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  1. - Top - End - #1
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

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    Jul 2006
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    Water Tribe, South Pole
    Gender
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    Lightbulb Water, Earth, Fire and Air [Avatar Project]

    Hey y'all. Some of you may remember my earlier attempt to make a variant to the genius Mephibosheth's bending system . After a complete revamp, I believe that I've managed to tailor a method that can properly represent the flexibility that benders in the Avatar: The Last Airbender world seem to have with their element. The rest of the bending classes coming soon.

    The whole point of this complete revamp to the bending classes is to completely replace spellcasting in the Avatar world; thus the extensiveness of the overview and classes. Without further ado, here it is.

    Current Topic(s) of Discussion
    -The four Bending Learning feats and their effects
    -Giving Eighth Seraph a final farewell before his retirement from the project

    Directory

    Main Hub

    Bending Overview
    See further down

    Base Classes
    Airbender (Under Revision)
    Waterbender
    Earthbender
    Firebender

    Prestige Classes
    Disciple of Healing Waters
    Dai Li Agent
    Sandbender (forthcoming)

    Bending Feats
    Circle Walking
    Disrupt Bending
    Point-Blank Blast
    Channel Blast
    Template Mastery
    Form Mastery
    Water From Air
    Water From Life

    Weapons and Armor
    Crafting Feats
    Craftsmanship bonuses
    Tiger Head Hook swords
    Airbender's Staff

    The Avatar
    The Avatar Template


    Bending Overview
    Benders learn bending seeds at the rate shown on their respective class table and may choose them from any seeds on their bending list.
    Creating Forms: The bending arts are based around fully understanding the possibilities and applications of their respective elements . As such, creative use of the element is important to the application of the art. Using a single seed to make a form is often very useful or powerful in its own right, and can continue to be so at later level by advancing the seed’s effects. However, in situations when two of the bender’s known seeds are compatible with each other, they can be executed simultaneously or in conjunction with the bender’s other abilities. Doing so uses the bending time of the longest seed and uses the seeds’ combined Bending DCs +4. For example, a waterbender could combine her blast with some thrown Ice Shards, dealing her blast damage+2d4 (or more, if the Waterbending check allows for additional shards) as a standard action. The Waterbending DC for this would be 19 (5 for Blast, +10 for the Ice Shards, and +4 for combining them). Using Heat/Chill to make the form even colder (making the ice supernaturally cold, as per the Ice Shards, seed) would change the damage to blast damage + 2d4 piercing + 3d4 cold and increase the Waterbending DC to 28 (+5 for Heat Chill and +4 for combining seeds). Other combinations are possible, so be creative!
    The Bending Skill: Almost all of a bender’s special abilities are determined by her modifier in the respective bending skill. This is a skill exclusive to each of the bending classes and its dependent skill is Wisdom. Having at least 5 ranks in Knowledge (Bending) grants a +2 synergy bonus to the bending skill, and vice versa. Note that due to the complicated motions dealing with bending an element, armor check penalties apply to the skill.
    Bending Range: The distance from which a bender can draw or extend any of her forms is 40 ft + 5 ft/level. Going further is possible, but every 5 feet beyond this range adds a +1 to the Bending DC of the seed. A form that begins within this ‘safe’ range but extends beyond it can fall short, and any element being used simply falls from the bender’s control, acting naturally (water being absorbed into the ground, earth rolling downhill, etc.). If the form’s DC reaches the bender’s roll without completely finishing its course, it dissipates at that point and acts naturally.
    Using Forms: Executing a form provokes attacks of opportunity unless noted otherwise, and if the bender is damaged while executing a form, she must make a Concentration check against the damage done+1/5 points of the bending DC or lose the form. Bending forms cannot be used while pinned, but a bender can attempt to use a form while grappling by adding +10 to the Bending DC, and must make DC 20 Concentration check in order to successfully use the spell. For more uses of the Concentration skill in Bending, look here. A bender's hands must be free in order to use any bending form, unless noted otherwise; though weapons and items made from materials a bender can manipulate can be spontaneously converted to use in forms.
    Taking 10: Benders may choose to take 10 on any bending check, unless rushed or threatened. For the purposes of this, combat does not count as being rushed, though an opponent threatening a bender in combat does prevent her from taking 10 on bending checks.
    Contested Bending: If two benders are vying for control of a single mass of their element, they make opposed opposed bending checks as a move action. In order to gain control of the element, a bender must beat her opponent's bending check by 5 or more, though winning by 4 or less adds a +2 circumstance bonus to the next opposed check, until one gains uncontested control of the element. If a bender wishes to take control of an element already controlled by another bender (such as a waterbender's Water Whip seed or an earthbender's Armor seed) she takes -5 to the bending check.
    Motion: Unless stated otherwise, all bending seeds have somatic components and are difficult to use with restricted mobility. A bender takes -10 to bending checks to do a form while prone and a -20 to do forms while grappling. Bending is impossible while pinned unless a form has no somatic components.
    Saves: Any saves in response to a bending form has a DC 10 + half the bender’s class level + the bender’s Wisdom modifier.
    Fatigue: A fatigued bender takes a -4 to all bending checks, in addition to the other effects of fatigue, and an exhausted bender takes an additional -4 to all checks, for a total of -8.
    Bending on the Defensive: Bending while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + 2 for every 5 of the bending DC) to pull off. Failure means that you still successfully complete the form (provided you are able to make the Bending DC), but provoke an attack of opportunity for doing so.
    Overbending: Upon failing a bending check, a bender has a choice to go ahead and do the action for which she rolled anyway. This is known as overbending and can range from strenuous to lethal, depending on the scope of what the bender is trying to do, as shown on the table below. All effects stack, except for the various levels of Constitution damage, though the Constitution drain does apply at the same time.

    Overbending{table=head]Failed By|
    Effect


    1-5|Fatigue

    5-9|1d4 Con damage

    10-14|2d4 Con damage

    15-19|3d4 Con damage, Exhaustion

    20-24|4d4 Con damage

    25-29|Unconciousness1, 1 point Con drain

    >30|Death[/table]
    1 A bender rendered unconscious in this manner makes a DC 20 Will save to wake up after four hours, and every hour thereafter, with the save decreasing by -2 at each attempt. After eight hours, the bender automatically wakes up, but is still Exhausted. It takes additional rest to remove this condition.
    Last edited by Eighth_Seraph; 2007-12-08 at 11:10 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

  2. - Top - End - #2
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
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    Water Tribe, South Pole
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    Default The Waterbender

    And thus I present you fine gentlemen (and ladies, if any are out there) with the....


    WATERBENDER



    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
    Waterbender
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known|Class Defense Bonus

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Water Blast 1d6, Manipulate, Deflect Bending|
    1
    |
    +3

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Heat/Chill |
    2
    |
    +3

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

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

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

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

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    ||
    4
    |
    +5

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

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    ||
    5
    |
    +6

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

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    ||
    6
    |
    +6

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Swim (50 ft)|
    7
    |
    +7

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    ||
    7
    |
    +7

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    ||
    8
    |
    +7

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    |Water Blast4d6|
    8
    |
    +8

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    ||
    9
    |
    +8

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    ||
    9
    |
    +8

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    ||
    10
    |
    +9

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

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

    Class Features[/B]
    Weapon and Armor Proficiency – A Waterbender is proficient with all simple weapons, and no armor or shields.

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

    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 1d4 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 cannot apply precision-based damage from any source to the damage dealt by her blasts, and the blast is treated as an exotic ranged weapon for feat purposes. 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. Using a Waterblast takes at least one pint of water (one eighth that contained within the average waterskin.

    Deflect Bending
    Base DC: 5

    The first defensive seed waterbenders learn is to deflect the blasts from her opponents. During her turn, a Waterbender can choose to forgo any number of attacks in order to attempt to deflect any blasts or ranged weapons passing within 10 feet of the waterbender. As an immediate action, the waterbender can attempt deflect an enemy bender’s attack with an opposed attack roll. A waterbender can deflect bending a maximum number of times equal to the number of attacks she is granted by BAB, and the Deflect Bending attempt uses the same base attack bonus as the attack forgone. If the waterbender makes any attacks, she forgoes that opportunity to deflect bending. If the Waterbender’s attack roll is less than her opponent’s, the blast is unaffected by the deflection attempt. If the Waterbender’s attack roll equals or exceeds her opponent’s, the blast is negated, deflected or swallowed up by a short outpouring of water or shard of ice. The Waterbending DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.

