DC to 35 allows the Waterbender to create a Gargantuan golem. Additionally, the Waterbender can increase the hardness of the golem by adding 2 to the DC for every +1 hardness and can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The Waterbender cannot increase the golem’s ability scores by an amount greater than his/her Wisdom modifier. A Waterbender with a Wisdom modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Waterbending check) scores by a maximum of 5, increasing the Waterbending DC by 10 in the process.
To be honest, I’m not sure about the Propel seed. I based the rules for boat movement on the rules for tactical movement in 3 dimensions because I wanted to stick to the core and I don’t remember any core rules that govern boats. I hope the system isn’t too clunky and awkward. I think it works pretty well, but I’m open to suggestions. Also, note that this Golem form is identical to the Earthbender form, but made of ice. Unless anyone has a radically different idea for Waterbender golems, I see no reason to change the mechanic. Finally, no one’s commented on either of the golem forms after I redrafted them, and the new Earthbending form hasn’t been added to the list.

I have some ideas for a new monk/ninja/whatever base class, but they’re really rough. I’m also still going to give some thought to a Sandbender PrC, but no one should let that prevent them from doing one on their own. Finally, I’m going to reserve comment on the Airbender until more forms (especially Air Blast) are finished.

Mephibosheth

Ceiling009
2007-09-26, 05:49 AM
There's been on thing about the Golem that always made me wonder... Since you're controlling the golem, how do you see through it? Or do you? I mean, feasibly, you could make a golem, stand behind a wall, and let it wreck havoc... but you know, it's hard to control something you can't see. The funniest thing I can think would happen, is that you basically make a cockpit inside almost, kinda like those from G-Gundam, and it'd be a large elemental mech... Also, thoughts on offensive use of water sprout + Ice shard?

Guyr Adamantine
2007-09-26, 08:11 AM
Water Spout
Base DC: 10
As a standard action you lift water in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of up to 20 ft. A Water Spout lasts as long as you concentrate (a standard action, up to a maximum number of rounds equal to your class level), and you can move up or down as you desire. Your maximum speed increase by 5 ft for every 5 by which your Waterbending check exceeds the base DC.

To limit Water Spout to standard actions hurt, but it could be changed by applying the ''You can decrease the bending and concentration time to a move action by increasing the DC by 15'' comment.

The boating rules are in Stormwrack but yours are simply and more population-without-every-book-in-the-galaxy friendly.

Lord Tataraus
2007-09-26, 08:22 AM
Propel seems solid. Of course if you have access to Arms and Equipment guide or Stormwrack, you can use Nautical Poor instead of Average and Nautical Average instead of Good.

I think Water Spout should be a move action, whenever someone used it it went pretty fast. And the maintaining should just be a free action, look at when that waterbending master in "The Siege of the North" used this to get height advantage, he wasn't devoting much time to maintaining the water spout, same with Aang during avatar form (I know he used it at least once).

As for the Golem, I think the Base DC should be higher. We have not yet seen anything like this before and it strikes me as something that's very difficult to maintain. Also, could you make it a liquid water golem instead of an ice golem by raising the DC? You would gain huge damage reduction or take half damage from weapons and could hold people inside it.

Mephibosheth
2007-09-26, 10:24 AM
Thanks a lot for the comments. Let's see...

Ceiling009:

I added a sentence about controlling a golem you can't see. I see no reason why you couldn't do it (as long as it's in your bending range), but it would fight as if blind. There's no precedent for this form in the show, so I'm just kinda making it up as I go.

Guyr Adamantine:

Based on yours and Tataraus' comments, I changed Water Spout to only require a move action to move and a swift action to concentrate. I hope that fixes it.

Lord Tataraus:

I like the bending DC where it is at the moment (though playtesting could change that). A medium animated object isn't all that powerful, and I wanted there to be room to improve it substantially. Remember also that controlling it is a full-round action, so the golem is pretty much all you get while you're using it. It's not like an animal companion that adds another member to the party. I think that, given these conditions, the DC is fine. Also, while a liquid golem would technically be possible, I'd have to write up stats for "water" as a material in order to animate it. I'll have to give it some thought.

General:

I'm glad people like (or at least, don't hate) the rules for Propel. I have both the Arms and Equipment Guide and Stormwrack, but I thought it best to use maneuverability rules that are available to everyone for free.

Thanks for the comments.

Mephibosheth

Lord Tataraus
2007-09-26, 11:40 AM
Hm, I guess I was thinking of a much larger golem, and I missed the full-round action to control. Looks good. I'm glad you changed the water spout, I guess a swift action isn't too bad. My comment on Nautical movements were for those who had access to change it, not to change the actual description, sorry not to make that clear. It's fine as written.

As for the water golem, I would suggest something like this:
Requires a 10ft cube to create a medium water golem (it compresses the water), a 20ft cube for a large golem, 40ft for huge, etc. The golem functions as an ice golem except it gains DR 10/bludgeoning and gains engulf, causing the subject to hold his breath or drown. Making a water golem would increase the DC by 10. You can also increase the DR by 5 by increasing the DC by 5 (max DR 30).

