Ogre in the Playground
Join Date: Jul 2005
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Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
– 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
Base Attack Bonus
|1st||+0||+2||+0||+2||Earth Blast 1d6, Move a Rock||1||+3|
|3rd||+2||+3||+1||+3||Improved Unarmed Strike||2||+4|
|4th||+3||+4||+1||+4||Climb 20 ft||3||+4|
|5th||+3||+4||+1||+4||Earth Blast 2d6||3||+4|
|6th||+4||+5||+2||+5||Climb 30 ft||4||+5|
|8th||+6/+1||+6||+2||+6||Climb 40 ft||5||+5|
|10th||+7/+2||+7||+3||+7||Earth Blast 3d6||6||+6|
|12th||+9/+4||+8||+4||+8||Climb 50 ft||7||+7|
|15th||+11/+6/+1||+9||+5||+9||Earth Blast 4d6||8||+8|
|19th||+14/+9/+4||+11||+6||+11||Climb 60 ft||10||+9|
|20th||+15/+10/+5||+12||+6||+12||Earth Blast 5d6||11||+9|
Weapon and Armor Proficiency
- An earthbender is proficient with all simple weapons, throwing hammers, warhammers, light and heavy picks, greatswords, and light armor.
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.
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
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.
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.
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.
– 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.
– Beginning at 7th level, an earthbender adds her Constitution modifier to her Reflex saves instead of her Dexterity modifier.
- 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.
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.
Base DC: 10
Base DC: 10
Base DC: 10
Base DC: 10
Base DC: 15
Base DC: Varies
There are few earthbenders that have ever discovered this profound application of their art: the ability to sense that which the solid earth sees.
• Tremorsense (DC 15): 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.
• Lie Detector (DC 30): By concentrating on the minute vibrations a person’s body sends through the earth, an Earthbender can tell if a person’s words are true or false. The Earthbender must be within 10 feet of the target and the two must be connected by a contiguous area of earth or stone. The target of this seed can make a Will save to lie undetected, gaining a +1 bonus to this save for every 5 ranks the target has invested in the Bluff skill. For every 5 by which the Earthbender’s skill check exceeds the base DC, the distance at which she can detect lies increases by 5 feet.
Base DC: 15
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 difficult 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 (a readied 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.
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 within her bending range, 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.
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.
Base DC: 20
Base DC: 20
Earthbendering is often the least mobile of the bending disciplines, with earthbenders often 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 5 points of the Earthbending check.
Base DC: 20
Base DC: Varies
Base DC: 30
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. 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 reduces the maximum speed by 5 feet.
Base DC: 35
Last edited by Mephibosheth : 07-22-2008 at 04:41 PM.