    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.

    Manipulate
    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/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.
    Shaping: 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.

    Freeze/Melt
    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.

    Swim – Through development of her control over water around her, a waterbender can move through water as naturally as if on land, or even more so. A Waterbender can move through water at the speed indicated on the class table without making Swim checks. She gains a +8 competence bonus on any Swim check to perform a special action or avoid a hazard. The waterbender always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. The waterbender can use the run action while swimming, provided that it swims in a straight line.

    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 Seed List

    Mist
    Base DC: 10

    Spoiler
    Show
    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 and Freeze/Melt seeds. 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

    Spoiler
    Show
    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. Additionally, a waterbender may apply precision-based damage to attacks with a water whip and treat it as a normal whip for purposes of weapon-based feats. A bender gains an additional bonus of +2/ 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.
    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. He 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.


    Tentacle
    Base DC: Varies

    Spoiler
    Show
    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.
    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

    Spoiler
    Show
    Melee: 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 is crafted from supernaturally cold ice, the cold damage increases to 1d6. If the weapon ever leaves the waterbender’s possession, it begins to melt as normal.
    Ranged: By freezing water into a number of small, smooth, thin shards, a waterbender can improvise a deadly ranged weapon. This seed creates 2 shards, each of which deals 1d4 damage; half of this damage is piercing and half is cold; with a Reflex save for half damage. The shards are all thrown in a cone of a maximum distance of the bender’s bending range as a standard action, with the bender choosing the number of shards aimed at each target. Launching additional shards adds +2 to the Waterbending DC per shard, and if the waterbender uses supernaturally cold ice (such as by using the Heat/Chill seed), she may instead deal 1d4 piercing and 1d4 cold damage apiece.
    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.


    Healing Water
    Base DC: Varies

    Spoiler
    Show
    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 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, seed 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

    Spoiler
    Show
    Plane: By bending a five-foot square of water to hover vertically before her, the waterbender gains a +5 deflection 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. This seed does not affect melee attacks in any way. 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

    Spoiler
    Show
    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 equal to three fourths (.75) of the Waterbending 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.


    Water Spout
    Base DC: 10

    Spoiler
    Show

    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. 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.


    Pressure (template)
    Base DC: 10

    Spoiler
    Show
    Using massive water pressure, a waterbender pushes an opponent back away from her.
    Repel: Compatible with the Blast seed, the waterbender bends a bubble of compressed water into her hands, then releases it at high speeds towards her opponents. Through this application a waterbender may initiate a bull rush through her blast in place of damage, with the bender’s Wisdom score acting as the blast’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

    Spoiler
    Show
    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.


    Propel
    Base DC: Varies

    Spoiler
    Show
    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.
    • 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.


    Armor
    Base DC: 15

    Spoiler
    Show
    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) against bending attacks as a move action. 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.
    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. The armor melts to the point of becoming useless in five minutes unless the ambient temperature is below freezing.


    Wave
    Base DC: 15

    Spoiler
    Show
    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/ level of the waterbender. The wave initiates a bullrush 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 bullrush 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/waterbender level and can make four 45 degree turns during its motion, without requiring additional Waterbending checks.


    Golem
    Base DC: 15

    Spoiler
    Show
    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 stone and compacted earth. 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 earthbender. 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 earthbender'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 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 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's slam attacks 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 the golem’s ability scores 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

    Spoiler
    Show
    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

    Spoiler
    Show
    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. Have hardness 2 and 10 hit points.



    Blizzard
    Base DC: Varies

    Spoiler
    Show
    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.
    IIce 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.


    Bloodbending
    Base DC: Varies

    Spoiler
    Show
    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 (Base DC 50)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.





    EDIT: Alright, so what do you think? I'm a bit worried about the balance of the DCs for each form, as every bender that takes the class is going to have the skill Skill Focused, synergied and otherwise blinged out. Anyway, are there an comments, critiques, or suggestions for additional forms? Just please let me know!


    EDIT: If anyone could show me where I could find some artwork to place there, I would greatly appreciate it. I feel horrible using Mephibosheth's awesome OotS benders again.
    Last edited by Eighth_Seraph; 2007-12-30 at 04:15 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

  3. - Top - End - #3
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

    Join Date
    Jul 2006
    Location
    Water Tribe, South Pole
    Gender
    Male

    Default The Earthbender & The Firebender

    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 – (2 + Int Modifier) x4
    Skill Points at Each Additional Level – 2 + Int Modifier

    Earthbender
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known|Class Defense Bonus

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Earth Blast 1d6, Block Bending|
    1
    |
    +2

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Move a Rock|
    2
    |
    +2

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    ||
    2
    |
    +3

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

    5th|
    +3
    |
    +4
    |
    +2
    |
    +4
    |Earth Blast 2d6|
    3
    |
    +3

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Climb (30 ft)|
    3
    |
    +4

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Head-On Defense|
    4
    |
    +4

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Climb (40 ft)|
    4
    |
    +4

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    ||
    5
    |
    +5

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    | Earth Blast 3d6|
    5
    |
    +5

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    ||
    6
    |
    +5

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Climb (50 ft)|
    6
    |
    +6

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    ||
    6
    |
    +6

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    ||
    7
    |
    +6

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Earth Blast 4d6|
    7
    |
    +7

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    ||
    8
    |
    +7

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    ||
    8
    |
    +7

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    ||
    9
    |
    +8

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    | Climb (60 ft)|
    9
    |
    +8

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Earth Blast 5d6|
    9
    |
    +8
    [/table]


    Class Features
    Weapon and Armor Proficiency - An earthbender is proficient with all simple weapons, and no armor or shields.


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

    Earth Blast
    Base DC: 5

    The first offensive ability an earthbender learns is to levitate the earth beneath her and punch or kick at great speeds towards her opponents. A blast deals 1d6 bludgeoning damage at 1st level (half damage to objects) 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 cannot apply precision-based damage from any source to the damage dealt by her blasts, and the blast is treated as an exotic ranged weapon for feat purposes. 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.

    Block Bending
    Base DC: 5

    The first defensive seed earthbenders learn is to deflect the blasts from her opponents. During her turn, an earthbender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 10 feet of the herself. As an immediate action, the earthbender can attempt to block an enemy bender’s blast with an opposed attack roll. A earthbender can deflect bending a maximum number of times equal to the number of attacks she is granted by BAB. If the earthbender makes any attacks, she forgoes that opportunity to deflect bending. If the Earthbender’s attack roll is less than her opponent’s, the blast is unaffected by the deflection attempt. If the Earthbender’s attack roll equals or exceeds her opponent’s, the blast is intercepted by wall of earth or outcropping of stone. The Earthbending DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.

    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/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.

    Head-On Defense[/COLOR][/B] – Beginning at 7th level, whenever an earthbender makes a Reflex save to dodge or avoid being hit by something made of a material she can bend (soil, stone, or some other form of earth), she may make a Fortitude save instead. The object provoking the save may be bent, shattered or simply stopped, as appropriate for the situation.

    Climb – By bending her own hand and footholds into a stone or earthen surface, an earthbender can climb even sheer surfaces easily. An earthbender gains a +8 Competence bonus on all Climb checks. She must still make a Climb check to climb any wall or slope with a DC higher than 0, but she always can choose to take 10, even if rushed or threatened while climbing. This ability only works on substances the earthbender could usually bend.

    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 Seed List

    Dust
    Base DC: 10

    Spoiler
    Show
    By using limited control over small particles of earth, an earthbender obscures vision and blinds her foes.
    Dust cloud: An earthbender 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 even functions underwater. Increasing the radius of the cloud adds +5 to the Earthbending DC per 5-foot increase.
    Blind: By aiming a spray of sand or dust at an opponent’s eyes, an earthbender can try to temporarily blind the creature. The earthbender makes a ranged touch attack against a target’s AC, taking -5 on the attack roll because of the small area targeted. If the attack is successful, the target creature is rendered blind until the end of its next round.


