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Old 01-04-2008, 03:16 PM   Top  -  End  -  #4
Mephibosheth
Ogre in the Playground
 
 
Join Date: Jul 2005
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At the home of the blues
Gender: Male
Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

Earthbender

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 – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Forms Known
Defense Bonus
1st+0+2+0+2Earth Blast 1d6, Move a Rock1+3
2nd+1+3+0+3Deflect Attack2+3
3rd+2+3+1+3Improved Unarmed Strike2+4
4th+3+4+1+4Climb 20 ft3+4
5th+3+4+1+4Earth Blast 2d63+4
6th+4+5+2+5Climb 30 ft4+5
7th+5+5+2+5Head-On Defense4+5
8th+6/+1+6+2+6Climb 40 ft5+5
9th+6/+1+6+3+6 5+6
10th+7/+2+7+3+7Earth Blast 3d66+6
11th+8/+3+7+3+7 6+6
12th+9/+4+8+4+8Climb 50 ft7+7
13th+9/+4+8+4+8 7+7
14th+10/+5+9+4+9 8+7
15th+11/+6/+1+9+5+9Earth Blast 4d68+8
16th+12/+7/+2+10+5+10 9+8
17th+12/+7/+2+10+5+10 9+8
18th+13/+8/+3+11+6+11 10+9
19th+14/+9/+4+11+6+11Climb 60 ft10+9
20th+15/+10/+5+12+6+12Earth Blast 5d611+9

Class Features

Weapon and Armor Proficiency - An earthbender is proficient with all simple weapons, throwing hammers, warhammers, light and heavy picks, greatswords, and light armor.

Earth Blast
Base DC: 5

The first offensive ability an earthbender learns is to levitate the earth beneath her and punch or kick it at great speeds towards her opponents. A blast deals 1d6 bludgeoning damage at 1st level 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 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.

Deflect Attack
Base DC: 5

Early in their training, earthbenders learn to block or deflect attacks directed at them and their companions. Once per round, an earthbender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft per 3 class levels. Negating this attack requires the earthbender succeed in an opposed attack roll. If the earthbender’s attack roll is less than her 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 earthbender has the option of reserving iterative attacks in order to gain more Deflect Attack attempts. Whenever she makes a full-round attack, an earthbender may choose to forgo a number of iterative attacks, gaining a number of additional Deflect Attack attempts equal to the number of attacks the earthbender reserved. Regardless of how many attacks an earthbender forgoes, she cannot use more Deflect Attack attempts than she 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 earthbender's turn.

If an earthbender is caught flat-footed, she can make a Reflex Save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect Attack attempt. A flat-footed earthbender can never make more than a single Deflect Attack attempt.

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

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 per 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.

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

Climb – By bending hand and footholds into a stone or earthen surface, an earthbender can climb even sheer surfaces easily. When attempting to scale any bendable surface, an earthbender gains a climb speed as indicated on the above table, as well as a +8 Competence bonus on Climb checks. This ability only works on substances the earthbender could usually bend.
Head-On Defense – Beginning at 7th level, an earthbender adds her Constitution modifier to her Reflex saves instead of her Dexterity modifier.

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 Seeds

Note: Certain earthbending seeds (or forms created by combining earthbending seeds) are intended to immobilize their target by encasing it in earth or stone. In these circumstances, the target is rendered completely immobile, but not helpless. Additionally, a creature encased in earth or stone can break out using a Strength or Escape Artist check. The DC for this check is 10 + half the earthbender's class level + the earthbender's Wisdom modifier. Additionally, an earthbender can render an opponent helpless with an earthbending seedby increasing the seed's Earthbending skill DC by 20.

Dust
Base DC: 10

Spoiler

Earth Wall
Base DC: 10

Spoiler

Column
Base DC: 10

Spoiler

Tilt
Base DC: 10

Spoiler

Armor
Base DC: 15

Spoiler

Tremorsense
Base DC: Varies

Spoiler

Steady Stance
Base DC: 15

Spoiler

Create Rubble
Base DC: 15

Spoiler

Compact
Base DC: 15

Spoiler

Golem
Base DC: 15

Spoiler

Earthen Stride
Base DC: 20

Spoiler

Catapult
Base DC: 20

Spoiler

Excavate
Base DC: 20

Spoiler

Earthquake
Base DC: Varies

Spoiler

Immobilize
Base DC: 30

Spoiler

Metalbending (template)
Base DC: Varies

Spoiler

Rift
Base DC: 35

Spoiler
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Last edited by Mephibosheth : 07-22-2008 at 04:41 PM.
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