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

    Prestige Classes


    Disciple of the Healing Waters


    Among the water tribes, some exceptional waterbenders have been known to manifest the cooling power of water in a profound and benevolent application of the element. Waterbenders that develop this talent find that the lifeblood of living creatures is in actuality a system of thousands upon thousands of flowing rivers and streams, all interconnected with the body’s streams of chi, so that proper understanding of both can apply the body’s energy to heal itself with the flowing of healing waters throughout both systems.
    Disciples of Healing Waters are generally kind-hearted and fairly powerful waterbenders that have had training in the human body to understand its flow of energy as well as blood. While disciples continue to practice several aspects of the general waterbending art, they are prone to eschewing combat in favor of healing; and try their hardest not to harm opponents past what is absolutely necessary.
    Hit Die - d6

    Disciple of Healing Waters
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Sense the lifestream, Greater Healing Waters|
    0

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Direct the flow|
    1

    3rd|
    +1
    |
    +1
    |
    +3
    |
    +3
    |Innate Understanding|
    2

    4th|
    +2
    |
    +1
    |
    +4
    |
    +4
    |Revitalizing Pool|
    3

    5th|
    +2
    |
    +2
    |
    +4
    |
    +4
    |Reutrn to the Lifestream|
    4
    [/table]


    Requirements
    To qualify to become a disciple of healing waters, a character must fulfill all of the following criteria.
    Skills: Waterbending 11 ranks, Heal 8 ranks.
    Seeds: Must know the Healing Waters waterbending seed.

    Class Skills
    Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Bending) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha) Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex) Waterbending (Wis)
    Skill points at each level – 4 + Int Modifier

    Class features
    All of the following are class features of the Disciple of Healing Waters prestige class.
    Weapon and Armor Proficiency - Disciples of healing waters gain no additional weapon or armor proficiencies.
    Greater Healing Waters – The first concept that a disciple of healing waters learns is the greater application of the healing arts’ foundations. She learns to a much greater extent the body’s natural flow and how better to apply her bending to repair damage done to it without exhausting herself. Disciples of healing water can use the Healing Waters seed a number of times per day equal to her waterbender level plus her disciple level before Waterbending DCs begin to increase in each attempt. The disciple also gains a bonus equal to her waterbender levels plus her disciple levels in each application of the seed, rather than half her class levels, as normal.

    Sense the Lifestream – By touching a willing or helpless living creature and sensing how the body devotes chi and nutrients to certain areas of the body, a disciple of healing waters can assess the physical and spiritual health of the creature. The disciple must focus on feeling the creature’s lifestream for a full round to feel its pathways before learning what ails it. After this first round of focus, the disciple learns of any minor wounds and conditions the creature possesses (Current and total possible hit points, states of fatigue and exhaustion). After the second round of focusing on this creature, the disciple learns of the number and severity of a creature’s more serious wounds (Current wound points as well as total possible). On subsequent rounds, the disciple of healing waters can decide to search the body’s systems for any one of the following ailments, each requiring a full-round action of concentration to assess.
    • Pathogens (disease, viruses, infection, etc.)
    • Toxic substances (poisons, if still active)
    • Damage to specific body parts (caltrop wounds, broken bones, burned skin, damaged organs)
    • Physical debilitation (Strength, Dexterity, or Constitution damage)
    • Mental enfeeblement (Intelligence, Wisdom, or Charisma damage)
    • Permanent damage (Ability drain)
    • Spiritual infirmity (Strong negative emotion, absence of the creature’s spirit, possession)
    • Altered states of mind (hypnosis, barbarian rage, extreme confusion, etc.)

    Direct the flow — Disciples of healing waters quickly learn that the basics of healing learned by general waterbenders is child’s play compared to the full potential of water’s restoring touch. Disciples learn that they can use their own flow of chi to help lead a creature’s body to the proper way to heal itself by infusing a small stream of water with her own spiritual energy. A disciple of healing waters can restore a number of hit points in this way equal to her Wisdom modifier multiplied by her combined Waterbender and Disciple of Healing Waters levels each day. The disciple rolls a Waterbending check, and she can heal a number of hit points per round equal to the result of the check. A disciple of healing waters requires eight hours of uninterrupted rest to recover her ‘pool’ of healing.