    Earth Wall
    Base DC: 10

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    A signature ability of many earthbenders for when Move a Rock just doesn’t cut it, a wall of earth is often the best weapon in an earthbender’s arsenal.
    Earth Wall: The earthbender causes a small wall of earth to shoot out of any earthen surface within her bending range as a standard action. The wall is 1 inch thick, plus one more inch per every 2 points by which the Earthbending check exceeds the DC. The wall’s area is one five-foot square, but the earthbender can add another such square by increasing the Earthbending DC by +4. Each 5-foot square of the wall has hardness 2 and 10 hit points per inch of thickness. Breaking through with a single attack requires a Strength check of 10 +2 per inch of thickness. An earth wall cannot be used as a bridge and must be made anchored in existing earth.
    Stone Wall: As above, except that this seed can only be done on a stone surface, and the wall has hardness 8 and 15 hit points per inch of thickness.
    Push: An earthbender can push an existing wall of earth or stone to knock opponents back as a move action. The earthbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Earthbending check exceeds the DC. Any opponent caught behind the wall must make a Reflex save, +5 for every 5 feet away from the nearest gap to the wall he is to avoid the wall and jump to that square, provoking attacks of opportunity while doing so.


    Column
    Base DC: 10

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    Through the use of this seed, an earthbender causes a column of earth, stone, or crystal to thrust out of an earthen surface.
    Crush: An earthbender thrusts a column of earth from the ceiling above, the ground below or a wall beside a creature. The creature must make a Reflex save to avoid the column, moving to the nearest square adjacent to it of its choice. The column has a maximum diameter of 5 ft., but can be widened by another 5 ft by increasing the Earthbending DC by +5. The column’s maximum height is 10 ft, plus another 5 ft for every 4 points by which the Earthbending check exceeds the DC. If the column slams a creature against a solid surface, the target takes 4d6 crushing damage and is pinned between the solid surface and the column, but can escape with a DC 30 strength check or Escape Artist check.


    Tilt
    Base DC: 10

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    A useful and powerful seed to know within the confines of a city of worked stone, it is difficult to make use of this among natural earth.
    Unbalance: By shifting the angle of a level surface, an earthbender can throw enemies off balance and make them easy targets or simply make an area difficult to enter as a standard action. Those caught on the slab must make a Reflex save or fall to the base of the slab, and movement on the slab requires a Balance check with the same DC as the Reflex save to move at half speed. Failing the Balance check by 5 or more indicates that the creature falls to the base of the slab. An earthbender can affect one 5 ft square of worked stone about 1 foot thick, plus one more 5-foot square for every 2 points by which the Earthbending check beats the DC. The earthbender can choose to continue focusing on the slab with a standard action every turn to keep the slab in place, but it will fall naturally into place once released. Using this form with earth or unworked stone first requires that the area affected be separated from the surrounding earth through the use of Move a Rock.
    Twist: By twisting a section of stone a full 90 degrees, an earthbender can effectively make an unstable wall of stone to block an opponent’s path. This works on an area of worked stone as above, but the wall can balances on its own and can be pushed over with a DC 15 Strength check or by using Move a Rock, dealing damage according to its height as falling damage. The squares being tilted need not be touching each other.


    Armor
    Base DC: 15

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    The element of earth is known for substance and its powers of protection, and can be used as a solid barrier against harm.
    Earthen Armor: By covering her entire body in a thick layer of liquid earth, an earthbender gains DR 5/piercing, and +2 to AC (including touch AC) against bending attacks as a move action. For every 3 points by which the earthbender 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 Earthbending checks until the earthbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes an earthbender to fail a Earthbending check, she may choose to end the seed and remove the penalty at that time.
    Stone Armor: The earthbender may also choose to fashion actual solid armor from stone molded around her body as a full-round action. The earthbender 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. Adding spikes to the armor increases the Earthbending DC by +4.


    Tremorsense
    Base DC: 15

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    There are few earthbenders that have ever discovered this profound application of their art: the ability to sense that which the solid earth sees.
    • 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.


    Steady Stance
    Base DC: 15

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    By encasing her feet in earth or stone, an earthbender can better resist attempts to move her, or trap opponents in place.
    Defensive: Stabilizing herself with feet solidly connected to the ground, a earthbender gains a +2 to saves or checks to stay in place, +1 for every point by which the Earthbending check exceeds the DC. The earthbender may also encase the feet of allies within her bending range in this way by adding +4 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 earth and solidifying it suddenly, an earthbender may prevent an enemy from advancing. The target of this seed makes a Reflex save to avoid it altogether, or remain trapped in place. Those who failed the Reflex save can make a Strength check equal to three fourths (.75) of the Earthbending check to break free, or may spend a full-round action chipping the ice away with a light weapon. The earthbender may use this seed against multiple opponents, but doing so adds +4 to the Earthbending DC per additional opponent.


    Create Rubble
    Base DC: 15

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    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 heavy 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 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.


    Compact
    Base DC: 15

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    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, 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.


    Golem
    Base DC: 15

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    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.



    Earthen Stride
    Base DC: 20

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    By lifting the ground under your feets into two mounds of soil or a huge rock, you gain considerable speed and inertia, changing into an unstoppable juggernaut.
    Running Snail: By shaping crude hemisphere of soil or mud around you feets and moving these swirly ''stilts'' like snails, or by sculpting yourself a stone tower as a full-round action, travelling is not bothersome anymore, nor enemy troops. You may now only move at your running speed, and the benefits of the Run feat, plus one time the normal speed bonus per 5 points you beat the DC.You may make overun attempts normally, and if you add +5 the DC of this seed, opponents may not try to avoid you. Your bulk and the earth you displace means you are one size larger than before, and you gain an additional bonus equal to +1 per 5 points of your check. You may use forced march while running, but must make constitution checks normally, to which you gain a bonus equal to +1 per 5 points of your check. You only have to do one check per hour to maintain the seed.


    Catapult
    Base DC: 20

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    Earthbenders are often the least mobile of the elements; 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 10 points of the Earthbending check.


    Excavate
    Base DC: 20

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    Oftentimes, the ability to Move a Rock simply isn’t enough to make a proper tunnel or trench. Using this seed pushes earth aside, as opposed to taking it and dumping it elsewhere.
    Hole: This seed can make a hole approximately the shape of a 5-foot cube as a standard action, plus another such cube for every 4 points by which the Earthbending check beats the DC. The earth used in this seed is piled around the edges of the excavation, adding a loose wall of earth three feet high around the sides. Making a hole in solid stone doubles the Earthbending DC.
    Tunnel By digging directly into the earth, in which case she begins by making a hole (as above) and then making it deeper, or making it horizontal beneath the ground. The earth moved aside by this seed is compacted around the sides of the excavation, making a noticeable bulge in the ground if the tunnel is within 5 ft of the surface. Tunneling through stone doubles the Earthbending DC, and an earthbender can choose to collapse the tunnel through the use of Move a Rock.


    Earthquake
    Base DC: Varies

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    An earthbender can send a jarring shockwave of earth along the ground, knocking opponents to the floor.
    Tremor (Base DC 20): By creating a quick, local tremor to violently shake the ground below, an earthbender can knocks opponents to the ground and hampers their movement. An earthbender creates an earthquake in a five-foot radius. All creatures within the area of effect must succeed on Balance check opposed by the bender’s Earthbending check -5 or fall prone. The radius increases by 5 feet for every 5 points by which the Earthbending check beats the DC. Using this seed also dislodges loose soul and rocks on slopes, possibly causing avalanches in appropriate areas. Creatures climbing within a quake must make a Climb equal to the Climb DC of the surface they’re on + half the bender’s Earthbending check.
    Quake (Base DC 20): By using a full-round action when using a tremor, as above, an earthbender can create a quake that lasts as long as she focuses on it. Doing this forces anyone in the affected area to make a Balance check (as above) in order to enter or move within the affected radius or fall prone. Furthermore, each square of movement through the affected area counts as 2 squares.
    Ripple (Base DC 30): By creating a sort of wave along the ground before her, an earthbender can cause opponents to lose their balance and be launched into the air. The wave takes effect in a cone up to the earthbender’s bending range. Opponents within the cone must succeed on a Reflex save or be knocked 5 feet into the air or 5 being shoved 5 feet backwards (bender’s choice) for every 10 points of the Earthbending check, taking falling damage if appropriate.