Guyr Adamantine
2007-09-26, 11:56 AM
Everibody says hurray Eighth_Seraph and everone who dared and will dare to post Avatar themed goodness!

HURRAY!

Ceiling009
2007-09-26, 02:16 PM
Hurrah! hehe... on a side note, I was thinking that in the waterbender seed list, Armor, Steady Stance, Could go into a Seed called "Encase". Which would make it easier to account for effects like the time Katara froze people to walls and trees... It's just a thought...

Collin152
2007-09-26, 03:36 PM
Everibody says hurray Eighth_Seraph and everone who dared and will dare to post Avatar themed goodness!

HURRAY!

Now, give three cheers, I'll lead the way,
hurrah, hurrah,
Hooray! Hooray! Hooray! (http://www.classicistranieri.com/mp3/pinafore/sullivan_hms_pinaf_11_now_give.mp3)

Darkbane
2007-09-26, 04:05 PM
Hooray!

Also, more relevantly:

Hurrah! hehe... on a side note, I was thinking that in the waterbender seed list, Armor, Steady Stance, Could go into a Seed called "Encase". Which would make it easier to account for effects like the time Katara froze people to walls and trees... It's just a thought...

While the two seeds are thematically linked, putting them together would probably be too powerful.

Eighth_Seraph
2007-09-26, 04:44 PM
Well, the break DC of ice is 15 + 1/inch of thickness... I would rule as a DM that Water Blast/Pressure/Freeze could work for this, with a Reflex save to separate from the wall before the freezing takes place. DC for that would be, what, 29? Add a Strength check at 16 to break out or give the ice a minute or two to melt enough to break out easier and I'd say it's pretty balanced. Throw Manipulate into the mix and things can get crazy, though, being encased in by 2 feet of ice on all sides with a +9 increase of DC. Still, 38 isn't something you're going to be getting until past 13th level, so I'd say it's okay.

Lord Tataraus
2007-09-26, 09:33 PM
This is slightly unrelated, but it does apply to the Avatar world. What are some of the weapons that exist that don't have an exact D&D equivalent? Three that come to mind are the Warfan, Double Broadsword, and qian-kun-ri-yue-dao (or Tiger Head Hook swords, which I've stated out here (http://www.giantitp.com/forums/showthread.php?t=57913)). I guess you could use scimitars for the double broadswords, with a possible lessened penalty for TWF (such as counted as light for purposes of TWF). Does anyone have a suggestion, or more to add to this list?

Eighth_Seraph
2007-09-27, 04:02 PM
I like those swords, Tataurus; one of the few weapons that are completely worth a feat for proficiency in their own right.
STAMP OF APPROVAL-ED

Airbender's Leap and Air Scythe will be up shortly after I finish this post.


But that isn't what you wrote. You wrote the Waterbending Check, which is the number one totals on their die roll. Meaning that the better you bend the water the harder it is to keep it.

For example, if I had my DC 40 check, and rolled a 78 (because I am twinked out and insane) I'd need to roll a 68 to keep the water, not a 30.

You need to rewrite it to say "Total Waterbending DC" or something that actually means that. I hadn't thought of that. I'll fix the problem immediately.

Lord Tataraus
2007-09-27, 04:10 PM
I like those swords, Tataurus; one of the few weapons that are completely worth a feat for proficiency in their own right.
STAMP OF APPROVAL-ED

Thanks! :smallbiggrin:
I've always hated the exotic weapons because many of them are really cool but not worth the feat. The Tiger Head Hook swords (thats a mouthful) are awesome and worth the feat. Any one have input on the warfan and double broadswords? Now that I think of it, I might have seen the warfan in the arms and equipment guide. Something like 1d8 damage, slashing, light weapon with a 20/x3 crit.

Guyr Adamantine
2007-09-27, 04:14 PM
I guess you could use scimitars for the double broadswords, with a possible lessened penalty for TWF (such as counted as light for purposes of TWF).
Make these exotic and you got something.


In a world without magic armor, I hardly think Wisdom to AC and a straight Dodge bonus is necessary.
As I wrote earlier, I'll be using this whole marvel in my Rokugan campaign. Anybody else think I should add wisdom to AC?


What are some of the weapons that exist that don't have an exact D&D equivalent? Three that come to mind are the Warfan, Double Broadsword, and qian-kun-ri-yue-dao (or Tiger Head Hook swords, which I've stated out here).
I think that's all but but to the opposite, are there weapons that could easily be integrated in an Avatar campaign? First that come to mind's the boomerang(Man, an airbender could have fun with those...)

I'll send my Rokugan material later on another thread later(or on this one if you don't mind Eighth_Seraph).


Waterbenders are certainly the most versatile of all warriors.
Firebenders can toast anybody's butt with class.
Earthbenders just rocks. (Sorry for this crappy joke:smallbiggrin:)
Airbenders are gonna make it, and I can't wait to see the new seeds.

EDIT:Damn, I forgot Sokka's boomerang.