    Innate Understanding -- The disciple of healing waters has gained a thorough enough understanding of the body systems of living creatures that she no longer needs to take a full-round to focus on the target of her seeds and class abilities, but may take the time anyway to gn a +5 to her Waterbending check for the purposes of using them.

    Revitalizing pool -- By spending one use of her Healing Waters seed, the disciple may imbue the water around her with her healing touch. She must first be in contact with a body of water, and then she may create a five-foot radius through which her power is released. The disciple may use any appropriate seeds or class abilities (Greater Healing Waters and Direct the Flow, for example) on anyone within this radius without having to be directly in contact with them, as long as they are touching the same body of water as the disciple. This radius lasts for one round for every five points of the Waterbending check per use, and it may be increased by 5 feet for every 5 points by which the Waterbending check beats the DC.

    Return to the Lifestream
    Base DC: 35

    The disciple of healing waters has learned to heal even those that have shuffled off the mortal coil. In order to do so, she must take a full-round action to heal whatever wounds or afflictions killed the target of this ability, jump-start his vitals, and restore his flow of chi. If the Waterbending check is successful, the target is brought back to life at -1 hit points and stable, and if the target was killed by massive damage, he will always bear the wound that slew him. The DC for this ability increases by +2 for every round after the target's death that the healing is attempted.

    Disciple of the Healing Waters Seeds

    Somatic Recuperation
    Base DC: Varies

    Spoiler
    Show
    While dangerous wounds do not disappear immediately; with proper care they can be taken care of overnight.
    Ability Damage (Base DC 20): If a disciple of healing waters is providing long-term care of a patient, she can use the healing power of her element to aid the recovery process. Upon a successful Heal check to provide long-term care to patients, a disciple can double the rate at which hit points and physical ability damage are recovered (remember that a doubled double is a triple; so 3 points of ability damage recovered for 8 hours of rest, or 6 for a full 24 hours). For every patient over the first that the disciple wishes to treat this way, the Waterbending check increases by +5.
    Ability Drain (Base DC 35): Even the deepest of wounds can recover if treated by an experienced healer for a proper amount of time. In order to heal otherwise permanent damage to a creature, a disciple must make the bending check in order to apply her skill to its wound once a day for one full cycle of the moon (one month, or approximately 30 days) for each point of ability drain she wishes to heal. Any day missed in this period does not ruin the healing, but each day missed adds another two days of application to the process before the damage is healed, and a disciple cannot use this function of the seed more than once per day on any one creature.


    Mental Recuperation
    Base DC: Varies

    Spoiler
    Show
    The soothing coolness of water can even repair the anxiety and injuries of the mind.
    Ability Damage (Base DC 20): If a disciple of healing waters is providing long-term care of a patient, she can use the healing power of her element to aid the recovery process. Upon a successful Heal check to provide long-term care to patients, a disciple can double the rate at mental ability damage is recovered (remember that a doubled double is a triple; so 3 points of ability damage recovered for 8 hours of rest, or 6 for a full 24 hours). For every patient over the first that the disciple wishes to treat this way, the Waterbending check increases by +5.
    Ability Drain (Base DC 35): A disciple of healing waters can heal the mental scars and loss of memory by constant application of a her element's power to the creature's head. In order to heal otherwise permanent damage to a creature, a disciple must make the Waterbending check in order to apply her skill to wound for one full cycle of the moon (one month, or approximately 30 days) while the target is resting. In order for a creature to heal the damage through this, it must get a full 8 hours' rest every day for this month. Any day in which any of these conditions is not filled adds an additional two days to the time necessary before the damage is healed.
    Special (Base DC Varies): A waterbender also gains the ability to heal mental afflictions and states of mind not directly related to damage, such as amnesia and specific mental disorders. These situations are very case-specific, and thus can't be generalized upon here.