    Immobilize
    Base DC: Varies

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    Stomping the ground aggressively, the Earthbender causes packed clay or stone to burst upwards, trapping the target creature.
    Arrest (Base DC 20): Sheets of packed clay burst from the ground and wrap around a single medium-sized or smaller target within the Earthbender’s bending range. The target must make a Reflex save or be immobilized. An immobilized target may not move, attack, bend, or take any action that requires movement, but is not considered helpless. Those who fail the Reflex save can make a Strength check equal to three fourths (.75) of the Earthbending check to break free as a full-round action. They can also be dug out by dealing 50 points of damage to the clay. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which her Earthbending check exceeds the DC.
    Capture (Base DC 25): Small walls of stone or crystal encase a single target withing the Earthbender’s bending range. The target must make a Reflex save or be immobilized. The target is considered helpless, but can still take actions that require only mental or verbal activity. Those who fail the Reflex save can make a Strength check equal to the Earthbending check to break free as a full-round action. They can also be freed by the use of any appropriate Earthbending form or by dealing 100 points of damage to the stone. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which her Earthbending check exceeds the DC.


    Metalbending (template)
    Base DC: Varies

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    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 and leaving the armor useless. 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 lowers the maximum speed by -5 feet.


    Lava Flows (template)
    Base DC: 30

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    Though merely the liquid form of the element of earth, the dependable qualities of its solid counterpart are gone, and few earthbenders ever learn to truly manipulate it.
    Draw: Though seldom will an earthbender have hot lava at her disposal, one can almost always depend on there being a generous supply a few hundred feet belowground. An earthbender can focus on finding this magma, bringing it bubbling up anywhere within her bending range in 2d4+1 rounds. An earthbender must focus solely on bringing the magma to the surface, or she must begin over again; and she can choose to abandon the attempt and roll again on her next turn if she wishes. The lava bubbling forth comes at a rate than can fill one five-foot cube in five rounds. The earthbender can speed up the lava’s rising rate by one round for every 5 points by which the Earthbending check beats the DC.
    Applications: An earthbender also learns to use lava in her known seeds, if reasonable. An Earth Blast with this template applied deals damage as normal, along with the burning effects of lava. This seed can be used normally with lava already present in the environment. For ease of reference, Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
    Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
    An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava.


    Rift
    Base DC: 35

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    By opening a fissure directly beneath an opponent’s feet and snapping it suddenly shut around his chest, an earthbender can disable powerful opponents before they become a threat.
    Engulf: An earthbender opens a large crack directly beneath her opponent’s feet, causing him to fall in, then snaps the crevice shut around him. The target receives a Reflex save to avoid falling into the fissure up to his neck. A target of this form is considered helpless while engulfed, though he may take any actions not requiring somatic components and can escape with a DC 25 Strength or a DC 40 Escape Artist check, or he may be dug out of his predicament. If this seed is done on a stone surface, the target also takes 4d6 crushing damage on a failed save.






    Alright, I've still got seven more earthbending forms underway, but my school year starts tomorrow, and I figure that you guys'd like me to give you what I have. Look 'em over and tell me what you think.
    Last edited by Eighth_Seraph; 2007-12-30 at 04:15 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

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    Pixie in the Playground
     
    GnomePirate

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    Default Re: The bending arts are limited only by the wielder's creativity... [Base Classes]

    I recently adapted the true namer (also skill based casting) from tome of magic. what i did was to replace the skill use with a class level ability similar to bardic knowledge or animal affinity checks (although i did add a "practiced namer" feat that could account for up to 4 levels of multiclassing). After adjustign the DCs down a bit, i have found that it works resonably well thus far.

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    Bugbear in the Playground
     
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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    I really like how this is looking. I'm somewhat in transit right now, so I can't give it a thorough going over, but I will sometime soon. My initial impression is that this system gives the benders a small versatility/creativity bump, which I like.

    In other news, I've started a website for my work on the Avatar world, just to keep everything in one place and updated. I've made some changes since the last time we worked on this project. Check it out and let me know what you think.

    Also, don't feel bad about using the OotS benders. I'm just glad people are still interested in this project.

    Mephibosheth
    Last edited by Mephibosheth; 2007-08-17 at 10:30 AM.
    The Scroungers Campaign Setting
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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Out of curiosity on the part of both me as a DM and my players, are these benders balanced with the warlock-style benders? What I mean is, could I use both of them in a game and not see one of them horribly outdo the other?
    Marvelous avatar by the brilliant and illustrious Ceika


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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    out of curiosity, what if i wanted to play a 'normal' say like, Sokka. (he is teh plan guy)
    would i use a normal fighter, maby throw in some monk?
    Confucius say:
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    War does not determine who is right, war determine who is left.
    Man who stand on toilet is high on pot.
    Man who run in front of car get tired, man who run behind car get exhausted, but man who run beside car, is adored

    A man is only as old as the woman he feels.
    The secret of life is honesty and fair dealing. If you can fake that, you've got it made.
    Those are my principles. If you don't like them I have others.
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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Quote Originally Posted by AjaxTorbin View Post
    out of curiosity, what if i wanted to play a 'normal' say like, Sokka. (he is teh plan guy)
    would i use a normal fighter, maby throw in some monk?
    Sokka would probably draw from Fighter/Monk, Im guessing Fighter 4/Monk 3.

    That, or Warrior/Monk.

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    for the offensive seeds and forms, is there a check then an attack roll? I mean, very few spells outside blasting spells require an attack roll... and those are normally touch attacks... while a truenamer I think doesn't require attack rolls for a lot of their spells... so.. let's say you pull off that frozen spiked waterblast... with it's DC 20 check... do you still have to make an attack roll? or is it assumed to hit? just like most spells? after all, if it's a 22 DC the blast can go around cover... but still have that 20% to 50% miss chance...yeah... i'm confused about that.

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Really looking forward to the earthbender. This system looks very versatile, and much closer to the feel of the series.
    Last edited by katarl; 2007-08-18 at 06:35 AM.
    Anima: Beyond Science

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Recently moving in from page #5...I proudly re-present the....

    FIREBENDER



    Quick, chaotic, and destructive, Firebending is a difficult art that only the most dedicated are able to master. Firebenders are always of the offensive, overwhelming their foes with barrage after barrage of fiery kicks, jabs, and sweeps.
    Adventures – Often, Firebenders serve as part of military detachments and adventure under the orders of their superior officers or on their own initiative, seeking to advance the interests of the Fire Nation. Alternatively, they may travel on more personal quests, seeking to regain lost honor or improve their standing within the Fire Nation political hierarchy. Still others adventure to prove and increase their power and command of their destructive art.
    Characteristics – Firebenders are fast, powerful, and aggressive. Lacking the potent defensive moves of the other bending disciplines, Firebenders seek to strike quick and hard, defeating their opponent before defense is necessary. They use a variety of attacks to project their fire, with quick hand jabs and punches resulting in short bursts of fire while sweeping kicks create arcs of flame. Some of the most powerful Firebenders are able to create walls of fire, or generate blue fire or electricity, the most powerful forms of the Firebending art.
    Alignment – Master Firebenders, like all other benders, show a high degree of discipline and self control, though like their unpredictable medium, they can lose control of their emotions. They can be of any alignment, and can undergo alignment shifts as their beliefs change.
    Religion – While the extent of Firebender spirituality is unknown, it is commonly thought that Firebenders revere the sun as the source of their powers. It is also thought that some Firebenders revere past Avatars from the Fire Nation. Many Firebenders are stubbornly individualistic and do not profess any strong religious beliefs.
    Background – Many Firebenders receive their training through the military, becoming soldiers in the Fire Nation army. Others seek out individual masters or train at temples dedicated to the art.
    Races – All Firebenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Fire Nation.
    Other Classes – Of all the other bending disciplines, Firebenders are the most individualistic and the least likely to work well with other benders. That said, they can benefit from working with Airbenders or Waterbenders, who can provide some defensive capabilities to augment the Firebenders’ offensive bent. They also work well with the martial classes, often serving amongst them in the Fire Nation army.