Eighth_Seraph
2007-09-27, 04:38 PM
Eh, I'd rather you not put your Oriental Adventures campaign material here, since we have a rather problematic habit of getting sidetracked fairly easily.

Anyway, thanks for all the feedback! I'd like to put a directory on the first page, but I have no idea how to make links to specific posts. Could someone help me figure that out?

Lord Tataraus
2007-09-27, 04:58 PM
Eh, I'd rather you not put your Oriental Adventures campaign material here, since we have a rather problematic habit of getting sidetracked fairly easily.

Anyway, thanks for all the feedback! I'd like to put a directory on the first page, but I have no idea how to make links to specific posts. Could someone help me figure that out?

Copy the link from the post number on the top right of the post.
By the way, I like how you did the Air Scythe and Jump. Does nonlethal damage effect objects differently from lethal? 'Cause the Air Scythe should damage objects more than living things.

Eighth_Seraph
2007-09-27, 05:21 PM
Objects aren't affected at all by non-lethal damage, which is the main reason I put the provision for lethal damage by staff in there in the first place.

Oh, and thanks. I'll put the directory in one bit at a time.

Guyr Adamantine
2007-09-27, 05:21 PM
we have a rather problematic habit of getting sidetracked fairly easily.
Understood, for the sake of our mission.

BTW: Air scythe and aibender's leap are both cool.

Collin152
2007-09-27, 05:26 PM
Airbenders leap is AWESOME, and may I suggest that airbenders be alowed somehow to stand from prone faster, as Aang does on numerous occasions?

Air scythe, I must say, I'm not too fond of, but I never was. The name certainly doesn't fit anymore. Then again, if I liked everything, how could I ever play it? I wouldn't be able to chose.

Lord Tataraus
2007-09-27, 05:33 PM
Objects aren't affected at all by non-lethal damage, which is the main reason I put the provision for lethal damage by staff in there in the first place.

Oh, and thanks. I'll put the directory in one bit at a time.

Ah, true. By the way, how do you get the staff? Is it supposed to be part of the equipment you buy or is it a class feature? A lot of the abilities are either boosted by, or require the staff making me think it would be given as part of taking the class.

Eighth_Seraph
2007-09-27, 05:36 PM
I'll work on that a bit later, as I need to be going soon. I do plan to have it come with the standard airbender package at no cost, and it will give a +1 bonus to Airbending while wielded, allow all airbending to be channeled through it at no penalty and, of course, allow flight. Not too hard to stat from there, really.

Lord Tataraus
2007-09-28, 04:09 PM
I think that's all but but to the opposite, are there weapons that could easily be integrated in an Avatar campaign? First that come to mind's the boomerang(Man, an airbender could have fun with those...)

Well, these are the weapons seen so far:
Boomarang (Hunting, DR331)
Chain (OA)
Club
Dagger
Dart
Glaive [Fire nation spears]
Grenade [Alchemist’s Fire ?]
Long Spear
Longsword
Mace, Heavy [Sokka’s club]
Quarterstaff
Scimitar [Broadsword]
Short Spear
Short Sword
Shuriken
Tiger Head Hook Sword [my adaption (http://www.giantitp.com/forums/showthread.php?t=57913)]
Warfan (OA)
Warhammer
Whip

KBF
2007-09-28, 11:00 PM
Well, these are the weapons seen so far:
Boomarang (Hunting, DR331)
Chain (OA)
Club
Dagger
Dart
Glaive [Fire nation spears]
Grenade [Alchemist’s Fire ?]
Long Spear
Longsword
Mace, Heavy [Sokka’s club]
Quarterstaff
Scimitar [Broadsword]
Short Spear
Short Sword
Shuriken
Tiger Head Hook Sword [my adaption (http://www.giantitp.com/forums/showthread.php?t=57913)]
Warfan (OA)
Warhammer
Whip


Any particular order..? For the brackets and outside odf the brackets. Seems kinda... Random...

Eighth_Seraph
2007-09-28, 11:04 PM
Well, Meph and I were talking about a full-blown setting for Avatar, which I think I mentioned it before, so it may be a good idea to get everything available straight. Oriental adventures would be a good place to start for Asian weapons, I guess. Get rid of exclusively samurai weapons, since I haven't seen any samurai in the Avatar world as of yet.

If anyone feels like statting out those bizarre Fire Nation tanks or even the mighty drill itself, it would be an interesting diversion while I wrack my brain to complete the airbender. Heh, we could reenact the Siege of the North and the Battle for Ba Sing Se that way.

Collin152
2007-09-28, 11:06 PM
Any particular order..? For the brackets and outside odf the brackets. Seems kinda... Random...

Mmmmm, seems to be alphabetical, if I am correct.

Lord Tataraus
2007-09-28, 11:15 PM
Mmmmm, seems to be alphabetical, if I am correct.

