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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II


    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

    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Forms Known
    Defense Bonus

    1st|+0|+0|+2|+2|Water Blast 1d6, Manipulate, Child of the Moon|1|+3

    2nd|+1|+0|+3|+3|Deflect Attack, Freeze/Melt|2|+3

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

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

    5th|+3|+1|+4|+4|Water Blast 2d6|3|+4

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


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


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



    13th|+9/+4|+4|+8|+8|Ski (50 ft)|7|+7


    15th|+11/+6/+1|+5|+9|+9|Water Blast 4d6|8|+8




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

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

    Class Features

    Weapon and Armor Proficiency – A waterbender is proficient with all simple weapons, and padded and leather armor.

    Child of the Moon - Waterbenders draw much of their power from the moon. During the night, waterbenders gain a +2 circumstance bonus on Waterbending checks due to the influence of the moon. Additionally, during a full moon, Waterbenders gain an additional +5 circumstance bonus to Waterbending checks. However, the close link between the moon and Waterbending has its drawbacks. During a lunar eclipse, waterbenders are unable to use any waterbending abilities.
    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 1d6 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 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. A Water Blast is considered a weapon for the purposes of feat selection. Using a Water Blast takes at least one pint of water (one eighth that contained within the average waterskin).

    Deflect Attack
    Base DC: 5

    Early in their training, waterbenders learn to block or deflect attacks directed at them and their companions. Once per round, a waterbender 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 waterbender succeed in an opposed attack roll. If the waterbender’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 Attack attempt counts as an immediate action.

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

    If a waterbender 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 waterbender can never make more than a single Deflect Attack attempt.

    For example, a 15th level waterbender’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).

    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 per 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.
    [color=navy]Shaping:[/color 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.

    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.

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

    Ski – Through development of her abilities, a waterbender can move over the surface of water as naturally as if on land, or even more so. A waterbender can move on the surface of water, ice, or snow at the speed indicated on the class table. The waterbender can use the run action while skiing, provided that she skis in a straight line.

    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.

    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 Seeds

    Note: Certain Waterbending seeds (or forms created by combining Waterbending seeds) are intended to immobilize their target by encasing it in ice. In these circumstances, the target is rendered completely immobile, but not helpless. Additionally, a creature encased in ice can break out using a Strength or Escape Artist check. The DC for this check is 10 + half the waterbender's class level + the Waterbender's Wisdom modifier.

    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 or Freeze/Melt abilities. 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 and counts as a light weapon for purposes of two-weapon fighting. Additionally, a waterbender may treat it as a normal whip for purposes of weapon-based feats. A bender gains an additional bonus of +2 per 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. Waterbenders are considered proficient with their water whips, even if they are not proficient with normal whips. Unlike normal whips, water whips threaten squares and can be used to make attacks of opportunity and using a water whip in a threatened square does not provoke an attack of opportunity.
    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. The 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.

    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. Maintaining and controlling the tentacles requires a full-round action.
    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

    Weapon: 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 ever leaves the waterbender’s possession, it begins to melt as normal. Thrown weapons and ammunition can be used as normal.
    Ranged: By freezing water into a number of small, smooth, thin shards, a waterbender can strike at long range. This seed deals 1d6 damage to a single creature as a ranged attack with with a maximum range equal to the Waterbender's bending range. Half of this damage is piercing and half is cold. Increasing the damage dealt by this seed adds +4 to the Waterbending DC for each additional +1d6, to a maximum of 1d6/level.
    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.
    Entraping Shards (DC 30): By maneuvering shards of ice with pinpoint accuracy, powerful waterbenders can pin an opponent to a hard surface. If she succeeds in a ranged attack using the Ice Shards seed, a waterbender can initiate a grapple attempt instead of dealing damage. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action. By increasing the DC of the form by 10, a waterbender can cause the ice shards to originate high in the air, allowing her to pin opponents to the ground instead of to a vertical surface.

    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 per day 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, use 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 +4 shield 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. 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 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.

    Rise with the Tides
    Base DC: Varies

    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 per round. 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.
    Column (Base DC 20): As a standard action you create a column of ice underneath a single medium creature or object, causing it to rise quickly into the air. The column has a maximum height of 20 ft, plus 5 ft for every 5 by which the waterbender’s skill check exceeds the base DC. A waterbender can lift larger creatures by increasing the DC by 10 for every size category of the increase. A waterbender can also lift multiple smaller creatures if they would fit within the space of the largest creature the waterbender can lift. A creature can make a Reflex save to avoid being lifted, and must make a DC 10 Balance check to remain standing. Creatures and objects take 4d6 damage if they are caught between the column and a hard ceiling, and must make a DC 20 Strength or Escape Artist check in order to move.

    Pressure (template)
    Base DC: 10

    Using massive water pressure, a waterbender pushes an opponent back away from her.
    Repel: This template is compatible with any targeted waterbending seed. Through this application a waterbender may initiate a bull rush through her seed in place of damage, with the bender’s Wisdom score acting as the seed'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.

    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 (minimum 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.

    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). 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. The bonus to AC increases by +1 for every four buy which you Waterbending check exceeds the base DC.
    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. You can also make the armor function as masterwork armor by increasing the base DC by +10. The armor melts to the point of becoming useless in five minutes unless the ambient temperature is below freezing.

    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 per level of the waterbender. 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 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 per waterbender level and can make four 45 degree turns during its motion, without requiring additional Waterbending checks.

    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 water, snow, or ice. 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 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. 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 waterbender 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 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 a single ability score 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. Plants animated using this seed have hardness 2 and 10 hit points.

    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 (-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 (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.
    Ice 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.

    Base DC: 50

    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: 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.
    Last edited by Mephibosheth; 2008-07-01 at 03:59 PM.
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