    Abilities – Wisdom is the most important ability for Firebenders, as it governs the save DC’s for some of their best abilities. Dexterity is also important as it provides a boost to Armor Class and increases their ability to hit with their Fire Blasts, as is Constitution, which provides needed hit points for a class that often enters combat.
    Alignment – Any
    Hit Dice – d6

    Class Skills – Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Firebending (Wis) Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (History) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)
    Skill Points at 1st Level – (2 + Int Modifier) x4
    Skill Points at Each Additional Level – 2 + Int Modifier

    Firebender
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known|Class Defense Bonus

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Fire Blast 1d6, Play with Fire, Block Bending|
    1
    |
    +3

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    | |
    2
    |
    +3

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

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Fire Blast 2d6|
    2
    |
    +4

    5th|
    +3
    |
    +2
    |
    +4
    |
    +4
    ||
    3
    |
    +4

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Firestorm |
    3
    |
    +5

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    ||
    3
    |
    +5

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |Fire Blast 3d6|
    4
    |
    +5

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    |Fire Resistance 5|
    4
    |
    +6

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    | |
    4
    |
    +6

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    ||
    5
    |
    +6

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Fire Blast 4d6|
    5
    |
    +7

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    ||
    5
    |
    +7

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    ||
    6
    |
    +7

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    |Fire Resistance 10|
    6
    |
    +8

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Fire Blast 5d6|
    6
    |
    +8

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    ||
    7
    |
    +8

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    ||
    7
    |
    +9

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    ||
    7
    |
    +9

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Fire Blast 6d6, Fire Resistance 15|
    8
    |
    +9
    [/table]



    Class Features
    Weapon and Armor Proficiency – A firebender is proficient with all simple weapons, and light armor, though no shields.

    Improved Unarmed Strike – A firebender gains Improved Unarmed Strike as a bonus feat at third level

    Fire Blast
    Base DC: 5

    The first ability a Firebender learns is Fire Blast. The Firebender generates fire using the heat inside his body and propels it at great speeds toward his foe using a quick jab with his fist. A blast deals 1d6 damage at 1st level (dealing no damage to non-flammable objects, and only half damage to flammable objects) and increases in power as the firebender gains levels, as shown above. A blast is a ranged attack, and a firebender can use a number of blasts in one round equal to the number of iterative attacks he can make (as determined by his BAB). A firebender may release fire blasts from unarmed strikes, using them, essentially, as melee attacks and thus not provoking attacks of opportunity, despite being a bending form. A firebender cannot apply precision-based damage from any source to the damage dealt by his blasts, and the blast is treated as an exotic ranged weapon for feat purposes.
    Firestorm - Of all the bending disciplines, firebending is the most offensive, truly embodying the belief that the best defense is a good offense. Beginning at 5th level, whenever a firebender spends a full round attacking, he may make an extra attack at his highest base attack bonus. The extra attack may not be used in a Deflect Bending attempt, and the firebender must make at least two Fire Blasts in a turn in order to use this ability. When using a Firestorm, the firebender takes a -2 penalty to all attacks made that round.

    Deflect Bending
    Base DC: 5

    The first defensive seed firebenders learn is to deflect the blasts from his opponents. During his turn, a Firebender can choose to forgo any number of attacks in order to attempt to deflect any blasts targeted within 10 feet of the firebender. As an immediate action, the firebender can attempt deflect an enemy bender’s blast with an opposed attack roll. A firebender can deflect bending a maximum number of times equal to the number of attacks he is granted by BAB. If the firebender makes any attacks, he forgoes that opportunity to deflect bending. If the Firebender’s attack roll is less than his opponent’s, the blast is unaffected by the deflection attempt. If the Firebender’s attack roll equals or exceeds his opponent’s, the blast is negated, blown aside by a small explosion or consumed entirely. Because of the immaterial and offensive nature of their element, firebenders take a -4 penalty on all Deflect Bending attempts. The Firebending DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.

    Play with Fire
    Base DC: 5

    A firebender learns to finely manipulate fire. He gains the ability to draw fire from any source (including the Firebender’s own body heat) within his bending range, alter its basic shape, move it around at a rate of 5 ft/round, and hold it in his hands. Firebenders can warm their tea, create balls of fire to act as torches, or start campfires using this ability. Moving the fire an additional 5 ft adds +2 to the Firebending DC. Fire moved using this seed deals damage per round depending on its source; for example, natural fire deals 1d6 damage, and fire produced by the firebender’s body deals damage equal to his Fire Blast.

    Fire Resistance - As firebenders begin to gain innate control over their element, their bending talent shifts the burning of flames away from them. The firebender's fire resistance increases as shown on the table above, but the bender must be aware of the source of fire in order to turn the heat away and the resistance does not apply on a flat-footed firebender. A firebender with fire resistance may ignore the same amount of fire resistance on other firebenders.

    FIREBENDING SEEDS

    Fire Kick (Template)
    Base DC: 5

    Spoiler
    Show
    By using a series of quick kicks to propel his Fire Blast, a firebender can greatly increase the range of his abilities.
    Applications: By adding +5 to the DC of a firebending form, a bender can reduce the penalties to Firebending DCs for extending the form beyond his “safe” bending range to +1 per 10 feet. Note that this template cannot be applied to any form that cannot be performed with the feet (such as by applying another template involving a body part, or when stuck in a waterbender’s Steady Stance)


    Fire Whip
    Base DC: 10

    Spoiler
    Show
    Whip: A firebender may, as a move action that does not provoke an attack of opportunity, form a long, narrow tongue of fire, coiling around like a rope. This whip has all the statistics of a normal whip with the exception that the damage it deals 1d6 fire damage. Additionally, a firebender may apply precision-based damage to attacks with a fire whip and treat it as a normal whip for purposes of weapon-based feats. The fire in this whip can be used to use Deflect Bending without needing to be remade and the whip can also be extended an additional 5 feet by increasing the Firebending DC by +10.


    Explosion (Template)
    Base DC: 10

    Spoiler
    Show
    Rather than simply burning her opponents to a crisp, firebenders often seek to earn a strategic advantage in positioning.
    Repel: The firebender makes a sudden explosion at the end of his hands, pushing opponents back with the force of the attack. Through this application a firebender may initiate a bull rush through his Fire Blast, with the bender’s Wisdom score acting as the blast’s Strength score. The explosion also deals on damage die of the firebender’s Blast for every 4 points by which the Firebending check beats the DC. Also, for every 2 points by which the Firebending 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.
    Applications: By turning her fire into a forceful explosion, a firebender can deal full damage to even non-flammable objects when using Fire Blast, and deals double damage to flammable objects. Applying this template adds +10 to the Firebending DC.



    Smoke
    Base DC:10

    Spoiler
    Show
    The old saying of where there is smoke, there is fire is evident in this technique, where a firebender may generate a thick smoky haze or a choking field of ash.
    Smoke Cloud: A firebender may make a hemisphere of hazy smoke anywhere within her bending range with a radius of 10 ft. The smoke 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 smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. This seed does not function underwater. Increasing the radius of the smoke cloud requires an addition of +5 to the Firebending DC per 5-foot increase.
    Choke: By increasing the ash within a smoke cloud, a firebender can cause his foes to choke and gasp for air with this power. By increasing the Firebending DC by +10, the firebender may cause victims within a smoke cloud to suffer the effects of smoke inhalation. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. This choking cloud persists for half the firebender's class level.


    Blades of Fire
    Base DC: 10

    Spoiler
    Show
    The Fire Nation is notorious for its soldiers and their capabilities with both martial weapons and the martial use of fire. Their combinations of both are often devastating to the enemy.
    Channel: A Firebender is able to channel his internal heat into any melee weapon he wields as a move action. The Firebender may make a single attack with a melee weapon and have that attack deal Fire Blast damage in addition to the weapon damage. Unlike normal Fire Blasts, this form allows the Firebender to apply precision-based damage to his attack. A firebender can choose to maintain the flames around his weapon by spending a swift action every turn to continue dealing Fire Blast damage with the weapon. A firebender can apply this seed with two weapons at a time by adding +15 to the Firebending DC.
    Create: Alternatively, a Firebender can use this seed to create a weapon completely out of fire. This weapon deals no damage of its own, but rather deals the firebender’s Fire Blast damage, but also allows the firebender to apply weapon-based feats and precision damage.


    Intensity
    Base DC: 10

    Spoiler
    Show
    Intensify: Oftentimes, from a firebender’s point of view, a fire is simply not hot enough. By focusing on an already existing source of fire as a standard action, a firebender can increase the damage it deals by 1d6 , plus an additional 1d6 for every 4 points by which the Firebending check exceeds the DC, up to the firebender’s Blast damage.
    Quench: A little-used form among most firebenders, a firebender can prepare an action to negate a single Fire Blast passing within 10 feet of him. Quenching blasts further away than 10 feet is possible, but the Firebending DC increases by +2 for every 5 feet further away the blast is.