Yes, it is alphabetical. I figured if I put them in order of appearance or something it would seem random. The notes in the brackets are further explanations for things that aren't too obvious. Such as what is referred to as a broadsword is a scimitar and Sokka's club is a heavy mace. The grenades are the only things that are a little difficult, I think Alchemist's Fire is the closest. One could also argue that the Falchon makes an appearance in "The Great Divide" as the sword the "savage" leader wields.

Mephibosheth
2007-09-29, 08:21 PM
Here's a new feat I thought up based on this screenshot (http://screenshots.avatarspiritmedia.net/302/291.jpg) from "The Headband," as well as Aang's combat in Zuko's cabin in "The Avatar Returns."

BEHIND THE BACK
Darting forward and circling your opponent, you manage to position yourself behind his/her back and avoid his/her strikes.
Prerequisites: Wis 13+, the Dodge feat or a dodge bonus to AC as a class feature, Tumble 6 ranks
Benefit: As a full-round action, you move into your opponent’s square (not provoking an attack of opportunity) and behind his/her back, rotating as he/she spins and moving as he/she moves. Whenever the opponent targets you with an attack, you make a check (1d20 + dex modifier + wis modifier + any dodge bonus to AC you have) opposed by his/her attack roll. If your check exceeds his/her attack roll, you are able to remain behind him/her and the attack is negated. If you fail, the attacker doesn’t need to make an additional attack roll, but must still hit your AC. If the opponent moves, you may either elect to move with him/her, or may remain where you are (though neither of you provokes an attack of opportunity for moving out of each other’s spaces). An opponent can attempt to trick you, using a Bluff check opposed by your check (described above). If he/she wins this opposed check, you cannot move with him/her.

I'm not really sure of the mechanic. I want some sort of check to represent your ability to anticipate and dodge to remain behind the foe, and I can't really think of any better alternatives. Any suggestions would be welcome.

Mephibosheth

Lord Tataraus
2007-09-29, 08:56 PM
Here's a new feat I thought up based on this screenshot (http://screenshots.avatarspiritmedia.net/302/291.jpg) from "The Headband," as well as Aang's combat in Zuko's cabin in "The Avatar Returns."

BEHIND THE BACK
Darting forward and circling your opponent, you manage to position yourself behind his/her back and avoid his/her strikes.
Prerequisites: Wis 13+, the Dodge feat or a dodge bonus to AC as a class feature, Tumble 6 ranks
Benefit: As a full-round action, you move into your opponent’s square (not provoking an attack of opportunity) and behind his/her back, rotating as he/she spins and moving as he/she moves. Whenever the opponent targets you with an attack, you make a check (1d20 + dex modifier + wis modifier + any dodge bonus to AC you have) opposed by his/her attack roll. If your check exceeds his/her attack roll, you are able to remain behind him/her and the attack is negated. If you fail, the attacker doesn’t need to make an additional attack roll, but must still hit your AC. If the opponent moves, you may either elect to move with him/her, or may remain where you are (though neither of you provokes an attack of opportunity for moving out of each other’s spaces). An opponent can attempt to trick you, using a Bluff check opposed by your check (described above). If he/she wins this opposed check, you cannot move with him/her.

I'm not really sure of the mechanic. I want some sort of check to represent your ability to anticipate and dodge to remain behind the foe, and I can't really think of any better alternatives. Any suggestions would be welcome.

Mephibosheth

It seems pretty solid, but I think that you should provoke an attack of opportunity when moving into the opponent's square, but you get to make the check to dodge the attack. Also, I would increase the tumble requirement to 9 ranks since this is a very powerful feat. Alternately, you might want to have the dodge check be a tumble check with a bonus to the roll equal to your dodge bonus.

Guyr Adamantine
2007-09-29, 09:31 PM
BEHIND THE BACK
Darting forward and circling your opponent, you manage to position yourself behind his/her back and avoid his/her strikes.
Prerequisites: Wis 13+, the Dodge feat or a dodge bonus to AC as a class feature, Tumble 6 ranks
Benefit: As a full-round action, you move into your opponent’s square (not provoking an attack of opportunity) and behind his/her back, rotating as he/she spins and moving as he/she moves. Whenever the opponent targets you with an attack, you make a check (1d20 + dex modifier + wis modifier + any dodge bonus to AC you have) opposed by his/her attack roll. If your check exceeds his/her attack roll, you are able to remain behind him/her and the attack is negated. If you fail, the attacker doesn’t need to make an additional attack roll, but must still hit your AC. If the opponent moves, you may either elect to move with him/her, or may remain where you are (though neither of you provokes an attack of opportunity for moving out of each other’s spaces). An opponent can attempt to trick you, using a Bluff check opposed by your check (described above). If he/she wins this opposed check, you cannot move with him/her.
Man, this is cool... Finally the tiny, annoying brat with skills get some love!


I think that you should provoke an attack of opportunity when moving into the opponent's square, but you get to make the check to dodge the attack. I would increase the tumble requirement to 9 ranks since this is a very powerful feat.You might want to have the dodge check be a tumble check with a bonus to the roll equal to your dodge bonus.
Wasn't sure at start but the base check seems weak against attack bonus at high-level.

