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Old 01-04-2008, 03:11 PM   Top  -  End  -  #3
Mephibosheth
Ogre in the Playground
 
 
Join Date: Jul 2005
Location: 
At the home of the blues
Gender: Male
Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

Airbender

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

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Dodge
Forms Known
Defense Bonus
1st+0+0+2+2Air Blast, Wind Shaping, Body of Air+01+4
2nd+1+0+3+3Deflect Attack+02+4
3rd+2+1+3+3Evasion, Improved Unarmed Strike+02+5
4th+3+1+4+4Fly (30 ft/poor)+13+5
5th+3+1+4+4 +13+5
6th+4+2+5+5 +14+6
7th+5+2+5+5 +14+6
8th+6/+1+2+6+6Fly (40 ft/poor)+25+6
9th+6/+1+3+6+6 +25+7
10th+7/+2+3+7+7Improved Evasion+26+7
11th+8/+3+3+7+7 +26+7
12th+9/+4+4+8+8Fly (50 ft/average)+37+8
13th+9/+4+4+8+8 +37+8
14th+10/+5+4+9+9 +38+8
15th+11/+6+5+9+9 +38+9
16th+12/+7/+2+5+10+10Fly (60 ft/average)+49+9
17th+12/+7/+2+5+10+10 +49+9
18th+13/+8/+3+6+11+11 +410+10
19th+14/+9/+4+6+11+11 +410+10
20th+15/+10/+5+6+12+12Fly (70 ft/good)+511+10

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.

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. An Air Blast is a ranged touch attack that originates in the airbender's square, and an airbender can use as many Air Blasts in a full-round attack as his base attack bonus allows.

If a creature is struck by an Air Blast, it resolves as a bull rush attempt, with the airbender’s Airbending check opposed by the target’s Strength or Dexterity check (whichever is greater). Additionally, creatures successfully blasted by an Air Blast must make a Reflex save or be knocked prone at the end of the blast. Creatures blasted into a solid object (a wall, large rock, cliff face, or similar massive object) take 1d6 points of nonlethal bludgeoning damage for every 5 class levels the airbender has.

An airbender can also affect objects weighing 5 pounds per level with his Air Blasts (this weight limit does not affect the ability of an airbender to bull rush a creature with his Air Blasts). An airbender can hurl an object with a maximum range of 50 ft plus 5 feet per level. Weapons hurled by an Air Blast deal their standard damage and do not benefit from bonuses to damage from a high Strength score or weapon-based feats. Hard, dense objects hurled by an Air Blast deal 1d6 points of bludgeoning damage for every 25 pounds of weight (minimum 1d6, even for objects weighing less than 25 lbs). Less dangerous objects deal 1 point of bludgeoning damage for every 25 pounds of weight. The airbender must succeed on a ranged attack roll to hit a creature with a projectile in this manner.

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, an 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 half his airbender level. Additionally, the maximum height an airbender can jump is not limited by his height.

Wind Shaping
Base DC: 5

With minor effort an airbender may bend the air around him to create simple, pragmatic effects.
Body Burst: The airbender may force the air around his body to rush away from him and push small things away. Be they circling insects, dirt and mud on his clothes, or annoying lemurs, the airbender may make an Airbending check to move things away from him in a 5 foot radius, pushing them 5ft. Creatures of size Tiny or larger may resist with a Strength check opposed by the airbender's Wisdom check, provided they weigh more than one pound.
Hand of Air: A technique of convenience, the airbender learns to move objects by manipulating the air pressure and wind currents around an object. So long as an object that weighs less than 5lbs is within his bending range, an airbender may move it anywhere within his bending range. For every 5 by which his Airbending check exceeds the DC, the maximum weight an airbender can manipulate with this ability increases by 5 lbs. Objects shaped so as to catch air (such as an airtight bag) may grant bonuses to this check, and objects specifically designed to be transported in this way halve the DC of Airbending checks used to move them. This object does not travel fast enough to cause damage. This may also be used to simply blow small amounts of air over and around objects, such as to perform minor acts of mischief or to cool hot food.

Deflect Attack
Base DC: 5

Early in their training, airbenders learn to block or deflect attacks directed at them and their companions. Once per round, an airbender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft/3 class levels. Negating this attack requires that the airbender succeed in an opposed attack roll. If the airbender’s attack roll is less than his opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action.

Additionally, an airbender has the option of reserving iterative attacks in order to gain more Deflect Attack attempts. Whenever he makes a full-round attack, an airbender may choose to forgo a number of iterative attacks, gaining a number of additional Deflect Attack attempts equal to the number of attacks the airbender reserved. Regardless of how many attacks an airbender forgoes, he cannot use more Deflect Attack attempts than he has iterative attacks due to high Base Attack Bonus. These subsequent Deflect Bending attempts do not count as actions, and can be used any time during the round, even when it is not the airbender's turn.

If an airbender is caught flat-footed, he can make a Reflex Save (DC 10 + ˝ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect Attack attempt. A flat-footed airbender can never make more than a single Deflect Attack attempt.

For example, a 15th level airbender’s Base Attack Bonus allows him to make 3 iterative attacks. If he decides to make a full-round attack, he can reserve as many as 2 of these attacks in order to gain 2 additional Deflect Attack attempts (bringing his total to 3 for that round).

Evasion – An airbender can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the airbender is wearing light armor or no armor. A helpless airbender does not gain the benefit of evasion. Beginning at 10th level, an airbender gains the Improved Evasion ability. This ability works like evasion, except that while the airbender still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save.

Improved Unarmed Strike – Airbenders gain Improved Unarmed Strike as a bonus feat at 3rd level.

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 class level before setting down (though he can resume flying again at any time). Beginning at 10th level, an airbender can fly indefinitely before setting down. An airbender must use a glider (such as his staff) in order to fly.

Dodge – Beginning at 1st level, an airbender adds his Wisdom modifier to his AC, as the monk ability. Additionally, beginning at 4th level, an airbender gains a dodge bonus to AC as a result of his emphasis on defensive motion and combat. He loses this bonus when he wears armor or is carrying more than a light load.

Airbending Seeds

Particles
Base DC: 10

Spoiler

Run as the Wind
Base DC: 10

Spoiler

Palm Bow
Base DC: 15

Spoiler

Air Burst (Template)
Base DC: +10

Spoiler

Air Thrust
Base DC: 10

Spoiler

Sustained Gusts (Template)
Base DC: +10

Spoiler

Airbender's Leap
Base DC:15

Spoiler

Air Scooter
Base DC: 15

Spoiler

Sound Waves
Base DC: 15

Spoiler

Flowing Air Strike
Base DC: 15

Spoiler

Levitate
Base DC 20

Spoiler

Air Scythe
Base DC 20

Spoiler

Deep Breath (Template)
Base DC: +15

Spoiler

The Four Winds (Template)
Base DC: +20

Spoiler

Stormwinds
Base DC: 20

Spoiler

Air Shield
Base DC 25

Spoiler

Tornado
Base DC: 30

Spoiler
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Last edited by Mephibosheth : 07-01-2008 at 12:38 PM.
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