    Panacea
    Base DC: Varies

    Spoiler
    Show
    The cleansing power of water can be used to flush away even the most dangerous of diseases.
    Cure (Base DC varies): By expending one of her daily uses of Healing Waters, a disciple may attempt to cure a disease within an afflicted creature that is willing to be healed. In order to do so, she must first have identified the disease afflicting the person through Sense the Lifestream or through another method (being told by a doctor beforehand, for example). She then makes a Waterbending check as a full-round action (throughout which the disciple must be in constant contact with the patient) opposed by double the disease's Fortitude save DC to cure it. If the check is successful, the target of this seed must take at least a full 8 hours of uninterrupted rest while the body finished disposing of the infection; and at the end of this period the disease is cured.
    Bolster (Base DC 5): By expending one of her daily uses of Healing Waters, a disciple may reinforce a person's immune system against disease. By focusing for a full round on a creature's body systems while maintaining contact, the disciple of healing waters can prepare the immune system for future assaults against it. Any creature targeted by this form gets a bonus to any Fortitude saves against disease equal to half the disciple's Waterbending check (rounded down). This bonus lasts for one day for every 5 points of the Waterbending check.


    Major Wounds
    Base DC: 40

    Spoiler
    Show
    • A difficult technique that few but true healers ever learn to do properly, the healing power of water can extend far beyond those of the body alone. By creating an icy mold of a creature’s lost limb attached to where the body part should be and filling it with water, a waterbender stimulates the body to grow the detached limb again. This process takes a week, at which point the ice cracks to reveal a new and functional limb proportional to the rest of the body. This seed only functions on external body parts and cannot be used to grow internal organs or limbs the creature never had.


    The Dai Li Agent

    Spoiler
    Show

    The Dai Li are the cultural enforcers of Ba Sing Se. They are under the direct command of Long Feng, the culture minister, and function as a sort of secret police; arresting and re-educating anyone who breaks regulations concerning mention of the war. In addition to distinct uniforms, they are notable for sporting stone gloves and shoes, which can be used to great effect as weapons through Earthbending.

    Though they serve the Earth King, they are loyal only to Long Feng. However, after the events of the coup d'état led against the Earth Kingdom capitol, they have pledged loyalty to Azula. It is the Dai Li who are responsible for tearing down Ba Sing Se's walls to allow the entrance of the Fire Nation army invasion force and the eventual firm occupation of the capital city.

    The Dai Li was actually created several centuries ago by Avatar Kyoshi to preserve the cultural heritage of Ba Sing Se, in response to a peasant uprising against the government and forty sixth Earth King. She currently regrets having created the Dai Li, as she had no idea how corrupt they would become at the time.
    Hit Die: d6

    Dai Li Agent
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Seeds

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Earthbender, Grasp of the Dai Li, Sneak Attack +1d6|
    0

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Trapfinding, Evasion |
    1

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Dai Li Authority, Obscure Passage|
    1

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Break Away +4, Sneak Attack +2d6, |
    2

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Teamwork Infiltration +2|
    2

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Defensive Roll 1/day|
    3

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Sneak Attack +3d6|
    3

    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |Teamwork Infiltration +4|
    3

    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Defensive Roll 2/day|
    4

    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Improved Evasion, Sneak Attack +4d6|
    4
    [/table]


    Requirements

    To qualify to become a Dai Li Agent, a character must fulfill all of the following criteria.
    Skills: Earthbending 10 ranks, Hide 2 Ranks, Intimidate 8 ranks, Move Silently 2 ranks.
    Seeds: Must know the Immobilize earthbending seed.

    Class Skills – Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Earthbending (Wis), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Int), Slight of Hand (Dex), Spot (Wis), Tumble (Dex).
    Skill Points at Each Additional Level – 6 + Int Modifier

    Class features
    All of the following are class features of the Dai Li Agent prestige class.

    Weapon and Armor Proficiency - Dai Li Agents gain no additional weapon or armor proficiencies.