(Underlined means needed)

Lord Tataraus
2007-09-29, 10:08 PM
Wasn't sure at start but the base check seems weak against attack bonus at high-level.

Do you mean the original check, or the tumble check I suggested? If you mean the original, I agree. At 3rd level (original version minimum) assuming a 16 in dex and 16 in wis, you would have a total +6 to your check compared to a 3rd level fighter who has (assuming 16 str), a +6 minimum, maybe even a +7 with weapon focus or +9 with 18 str and weapon focus. At higher levels (say 15th) assuming 22 wis, 18 dex (magic items, level increases, etc.) you have a +13 while the 15th level fighter has, assuming 22 str and weapon focus + greater weapon focus, a +23. So at start you a evenly matched and it is the luck of the dice, but later on, you lose.

If you use a tumble check, you start out at a +9 at level 3 and +22 at 15th, much closer then before and stays every much the same level all the way through, though it does drop in usefulness gradually.

Guyr Adamantine
2007-09-29, 10:13 PM
Do you mean the original check, or the tumble check I suggested?
The first, 'cause, as you said, it would be pretty hard to justify gaining this feat at high-level as is.

Mephibosheth
2007-09-30, 02:15 AM
Edited! I hope this new version works better.

BEHIND THE BACK
Darting forward and circling your opponent, you manage to position yourself behind her back and avoid her strikes.
Prerequisites: Dodge feat or a dodge bonus to AC as a class feature, Tumble 9 ranks
Benefit: As a full-round action, you move into your opponent’s square and behind her back, rotating as she spins and moving as she moves. Whenever the opponent targets you with an attack, you make a Tumble opposed by her attack roll. You may add any Dodge bonuses to you have to your AC to this opposed check. If your check exceeds her attack roll, you are able to remain behind her and the attack is negated. If you fail, the attacker doesn’t need to make an additional attack roll, but must still hit your AC. This ability applies to the attack of opportunity you provoke for moving into the opponent's square while initiating this maneuver.

If the opponent moves, you may either elect to move with her, or may remain where you are (though neither of you provokes an attack of opportunity for moving out of each other’s spaces). An opponent can attempt to trick you using a Bluff check. If she wins this Bluff check, you cannot move with him/her.

Also, just a note to Eighth_Seraph, the link for the Firebender in the first post just links to the thread, not the Firebender's post. Also, a feww of the seeds I've written haven't been added yet. If there need to be changes, let me know.

Comments? Questions? Concerns? Cries of outrage? Expressions of bemusement at the slightly chaotic state of the cosmos? Expressions of existential angst?

Mephibosheth

Attilargh
2007-09-30, 02:25 AM
First of all, hurrah for creating a working system for bending! (Not that I know of any unworking ones, but anyway.)

Now, I haven't read much of Mephibosheth's take on the classes, (The thread is just huge!) so forgive me if the following questions and comments have been answered already. I'm just curious about some of the mechanics.
Why the d6 hit die of the Firebenders? Fire Blades is a fairly odd seed for a d6 class. By what I can recall, Zuko seems fairly able to take a heavy punishment and keep going, and Iroh recovers pretty quickly from getting shot by Azula. The former could of course be explained by multiclassing to a melee class, but still.
Why no medium armour proficiency on Firebenders? Zuko, Zhao and numerous mooks seem to wear at least breastplates.
Earthbenders seem somewhat powerful. Not only can they control the battlefield very effectively, they can also drop it on the opponent and then go beat him up in melee.
The system is pretty roll-heavy. In a worst-case scenario, a character has to roll the skill check, roll to hit, the opponent gets to deflect, both roll opposed Strength checks, the character rolls damage and the opponent rolls a save. Per attack. I'm sure this amount of rollering comes up only rarely, but it's still a bit intimidating to think of.

Those aside, this seems a very solid system, and retains much of the flexibility exhibited in the show. Nice work!


Mephibosheth: Thanks! :smallsmile: As you might gather from above, I'm not much of a fan of frivolous rolling, so how about the following change:


Benefit: As a full-round action, you move into your opponent’s square and behind her back, rotating as she spins and moving as she moves. Against attacks from this opponent, you can replace your AC with your Tumble modifier + any Dodge bonuses to AC + 10. This ability applies to the attack of opportunity you provoke for moving into the opponent's square while initiating this maneuver. You do not threaten any squares when Behind the Back of a character.

If the opponent moves, you may either elect to move with her, or may remain where you are (though neither of you provokes an attack of opportunity for moving out of each other’s spaces). An opponent can attempt to trick you using a Bluff check. If she wins this Bluff check, you cannot move with him/her. You can stay Behind the Back of a character for one round, after which you must move to any adjacent square.
The big change underlined, and general fine-tuning in italics.

Lord Tataraus
2007-09-30, 10:23 AM
I think the Behind the Back feat should allow you to stay there as long as possible. Also, it should note that you cannot attack while using this feat. If you do, you may not use Behind the Back until the next round. If you limit it to one round, the feat is not very useful at all.