    Burning Rush
    Base DC: 10

    Spoiler
    Show
    The speed and tenacity of the element of a true firebender are seldom seen, simply because such power is the last thing most opponents see.
    Speed Burst: By expelling flames from the soles of his feet, a firebender thrusts himself forward recklessly. The bender increases his base land speed by 5 ft, plus another 5 ft for every 5 points by which the bending check exceeds the DC. This use of the seed is a swift action to execute and a free action to maintain, though the bender can only safely maintain it for a number of rounds equal to his firebender leve, and the Firebending DC increases by 5 for every round thereafter.
    Firebender's Leap: A sudden jet of flames erupts from the bender's legs, allowing him to reach incredible heights. By taking a full-round action to make a jump, a firebender gains a bonus on his Jump equal to his Firebending check, and the jump is not limited by the firebender's height. A move action can be taken as part of this seed, but only in order to gain a running start for the jump.


    Fire Sweep
    Base DC: 15

    Spoiler
    Show
    • When using this seed, a firebender uses a high, aggressive spinning kick to create a 15-foot cone of fire, affecting all creatures and objects therein with his Fire Blast damage. Creatures within this area take half damage on a successful Reflex Save. The range of the cone is increased by 5 feet for every 5 points by which the Firebending check exceeds the DC.


    Fire in the Stomach
    Base DC: 15

    Spoiler
    Show
    Firebending is all about breath control; applying this properly allows a firebender incredible resilience to harsh outer cold.
    • As a full-round action that doesn’t provoke attacks of opportunity, a firebender can take a deep breath and hold it for a number of rounds equal to 5 times his Constitution score. While holding his breath this way, a firebender maintains his body temperature at normal levels and is immune to nonlethal damage by exposure to cold environments. After letting out his breath, a firebender cannot use this seed for at least five minutes. For every point by which the Firebending check exceeds the DC, the firebender holds his breath one additional round.


    Incandesce
    Base DC: Varies

    Spoiler
    Show
    Heat Metal (Base DC Varies): By focusing upon a piece of metal every round on a piece of metal within his bending range, a firebender can cause damage upon contact. On the first round this seed is used, the metal becomes warm and uncomfortable to touch but deals no damage. During the second round, intense heat causes 1d4 damage and in subsequent rounds, the metal is searing hot, dealing 2d4 damage. Any cold intense enough to damage the creature negates fire damage from this seed (and vice versa) on a point-for-point basis. Using this seed on unattended metal or one’s own equipment has a base Firebending DC of 15 and requires a swift action every round, and affecting another’s equipment has a base Firebending DC of 30 and requires a move action every turn.
    Melt Stone (Base DC 35): Often used by canny Fire Nation soldiers in the mountains to discourage enemy forces, a firebender can heat up stone to the point of melting into liquid lava. A firebender can affect one 5-foot cube of stone as the Heat Metal use of this seed, above. Once the stone cube has taken 20 damage from the use of this seed (ignoring hardness) it begins to melt, dealing damage as lava. A firebender can affect one additional 5-foot cube of stone for every 5 points by which the Firebending check exceeds the DC.


    Breath of the Dragon (Template)
    Base DC: 25

    Spoiler
    Show
    Applications: By adding +20 to a Firebending DC, a firebender can do any form without using somatic components and without provoking attacks of opportunity, as long as the bender’s mouth or nose is free and not gagged or otherwise hindered from opening. The form is performed as a stream of fire from the bender’s mouth, a burst of steam from the bender’s nose that makes metal red-hot, or any other appropriate description.


    Fire Burst
    Base DC: 25

    Spoiler
    Show
    By, quite simply, lighting himself up like a torch, a firebender can ignite everything around him in a conflagrant display.
    • Using this seed, a firebender creates a whirlwind of fire surrounding himself, extending a 5-foot radius around him. All creatures and objects in the area are affected by the firebender’s Fire Blast damage. Creatures within the area take half damage on a successful Reflex save, and the radius of the area affected by this seed is increase by 5 feet for every 5 point by which the Firebending check exceeds the DC. A firebender can choose to maintain this seed by taking a full-round action every turn, dealing the appropriate damage within the area each turn. Maintaing the form for more than two turns inflicts a -2 penalty to the original Firebending check every turn, slowly shrinking the size of the form until it stops working.


    Wall of Fire
    Base DC: 25

    Spoiler
    Show
    A firebender learns to make an immobile, blazing curtain of shimmering fire springs into existence, discouraging others from passing through an area.
    Plane: The wall sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on the bender’s turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire to any creature passing through it. The wall is a 10-foot square, but can be made 5 feet wider for every 4 points by which the Firebending check exceeds the DC, and the height can be doubled by halving the width. If the wall is made so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out (Note: Do not divide cold damage by 4, as normal for objects). A Wall of Fire can be maintained with a Concentration check each round equal to the Firebending check -5.
    Ring: Essentially the same as above, except that the wall is made in the form of a 20-foot-tall ring of fire with a radius of 10 feet, plus another 5 feet for every 4 points by which Firebending check exceeds the DC.



    Lava Flows (template)
    Base DC: 30

    Spoiler
    Show
    Much more solid than the simple form of the insubstantial element of fire, lava allows a firebender to cause unprecedented destruction over large areas and even against powerful individuals.
    Applications: A firebender also learns to use lava in her known seeds, if reasonable. A Fire Blast with this template applied deals damage as normal, along with the burning effects of lava. This seed can be used normally with lava already present in the environment. For ease of reference, Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
    Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
    An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava.


    Blue Fire (Template)
    Base DC: 30

    Spoiler
    Show
    Instead of the normal reds, yellows, and oranges associated with conventional firebending, the fire produced by this seed glows blue and is exceptionally hot.
    Applications: Damage dice for firebending forms using this seed increase by one step, from d6 to d8, or d4 to d6, for example. Additionally, this blue fire is more effective at deflecting attacks and the attack roll penalty for Deflect Bending is reduced to -2.


    Flamethrower
    Base DC: 35

    Spoiler
    Show
    Truly the paragon of the stereotypical firebender, this seed channels the internal heat of a bender through the palm of his hands to create a huge outpouring of flames.
    • Using this seed, a firebender affects all creatures or objects in a line with his Fire Blast damage. Creatures caught within the line take half damage on a successful Reflex save.


    Lightning
    Base DC: Varies

    Spoiler
    Show
    As all masters of the bending disciplines must understand, all things are made up of the four elements, and the power of the mighty lightning bolt can be harnessed by a firebender with sufficient inner balance.
    Cold fire (Base DC 45): Creating a bolt of lightning involves separating the positive and negative energies of the element of fire, releasing a huge amount of power as they join suddenly together again. When using this seed, a firebender takes a full-round action doing a complicated series of motions to separate the two energies, provoking attacks of opportunity as normal. On his following turn, as a standard action, the firebender releases the contained energy in the form of a lightning bolt dealing 1d6 electricity damage per firebender level to a single target. Additionally, lightning generated by this seed is empowered, dealing half again (1.5 times) the amount of damage presented by the dice. This seed deals normal damage to objects.
    Redirect Lightning (Base DC 35): A technique adopted from the waterbenders’ philosophy and art of using an enemy’s power against him, this seed is generally used to defend against one of the firebenders’ most deadly abilities. A firebender can prepare an action to redirect any lightning bolts (natural or otherwise) passing within 5 feet of the firebender. Because the bender is essentially letting the lightning hit him, this seed does not require an attack roll, as opposed to Deflect Bending.
    The firebender must make a DC 15 Concentration check to ensure that the lightning doesn’t pass through his heart as he channels it to his other hand. Failure indicates that the firebender takes the appropriate damage for the lightning he redirects, and he fails to redirect it elsewhere. On a successful check, the firebender channels the lightning to the other side of his body along the bolt’s original path, up to 90 degrees to either side, and up to 60 degrees up or down.
    (Note: This use of the Lightning seed only becomes available for firebenders that have taken the Waterbending Study feat.)



    w00t! All planned firebending seeds are complete! New seed iideas still welcome, as always.


    Alright, here's the beginnings of the firebender. I'm currently pleading with the mods to give the poor firebender its own post, but it seems like it's not really happening, so here it is. If I missed any forms or there are new ideas floating around, let me know. It looks like this is going to be quite the finished project, eventually.

    --------------------------------------------------------------------------

    for the offensive seeds and forms, is there a check then an attack roll?
    The only seeds that require attack rolls are Tentacle and Blast. Other seeds with ranged attacks should have Reflex saves, which I apparently forgot to put in; and Pressure is resolved as a Bullrush.
    EDIT: Oh, looks like I missed the whole point of the question.Yes, for an offensive form, first make the check to see if you can do the form at all, then roll to hit.