    Earthbender: The earthbender class feature for Climbing increases with the Dai Li Agent's class level as if they were earthbender levels. The Dai Li Agent selects his seeds from traditional earthbending seeds or from the list of special Dai Li earthbending seeds presented below.

    Grasp of the Dai Li:This technique of earthbending is a secret one dating back to the formation of the Dai Li by Avatar Kyoshi.
    Earthen Gauntlets: By coating their fists, forearms, and feet with a thin layer of stone to use their earthbending, they minimize property damage and always have stone at hand, literally. A Dai Li agent may create these stone gloves and shoes with a standard action by making a DC 10 Earthbending check, a move action with a DC 20 check or a swift action with a DC 30 Earthbending check. The Earthen Gauntlets are counted as either a pair of gauntlets or unarmed strikes in terms of weapon-based feats, at the agent's choice, and deal damage as such. Note that the Dai Li may only launch two hand and two foot techniques (through the Flying Fist ability or specific seeds) using this ability before new gloves and shoes must be created.
    Flying Fists: By hardening the earth on his hands, the Dai Li may use his Earthen Gauntlets to make an Earth Blast attack, causing grievous amounts of harm using the minimum amount of material. The precision of this attack is almost surgical, allowing the Dai Li to add precision-based damage to this ability as well as deal non-lethal damage if the agent so chooses. Using Flying Fist increases the Earthbending check on the use of Earth Blast by +10.

    Sneak Attack: The Dai Li Agent gains the Sneak Attack class feature as a rogue of the same level. If the Dai Li Agent possesses another class that grants the Sneak Attack class feature, then those levels stack with his levels in Dai Li Agent.

    Evasion (Ex:) At 2nd level and higher, a Dai Li 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 Dai Li is wearing light armor or no armor. A helpless Dai Li Agent does not gain the benefit of evasion.

    Trapfinding: A Dai Li Agent can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. A Dai Li who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

    Dai Li Authority: As the secret police of the Earth Kingdom, they are known of only through rumor and myth. The Dai Li have the cultural authority to arrest, question, detain, or capture any member of the Earth Kingdom. They also have the right to set warrants and bounties pending approval from their higher ranking officers, should their quarry escape them.

    Obscure Passage(Ex): Beginning at 3rd level, a Dai Li Agent is extraordinarily hard to be tracked along surfaces of earthly material (stone, sand, dirt, etc; any material that the Dai Li Agent can bend). The Dai Li Agent adds twice his Dai Li Agent level to the difficulty of the tracking roll.

    Break Away (Ex): As skilled as he is, a Dai Li Agent knows the sensibility of falling back from an unwinnable fight. Starting at 4th level, he gains a +4 dodge bonus to Armor Class in any round during which he makes a withdrawal from combat action.

    Teamwork Infiltration (Ex): Starting at 5th level, a Dai Li Agent can study a small area (typically up to 10 square feet, such as a doorway or guard post) in order to prepare for infiltrating that area. If the Dai Li Agent spends 1 hour studying the area from a distance of no more than 60 feet, he gains a +2 competence bonus on Balance, Climb, Disable Device, Hide, Move Silently, Open Lock, Search, and Tumble checks attempted in that area for the next 24 hours. All allies within 30 feet of the Dai Li Agent gain the same bonus in that area (The allies need not be present while the Dai Li Agent studies the area.) At 8th level, this bonus improves to +4.

    Defensive Roll (Ex): At 6th level, the Dai Li Agent can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per encounter, the Dai Li Agent can attempt to roll with the damage from a weapon strike or other blow. To use this ability, the Dai Li Agent must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Dai Li Agent’s evasion ability does not apply to the defensive roll. The Dai Li Agent gains another use of this ability at 9th level.

    Improved Evasion (Ex): This ability works like evasion, except that while the Dai Li still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Dai Li does not gain the benefit of improved evasion.
    Last edited by Mephibosheth; 2008-07-01 at 04:15 PM.
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