Also, Attilargh, I agree it is a little roll-heavy, but I kind of expected it to be so. Using any system that requires a skill check to use is going to be roll-heavy. I think that instead of always taking 10 on the special tumble check, you have the option to roll or take 10. Personally, I think it is important to roll since your opponent is rolling as well.

Edit: Eigth Seraph - the firebender link should be: http://www.giantitp.com/forums/showpost.php?p=3055746&postcount=11
And thanks for the link to my swords!

Attilargh
2007-09-30, 01:02 PM
I think the Behind the Back feat should allow you to stay there as long as possible. Also, it should note that you cannot attack while using this feat. If you do, you may not use Behind the Back until the next round. If you limit it to one round, the feat is not very useful at all.
As it requires a full-round action, one can't attack on the same turn anyway. Could ditch the one round duration, as it doesn't really make a difference; You could just do it again now that it's your turn. One less AoO, I guess, but I think that's about it.

Might need a clause that forces the character to move away if she is ever hit while using the feat. Otherwise big, ugly bruisers have a snowball's chance in Fire Nation of getting rid of that pesky Airbender.


Also, Attilargh, I agree it is a little roll-heavy, but I kind of expected it to be so. Using any system that requires a skill check to use is going to be roll-heavy.
Very true, and at least the system beats the Grapple mechanic. I just like my action slightly streamlined. The obvious fix is of course to not use, say, Explosive Break Stances next to cliffs, or other dicey combinations.

Can't sleep, dice will eat me...


I think that instead of always taking 10 on the special tumble check, you have the option to roll or take 10. Personally, I think it is important to roll since your opponent is rolling as well.
I (obviously) disagree; One doesn't roll AC, either. Also, I think it might get slightly frustrating for a player to meet someone with this feat:

P1: "Ooh, a critical! That guy's a goner!"
DM: "As you turn and thrust your sword at the warrior, he deftly spins out of the way, and is again behind you. Natural twenty, nyah!"

Lord Tataraus
2007-09-30, 02:00 PM
As it requires a full-round action, one can't attack on the same turn anyway. Could ditch the one round duration, as it doesn't really make a difference; You could just do it again now that it's your turn. One less AoO, I guess, but I think that's about it.

Ah, must have missed the full-round action, forget what I said about that earlier. That makes sense.


Might need a clause that forces the character to move away if she is ever hit while using the feat. Otherwise big, ugly bruisers have a snowball's chance in Fire Nation of getting rid of that pesky Airbender.

seconded.


I (obviously) disagree; One doesn't roll AC, either. Also, I think it might get slightly frustrating for a player to meet someone with this feat:

P1: "Ooh, a critical! That guy's a goner!"
DM: "As you turn and thrust your sword at the warrior, he deftly spins out of the way, and is again behind you. Natural twenty, nyah!"

But, their is a variant that allows you to roll AC or take 10. I would say that a nat 20 always hits, no matter what roll you got. Also, the feat is supposed to make the opponent frustrated, that's the whole point. It is to frustrate your opponent until he makes a mistake at which point you counter attack (or run). Thats what Aang was trying to do.

Eighth_Seraph
2007-09-30, 02:36 PM
I fear that I must once more apologize for my recent absence and my erratic updates to the airbender, but I've got so much stuff to do that it's not even funny. I'm updating the class itself in a few minutes once I work a kink or two out; adding straight bonuses to a few skills that Aang definitely applies airbending to all the time. Seeds will be coming more slowly, but they'll come.

Meph, I added Spout, Golem and Propel to the waterbender; sorry for taking so long to do it. Thanks so much for the contribution! I looked over The Waterbending Scroll today, and you did a good job of representing Propel, from what I could tell.

Fixed the link to the Firebender, too, by the way.

(EDIT) Meph, here's the reason I was hesitant to add your version of the Golem seed before. Your idea was already pretty solid, but I organized it a bit and put in the attack clause.

Golem
Base DC: 15
By molding a large chunk of rock into a vaguely human-shaped structure, an earthbender can create a powerful proxy to fight in her place.
• Creation and control: As a full round action, an earthbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of stone and compacted earth. The earthbender must direct its actions in combat by making an Earthbending check equal to the original Earthbending DC as a full-round action, with the golem essentially mimicking the actions taken by the earthbender. If the earthbender does not concentrate on maintaining and directing the golem or fails the Earthbending check to control it, the golem collapses. The golem's attack rolls use the earthbender’s base attack bonus and are modified by the earthbender's Wisdom modifier instead of the golem's Strength modifier. An earthbender can control a golem she can't see, but the golem is considered blind. Additionally, the earthbender cannot see through the golem, and thus is limited to the vision range of her current location.
• Attacks: Because the golem is essentially a reflection of its bender’s actions, it can use its slam attack at the same rate as the bender’s unarmed strikes, along with whatever extra modifiers gained therein (Weapon Focus, etc.).
• Size: The earthbender can increase the size of the golem by adding 5 to the DC for every size increase desired, creating an animated object of the appropriate size. For example, increasing the DC to 35 allows the earthbender to create a Gargantuan golem.
• Hardness: An earthbender with the Compact seed can increase the hardness of her golem by adding +2 to the Earthbending DC for every 1 point of hardness she wishes to add.
• Enhancement: An earthbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The earthbender cannot increase the golem’s ability scores by an amount greater than her Wisdom modifier. An earthbender with a Wisdom modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Earthbending check) scores by a maximum of 5, increasing the Earthbending DC by 10 in the process.