    Whenever making a form by combining Blast with any other seed, it's resolved as a blast (i.e. ranged attack roll using BAB)

    Ceiling: To answer your question, the DC increase to move a Water Blast around a corner or object does change its motion, but if the waterbender doesn't have a line of sight to her target, she still suffers the 50% miss chance because it has concealment against her. I imagined that for when you're sneaking around an enemy fortress and hear footsteps down the hall, and want to get a surprise round in. Is that a bit clearer?
    Really looking forward to the earthbender. This system looks very versatile, and much closer to the feel of the series.
    Thanks! It's good to know that all those hours where my hard-earned summer tan wore off were worth it.

    Also, are there any ideas for new forms? I missed alot of episodes and I'm sure there are lots of great idea floating around that I haven't thought of.
    Last edited by Eighth_Seraph; 2007-12-30 at 04:17 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

  12. - Top - End - #12
    Orc in the Playground
     
    BardGuy

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Ah, cool. So, the attack roll is a normal ranged attack, and no longer a touch attack like warlock based classes? And I can't wait for the Airbender... maybe not as much as the Firebender.

  13. - Top - End - #13
    Barbarian in the Playground
     
    knightsaline's Avatar

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Good work so far. just one question. how would the Avatar him/herself be treated? I can see him/her being an NPC with what would seem like a 4 way gestalt. Another question would be, would these classes be able to multiclass to non bending classes (firebender/fighter seems to be one, while airbender/rogue could be another) or would they be unable to go back to bending classes?
    Quote Originally Posted by knightsaline View Post
    Living Vengeful Gaze of God/Contingent True Resurrection: Kills you, kills itself, True rezzes itself, kills again, kills itself again, true rezzes itself again..........
    "On the other hand, maybe all of this could have been prevented if you had just managed to get laid once in a while. You can't tell me you would have been as tightly wound if you had been getting treasure type O once in a while"

    Roxas avatar made by Adghar. The keyblades are Diamond dust and One Winged Angel

  14. - Top - End - #14
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    Eighth_Seraph's Avatar

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    And coming in at five-foot, four inches and ninety-seven pounds, the meager monk, the tattooed tranquility, the...

    AIRBENDER


    The speed and agility of the wind, the power of a tornado, and the subtlety of a cloud are all accessible to an airbender, a member of a small group of individuals blessed with the ability to manipulate the air through sheer force of will. Airbenders can hurl blasts of wind at their foes, create shields of swirling air, and even slice objects to pieces with compressed air blasts.
    Adventures – Craving freedom above all else, many airbenders are simply itinerant monks, whose traveling lifestyle invites adventure. Others adventure on behalf of their communities, to visit and assist friends living far away, or to help those in need.
    Characteristics – airbenders are able to manipulate the air in many ways. Some chose to focus on mobility and can become the most agile of fighters. Others learn to capture their foes in swirling tornadoes, incapacitating their enemies. Still others seek to destroy the machinery of destruction, using compressed air to slice through metal, stone, and wood. All airbenders, however, are agile fighters who can knock their enemies away and soar through the skies on wooden gliders.
    Alignment – While an airbender can be of any alignment, airbenders' emphasis of ahimsa (nonviolence) tends to attract more good than evil. However, the airbender’s philosophical quest is one for ultimate liberation, and anyone who completes the training, whether good or evil, chaotic or lawful, can become an airbender.
    Religion – airbenders have a decidedly philosophical focus. They seek liberation from the bonds of the world, and their discipline and dedication to this goal are shown in their simple lifestyles. Few airbenders worship any of the spirits, though nothing prevents them from doing so.
    Background – airbenders are trained at monasteries under the tutelage of senior monks. When they achieve the status of Airbending Master, they receive arrow tattoos on their heads, arms, hands, legs, and feet. Often, an Airbending Master will take a young student under his wing and help the student on an individual level.
    Races – All airbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Air Nomads.
    Other Classes – airbenders are masters of defense and evasion. They work well with almost all other classes, though they find the confrontational style of Earthbenders difficult to understand and deal with. Airbenders’ emphasis on non-violence and defense can sometimes be frustrating for more offensively-minded individuals (especially firebenders and members of the martial classes) but they work well with members of these classes as often as not.

    Abilities – A high Wisdom score is essential to an airbender as it determines the save DC’s for many of his best forms and abilities. A high Dexterity is also important, as it affects many of an airbender’s best skills and provides additional AC.
    Alignment – Any (though tending towards good)
    Hit Die – d6

    Class Skills – Airbending (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (Religion) (Int), Knowledge (Arcana) (Int), Knowledge (History)(Int), Perform (Cha), Profession (Wis), Ride (Dex), Swim (Str), Tumble (Dex)
    Skill Points at 1st Level – (4 + Int Modifier) x4
    Skill Points at Each Additional Level – 4 + Int Modifier

    Airbender
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Dodge|Forms Known|Class Defense Bonus

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Air Blast, Deflect Bending|
    +0
    |
    1
    |
    +4

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    | Manipulate|
    +0
    |
    2
    |
    +4

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Evasion, Improved Unarmed Strike|
    +0
    |
    2
    |
    +5

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Fly (30 ft/poor)|
    +1
    |
    3
    |
    +5

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

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    ||
    +1
    |
    4
    |
    +6

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    ||
    +1
    |
    4
    |
    +6

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

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    ||
    +2
    |
    5
    |
    +7

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |Improved Evasion|
    +2
    |
    6
    |
    +7

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    ||
    +2
    |
    6
    |
    +7

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Fly (50 ft/average)|
    +3
    |
    7
    |
    +8

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    ||
    +3
    |
    7
    |
    +8

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    ||
    +3
    |
    8
    |
    +8

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    ||
    +3
    |
    8
    |
    +9

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Fly (60 ft/average)|
    +4
    |
    9
    |
    +9

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    ||
    +4
    |
    9
    |
    +9

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    ||
    +4
    |
    10
    |
    +10

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    ||
    +4
    |
    10
    |
    +10

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Fly (70 ft/good)|
    +5
    |
    11
    |
    +10
    [/table]

    Class Features

    Weapon and Armor Proficiency – An airbender is proficient with all simple weapons and warfans. Airbenders are not proficient with any armor or shields.

    Evasion - As the Rogue ability.
    Improved Evasion - Also as the Rogue ability.

    Improved Unarmed Strike - Airbenders gain Improved Unarmed Strike as a bonus feat at third level.

    Dodge - Beginning at 4th level, an airbender gains a dodge bonus to AC as a result of his emphasis on defensive motion and combat, so long as he is unarmored and carrying no more than a light load.

    Air Blast
    Base DC: 5

    The first offensive ability an airbender learns is to focus air currents around himself into a quick stream, forcefully pushing objects in its path.
    Fling: An airbender can use the Air Blast is a line 20 long/level with which an airbender can hurl objects (or creatures) whose total weight is no more than 10 pounds/level through the air in the direction of the blast as a standard action. The target must be either within 5 ft of the airbender or along the path of the Air Blast, and can be flung up to ten feet past the line’s end. Objects within the line can be picked up by the wind and used as projectiles, requiring a ranged attack roll to hit a target. Weapons or similarly-sized objects deal their normal damage when ‘thrown’ this way (not including Strength bonuses or any weapon-based feats), and targets of this seed take damage as if they had fallen for the same distance they were thrown. Larger objects deal 1d6 damage for every 20 pounds of weight they have, and take falling damage as above if they successfully strike their target.
    Push: An airbender could alternatively choose to target a single creature or object with a concentrated blast of air to push them backwards, away from the airbender. This acts as a bull rush attempt against any target within bending range, with the airbender’s Wisdom score acting as his Strength score, and the bender gains a bonus to his bull rush check equal to half his airbender level. An airbender can channel this version of his air blast through an unarmed strike, essentially making it a melee attack that does not provoke attacks of opportunity, despite being a bending form, and also dealing unarmed strike damage on top of the air blast's effect.
    Throw: By manipulating the air currents around an object in his hands, an airbender can throw it at amazing speeds and with unusual control. By taking a standard action to throw any object he could normally use as a thrown like weapon, an airbender can double the object’s range increment, and may add half his airbender level to the attack roll. An airbender can also alter thrown object’s course by 45 degrees during its flight with a successful Airbending check equal to the form’s original DC. Additional course changes may be added, but each one imposes a cumulative +4 to the DC of their respective Airbending checks.
    Gust: An airbender can manipulate air into a large blast of wind as a standard action, affecting all creatures and objects in a line out to the bender’s bending range. Diminutive creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. And flying Tiny creatures are blown back 1d6×5 feet. Small or larger creatures are not affected by the gust effect, and a gust of wind can’t move a creature beyond the limit of its range. Any creature struck by the gust can make a Fortitude save to negate any of its movement effects. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do, such as propel a small boat with a sail, blow sand away from a flat surface, or send a stack of papers flying through the air. These effects can be 'moved up' by one size category (so that Small flying creatures are blown back, etc.) for every 10 points by which the Airbending checks exceeds the DC.

