kopout
2008-11-01, 12:30 PM
Anyway, here's a few sandbender seeds. The first four are from earlier in the sandbending discussion, and the last three are obviously reworked waterbending seeds. If anybody can think of more (realistic ones, please, and any corrections to these ones you can see would be good too. No sand coffin seeds. A form might be possible, but no seed like that.) Here they are.
Sand Shield
Base DC: 15
As a move action, this technique creates several thin bands of sand that swirl and twist around the Sandbender, helping to deflect incoming attacks. The sand does not make it harder to see the Sandbender, but it grants her a +4 deflection bonus to her AC. Maintaining the Sand Shield for more than two rounds gives a -4 penalty to all Sandbending checks until the Sandbender ends the seed, increasing by -1 every two turns. If this penalty actually causes an Sandbender to fail a Sandbending check, she may choose to end the seed and remove the penalty at that time. A Sandbender can concentrate on maintaining this seed as a Swift action. Their must be at least a handful of sand within the Earthbender's bending range for this technique to be accomplished.
Dust Devil
Base DC: 20
By manipulating the sand the Sandbender creates a whirlwind made entirely of sand and loose dirt. The Dust Devil is 5 feet in radius and 5 feet in height. 5 feet may be added to the height or width by adding +4 to the DC. Anytime a Dust Devil enters a creatures square, that creature takes 2d6 damage, Sandbender's base movement with good maneuverability and may move it as a swift action. The Swirl Sand’s base must always be touching the ground. The Sandbender must concentrate on a Dust Devil to keep it active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Dust Devil collapses into normal sand. Creatures within the Swirl Sand have concealment, while those on the other side have total concealment.The Dust Devil is also used to power the Sand Skids sailed by Sandbenders.
Wall of Sand
Base DC: 15
The Sandbender causes a small wall of churning sand to shoot out of any large amount of sand 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 Sandbending check exceeds the DC. The wall’s area is one five-foot square, but the Sandbender can add another such square by increasing the Sandbending DC by +4. Or, you may double the walls area by halving its thickness. The wall may be moved with another Sandbending check at the base DC. The Sandbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Sandbending check exceeds the DC. The Sandbender must maintain Concentration to keep the churning wall of sand active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Wall of Sand collapses into normal sand.The wall cannot be made so that it occupies the same space as a creature. No form of attack can be made to harm a Wall of Sand directly, but each 5ft section has 2 hit points per inch of thickness for determining whether an attack passes through it. It essentially absorbs damage, so attacks must deal more damage than the wall has hit points to have any effect on a target on the other side of the wall.
Breaches in the wall close immediately after the attack that passes through. The sand blocks line of effect, and creatures on opposite sides have total concealment from one another. Moving through the wall requires a strength check (DC 10+ creators Sandbender levels). Those who fail must stop in the space from which they attempted to enter the wall. Any creature that attempts to pass through a Wall of Sand must also make a Reflex save (DC 15) or be blinded for 1d4+1 rounds. A creature passing through the roiling wall does not leave a usable breach for others. All flames are extinguished if carried through the wall.
Control Sand
Base DC: 10
Area: Dust or sand in a volume of 10
ft./level wide by 10 ft./level long
by 2 ft./level deep
Duration: Concentration
Saving Throw: None; see text
Depending on the version you choose, control sand raises or lowers fine particles of material, such as dust or sand. For either version, the Sandbender can reduce one horizontal dimension by half and double
the other horizontal dimension.
Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.
Flaywind Blast
Base DC: 25
The Earth Bender can cause a fistful of sand to spray with enough force to strip flesh from bone and scour surfaces in a 20ft cone shaped burst. Any one within the area takes 1d8 points of damage per 2 Sandbender levels (Maximum 10d8) with a Reflex save for Half damage (DC 16+ Wisdom Modifier). Do not divide damage from Flaywind Blast by four when applying it to objects.
Wave of Sand (Base DC: 15)
Breaker: The wave created by this seed travels in a straight line from within the sandbender’s bending range as a standard action, and can move 10 ft per level of the sandbender. The wave initiates a bull rush 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 bull rush attempts. The sandbender 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 sandbender may try to turn the wave 45 degrees two times during its motion, but because of the great mass of sand used; each requires another sandbending 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 sandbender may move with the wave at its crest, ending her movement wherever the wave moves.
Transport: Rather than make a destructive force against her opponent, an sandbender may make a smaller wave to carry her quickly from one place to another as a standard action. This wave moves at 10 ft per sandbender level and can make four 45 degree turns during its motion without requiring additional sandbending checks.
Earthen Whirlwind Base DC 10:
As a move action you lift sand 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 per round. An Earthen Whirlwind 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 sandbending check exceeds the base DC
the sand bender give a lot of lee way when it comes to hombrew because there is so littel about it in canon. So..