The ice version would be essentially the same, minus the hardness improvement, and a water golem would have an ability that increases reach by extending the golem's "arms" into longer wips. Maybe allow the ice golem the ability to water walk if the waterbender knows the seed, and the water golem could potentially be ultra cool, moving kind of like a water elemental as a current until it breaks the surface. THAT would be an amazing battle.

(EDIT) Airbender's Staff is up! Check the directory.

Props to Lord Tataraus once again for helping me get the directory off the ground. Huzzah!

Mephibosheth
2007-09-30, 11:36 PM
I like the changes you made to the Golem seed. The organization is far superior. Nice work!

Also, an updated version of Behind the Back. I like the opposed checks instead of the simple AC replacement method. I realize it's an extra dice roll, but I like how rolling to negate the attacks keeps the reactive flavor that I want for the feat. Essentially, your ability to follow your opponent is what makes the feat work.

BEHIND THE BACK
Darting forward and circling your opponent, you manage to position yourself behind her back and avoid her strikes.
Prerequisites: Dodge feat or a dodge bonus to AC as a class feature, Tumble 9 ranks
Benefit: As a full-round action, you move into your opponent’s square and behind her back, rotating as she spins and moving as she moves. Whenever the opponent targets you with an attack, you make a Tumble opposed by her attack roll. You may add any Dodge bonuses to you have to your AC to this opposed check. If your check exceeds his/her attack roll, you are able to remain behind her and the attack is negated. If you fail, the attacker doesn’t need to make an additional attack roll, but must still hit your AC. You do not threaten any squares while using this maneuver.

If the opponent moves, you may either elect to move with her, or may remain where you are (though neither of you provokes an attack of opportunity for moving out of each other’s spaces). An opponent can attempt to trick you using a Bluff check. If he/she wins this Bluff check, you cannot move with her. You can remain behind your opponent’s back as long as you succeed in opposed checks. If you are successfully hit by the opponent, you automatically move into an adjacent square of your choice and your attempt ends (though you can initiate another as a full-round action).

Attilargh
2007-10-01, 02:27 AM
Fine, you win. :smalltongue: Stupid democracy, mumble grumble...

There were a couple of comments on the classes in my first post on the previous page, might someone have any thoughts?

Lord Tataraus
2007-10-01, 08:13 AM
Alright Attilargh, my thoughts:


* Why the d6 hit die of the Firebenders? Fire Blades is a fairly odd seed for a d6 class. By what I can recall, Zuko seems fairly able to take a heavy punishment and keep going, and Iroh recovers pretty quickly from getting shot by Azula. The former could of course be explained by multiclassing to a melee class, but still.

I assume the Blades of Fire is for a Firebender with precision damage and maybe so weapon focus feats, not a pure Firebender. I don't think Zuko takes as much damage as you think, the same with Iroh. Both are not hit as much since a lot of what is thrown at them is deflected. The lightning would be enough to damage severely, but natural healing rate as a high-level Firebender will take care of that quickly.


* Why no medium armour proficiency on Firebenders? Zuko, Zhao and numerous mooks seem to wear at least breastplates.

I don't think that is Breastplate. The Chinese/Japanese armors were a lot thinner and more flexible than European armors. Zuko is wearing Ashigaru Armor from OA.


* Earthbenders seem somewhat powerful. Not only can they control the battlefield very effectively, they can also drop it on the opponent and then go beat him up in melee.

I agree that they do seem powerful, but how to fix that? The only limiting factor I see is the need for earth, but that rarely comes into play unless your in a desert. Though it does seem that the preferred attack of rock throwing is easier than other bending attacks to deflect, possibly a penalty against deflection?

Attilargh
2007-10-01, 10:27 AM
I don't think Zuko takes as much damage as you think, the same with Iroh. Both are not hit as much since a lot of what is thrown at them is deflected. The lightning would be enough to damage severely, but natural healing rate as a high-level Firebender will take care of that quickly.
Yeah, could be. My rabid fanboyism might make me a bit biased. I still do find it a bit peculiar that such an agressive bending technique with little defensive emphasis doesn't make the bender any tougher than some twinkle-toeing Airbender. After all, looking at the sequences in Bitter Work and Deserter, their training would probably involve numerous burns and bruises and getting thrown about. But yeah, Firebender fanboy talking.


I don't think that is Breastplate. The Chinese/Japanese armors were a lot thinner and more flexible than European armors. Zuko is wearing Ashigaru Armor from OA.
Oops, how didn't I think of that? Fits pretty much perfectly.


I agree that they do seem powerful, but how to fix that? The only limiting factor I see is the need for earth, but that rarely comes into play unless your in a desert. Though it does seem that the preferred attack of rock throwing is easier than other bending attacks to deflect, possibly a penalty against deflection?
That could work. I would personally strip away the medium armour proficiency, some of the weapons (Why greatswords? Can't recall seeing any.) and maybe take a good, hard look at the Seed list and see if any attack functions' damage potential could be toned down a bit to focus more on battlefield control. (For example, I don't get how Create Rubble deals those 2d6 points of damage without even making the targets fall down.)

As an aside, Catapult needs a note of what kind of check a hostile target is allowed to not get thrown.

Lord Tataraus
2007-10-01, 12:14 PM
I think the weapon proficiencies were assigned based on "what seems right" with normal D&D. I brought up the questions of what weapons would be avaliable and later posted those we have seen so far. I think an Earthbender should get something along the lines of: Long Spear, Longsword, Warhammer, Scimitar. As for medium armor proficiency, I would scratch that. The world is largely based off the eastern world and the armors are closer to the OA light armors. As I mentioned with Zuko.

Eighth_Seraph
2007-10-01, 03:54 PM
I agree that armor proficiencies need to be cut back, and I was definitely going to scratch most of the weapon proficiencies from earthbenders. I thought suddenly that Toph and Bumi, perhaps the only earthbenders we've seen without the equivalent of Fighter levels from the Earth Kingdom army, never wielded weapons, and I cannot imagine Toph ever holding a weapon. I was thinking of scratching all but simple weapons for all the bending classes, but that may be a bit extreme. Thoughts on this?


...and maybe take a good, hard look at the Seed list and see if any attack functions' damage potential could be toned down a bit to focus more on battlefield control. (For example, I don't get how Create Rubble deals those 2d6 points of damage without even making the targets fall down.)
If you could make a list of grievances for me, I'd gladly start fixing those up; since that takes alot less time than making new seeds for the airbender, and I could get those done in my small windows of opportunity.

Ceiling009
2007-10-01, 08:16 PM
Hmmmm.... the non-soldier benders... I would probably give weapon proficiencies that would work well with bending in general, well to their style. Like, I've asked before, what would be iconic weapons for each of the styles? Personally, I could see a heavy saber, or hammers, (not so much a warhammer) for Earthbenders. Since the root of each style is actually based in a real Chinese martial art, they should be allowed some use in weapons, though only simple might be a bit harsh, I would probably say like, all simple, and one martial. Zuko, though it's questionable if he's full bender, but he can use sabers, Aang of course has his staff... and Katara... well, waterbenders are the hardest to categorize. Thinking about it... I would probably allow for weapons to be, simple weapons, then sabers (or their DnD equivalent), straight swords (their DnD equivalent (i'm thinking a slashing rapier...) spears and staves for all bending classes. They're general weapons for all if not at least three of the styles based on...

Attilargh
2007-10-02, 02:16 AM
All Simple and one Martial might work.


If you could make a list of grievances for me, I'd gladly start fixing those up; since that takes alot less time than making new seeds for the airbender, and I could get those done in my small windows of opportunity.
Took a look yesterday, and couldn't actually find anything except for Create Rubble. Need to take another today and do some comparisons on the other disciplines.


I actually happened to think of a feat to make statting Zuko a bit easier, but I think it might be a teensy-tinsy bit powerful.

MARTIAL BENDER
You are adept at combining your talent of the Sublime Way with your bending.
Prequisites: Initiator level 3rd, 10 ranks in any Bending skill
Benefit: You may count your initiator levels as bender levels for the purposes of determining the DC of your bending forms.
Of course, in exchange for those tasty maneuvers and class skills (Desert Wind and Stone Dragon, anyone? How about Move Silently and Hide?), one would lose seeds, blast damage and the movement speed/fire resistance progression, so the feat might be balanced. But I doubt it. Maybe if I replaced "initiator level" with "levels in one initiator class" under Benefits?

A similar feat for Rogues might work nicely for Azula. She's got pretty darn good assortment of skills (including Disguise, Hide, Bluff, Diplomacy and Intimidate) and seems to have Sneak Attack as well.


Ædit: Well, can't actually find anything excessively damaging, except Create Rubble. How awkward.

Column is fairly powerful for a DC 10 seed, however, seeing how a DC 30 Strength check needs a Str score of 40 to have any chance ("any" as in "5%") in succeeding and few people invest that much in Escape Artist. Same goes for any other Seed that requires a Strength check to free oneself, in fact, i.e. Steady Stance and Immobilize. Immobilize's Capture function, for example, requires at least Str 20 to get out if the target doesn't want to rot there until someone bothers to coup de grace him. (Needs a duration, by the way.) It might be thematically appropriate, but I don't think save-or-loses like that are very good design.

In the end, I think removing some of the proficiencies and lowering the DCs of the above seeds should make the Earthbender a fairly solid class. She will probably do well in and out of melee, but still needs to be played smart.