Any ideas for improvement ? Also, thanks to Zak Crimsonleaf for compiling this in the first place
Sand Shield
Base DC: 15
As a move action, this technique creates several thin bands of sand that swirl and twist around the Sandbender, helping to deflect incoming attacks. The sand does not make it harder to see the Sandbender, but it grants her a +4 deflection bonus to her AC. Maintaining the Sand Shield for more than two rounds gives a -4 penalty to all Sandbending checks until the Sandbender ends the seed, increasing by -1 every two turns. If this penalty actually causes an Sandbender to fail a Sandbending check, she may choose to end the seed and remove the penalty at that time. A Sandbender can concentrate on maintaining this seed as a Swift action. Their must be at least a handful of sand within the Earthbender's bending range for this technique to be accomplished.
Dust Devil
Base DC: 20
By manipulating the sand the Sandbender creates a whirlwind made entirely of sand and loose dirt. The Dust Devil is 5 feet in radius and 5 feet in height. 5 feet may be added to the height or width by adding +4 to the DC. Anytime a Dust Devil enters a creatures square, that creature takes 2d6 damage, Sandbender's base movement with good maneuverability and may move it as a swift action. The Swirl Sand’s base must always be touching the ground. The Sandbender must concentrate on a Dust Devil to keep it active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Dust Devil collapses into normal sand. Creatures within the Swirl Sand have concealment, while those on the other side have total concealment.The Dust Devil is also used to power the Sand Skids sailed by Sandbenders.
Wall of Sand
Base DC: 15
The Sandbender causes a small wall of churning sand to shoot out of any large amount of sand 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 Sandbending check exceeds the DC. The wall’s area is one five-foot square, but the Sandbender can add another such square by increasing the Sandbending DC by +4. Or, you may double the walls area by halving its thickness. The wall may be moved with another Sandbending check at the base DC. The Sandbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Sandbending check exceeds the DC. The Sandbender must maintain Concentration to keep the churning wall of sand active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Wall of Sand collapses into normal sand.The wall cannot be made so that it occupies the same space as a creature. No form of attack can be made to harm a Wall of Sand directly, but each 5ft section has 2 hit points per inch of thickness for determining whether an attack passes through it. It essentially absorbs damage, so attacks must deal more damage than the wall has hit points to have any effect on a target on the other side of the wall.
Breaches in the wall close immediately after the attack that passes through. The sand blocks line of effect, and creatures on opposite sides have total concealment from one another. Moving through the wall requires a strength check (DC 10+ creators Sandbender levels). Those who fail must stop in the space from which they attempted to enter the wall. Any creature that attempts to pass through a Wall of Sand must also make a Reflex save (DC 15) or be blinded for 1d4+1 rounds. A creature passing through the roiling wall does not leave a usable breach for others. All flames are extinguished if carried through the wall.
Control Sand
Base DC: 10
Area: Dust or sand in a volume of 10
ft./level wide by 10 ft./level long
by 2 ft./level deep
Duration: Concentration
Saving Throw: None; see text
Depending on the version you choose, control sand raises or lowers fine particles of material, such as dust or sand. For either version, the Sandbender can reduce one horizontal dimension by half and double
the other horizontal dimension.
Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.
Flaywind Blast
Base DC: 25
The Earth Bender can cause a fistful of sand to spray with enough force to strip flesh from bone and scour surfaces in a 20ft cone shaped burst. Any one within the area takes 1d8 points of damage per 2 Sandbender levels (Maximum 10d8) with a Reflex save for Half damage (DC 16+ Wisdom Modifier). Do not divide damage from Flaywind Blast by four when applying it to objects.
Wave of Sand (Base DC: 15)
Breaker: The wave created by this seed travels in a straight line from within the sandbender’s bending range as a standard action, and can move 10 ft per level of the sandbender. The wave initiates a bull rush 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 bull rush attempts. The sandbender 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 sandbender may try to turn the wave 45 degrees two times during its motion, but because of the great mass of sand used; each requires another sandbending 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 sandbender may move with the wave at its crest, ending her movement wherever the wave moves.
Transport: Rather than make a destructive force against her opponent, an sandbender may make a smaller wave to carry her quickly from one place to another as a standard action. This wave moves at 10 ft per sandbender level and can make four 45 degree turns during its motion without requiring additional sandbending checks.
Earthen Whirlwind Base DC 10:
As a move action you lift sand 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 per round. An Earthen Whirlwind 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 sandbending check exceeds the base DC
the sand bender give a lot of lee way when it comes to hombrew because there is so littel about it in canon. So..
Any ideas for improvement ? Also, thanks to Zak Crimsonleaf for compiling this in the first place