    Deflect Bending
    Base DC: 5

    The first defensive seed airbenders learn is to deflect the blasts from his opponents. During his turn, an airbender can choose to forgo any number of attacks in order to attempt to deflect any blasts or ranged weapons passing within 10 feet of the airbender. As an immediate action, the airbender can attempt deflect an enemy bender’s attack with an opposed attack roll. An airbender can deflect bending a maximum number of times equal to the number of attacks he is granted by BAB, and the Deflect Bending attempt uses the same base attack bonus as the attack forgone. If the airbender makes any attacks, he forgoes that opportunity to deflect bending. If the airrbender’s attack roll is less than his opponent’s, the blast is unaffected by the deflection attempt. If the airbender’s attack roll equals or exceeds his opponent’s, the blast is negated, deflected or swallowed up by a swirl of air. The Airbending DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.

    Flight – Beginning at 4th level, an airbender learns to manipulate the air currents around his glider, allowing him to fly. The airbender’s flight speed and maneuverability are shown on the above table. An airbender can fly for a number of rounds at a time equal to his Wisdom score. An Airbender must use a glider (such as his staff) in order to fly.

    Body of Air - As an airbender begins to subconsciously manipulate the air around himself, his motions become far quicker and easier for him to control, baffling others around him. Alternatively, and airbender can cause small air currents to support his body as if he were far lighter than he actually is. An airbender gains a bending bonus towards any Climb, Tumble, and Jump checks equal to his airbender level.

    Airbending Seeds

    Particles
    Base DC: 10

    Spoiler
    Show
    By kicking up small particles of dust and sand into the air, an airbender can obscure vision and blind opponents.
    Dust cloud: An airbender may make a hemisphere of dust 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 adds +5 to the Airbending DC per 5-foot increase. This seed does not work unless there’s a generous supply of sand or similar material in the affected area.
    Blind: By aiming a spray of sand or dust at an opponent’s eyes, an airbender can try to temporarily blind the creature. The airbender makes a ranged touch attack against a target’s AC, taking -5 on the attack roll because of the small area targeted. If the attack is successful, the target creature is rendered blind until the end of its next round.


    Run as the Wind
    Base DC: 10

    Spoiler
    Show
    Among the most frustrating of airbender qualities is the near-impossibility to pin them down. Heh. Well, good luck doing it now.
    Burst of Speed: By creating air currents in front and around him, an airbender can reduce his wind resistance and accelerate his running. An airbender can use this seed to increase his base land speed by 5 feet, plus an additional 5 feet for every four points by which the Airbending check exceeds the DC as a swift action. Note that the actual movement involved still takes a move action to use.
    On the Walls: By manipulating small currents of air around him, and airbender can support his own weight even against the force of gravity. On any turn in which an airbender moves at least 60 feet, he may run on a vertical surface, such as a wall or pillar, at no penalty; even straight up. An airbender must remain moving as he does this, and stopping for any reason causes the airbender to fall to the ground as normal; use of the Spring Attack feat to move before and after an attack could allow an airbender to attack while moving on a vertical surface, with other exceptions subject to DM approval.


    Air Burst (Template)
    Base DC: 10

    Spoiler
    Show
    By adding an additional +10 to the bending check, the airbender may apply this to Air Blast (Gust or Push). The air blast will now be applied to all targets (friend or foe) within five feet of the airbender’s location. The airbender may bend this airflow around targets caught in the burst radius by increasing the DC by a further +5 per target ignored by the airburst and may increase the radius of the form by 5 ft for every 5 points by which the bending check exceeds the DC.


    Air Thrust (Template)
    Base DC: 10

    Spoiler
    Show
    Add +10 to the Airbending check for an Air Blast (Push). The bender creates an outline of his body composed of compressed air and sends it charging towards within his bending range. The target takes 1d4 points of bludgeoning damage and is knocked back as if hit by an air blast and may take additional damage if applicable. The airbender may increase the concussive force of this blast to do more damage by increasing the DC of the check by +5 per die of damage to a maximum of the airbender’s class level.


    Airbender's Leap
    Base DC:15

    Spoiler
    Show
    There are many throughout the four nations that celebrate the airbenders' practice of ahisma, as should they ever wage war, no wall would stand in their way.
    • By making a jump as a full-round action, an airbender gains a bonus to his Jump check equal to his Airbending check. Also, as normal for airbenders, this jump is not limited by height.


    Air Scooter
    Base DC: 15

    Spoiler
    Show
    By compressing air into a whirling ball, an airbender can make a quick (and entertaining) ride or a useful deterrent to opponents.
    • By balancing on his ball of air before it disperses, an airbender can attain great speed and maneuverability. When using this seed, the airbender’s base land speed becomes 60 ft, and he can ride the air scooter on any surface that would normally require a climb check, including vertical surfaces, though he must move at least 30 ft per round to avoid falling to the ground on such a surface. An air scooter can be maintained for a number of minutes equal to half the airbender’s class levels. The Air Scooter can also traverse normally impossible surfaces, such as water, lava, or thin ice at no penalty, but cannot rise more than a few inches off the ground while the airbender is riding it.


    Sound Waves
    Base DC: 15

    Spoiler
    Show
    By manipulating air currents and ‘thickening’ or ‘thinning’ the air, the airbender may muffle the sounds she makes to move as quietly as a gentle breeze or as loudly as an avalanche.
    Stillness: By speeding the air up and forcing it away from herself, the airbender can slow or even cancel sound waves through the air around herself as she moves, granting her a bonus on Move Silently checks equal to her Airbender level. She can extend this to a friendly being within a 5ft radius by adding +10 to the DC per person. This seed requires concentration, so the airbender may only make a move action each round while using it.
    Resonating Sound: By thickening the air and compressing it, the airbender increases the potential for resonating sound energy. The airbender solidifies the air into a line and makes a noise like a crack of thunder through the line of thickened air, causing 1d4 points of sonic damage and forces the victim(s) to make a Fortitude save or be deafened for the Airbender’s Wisdom modifier in rounds. The airbender may elect to increase the damage by 1d4 by increasing the DC by +5 per die to a maximum of the airbender’s class level.


    Flowing Air Strike
    Base DC: 15

    Spoiler
    Show
    By manipulating the air currents around his limbs, an airbender can cause his strikes to come harder and more quickly.
    • When attacking in melee combat with unarmed strikes or a light weapon, an airbender gains a +1 circumstance bonus to attack and damage rolls, plus 1 more for every 5 points by which the Airbending check exceeds the DC. This seed can be maintained as a swift action every round.


    Levitate
    Base DC 20

    Spoiler
    Show
    Hover (Base DC 20): As a move action, an airbender can create rushing winds around his entire body, slowly lifting him into the air. This allows the airbender to move up to 10 ft through the air as a move action. This seed lasts as long as the bender can concentrate (a swift action, up to a maximum number of rounds equal to his class level), and the bender can move up or down as he desires. The bender’s maximum speed increases by 5 ft for every 5 by which the Airbending check exceeds DC.
    Twinkletoes (Base DC 10): By only pushing the air currents around him enough to make lighten his weight, an airbender can make himself exceptionally light on his feet. The airbender gains partial concealment against any creature sensing him through tremorsense, and gains a +5 bonus to Move Silently checks as long as he maintains this seed. This seed can also be used to walk across surfaces that would usually not support an airbender’s weight; such as thin ice, weak branches, floating leaves or similar surfaces. Executing and maintaining this seed are both swift actions, and the Airbending DC for maintaining this seed increases by a cumulative +2 every round.


    Air Scythe
    Base DC 20

    Spoiler
    Show
    One of the few truly damaging weapons in an airbender's arsenal, the air scythe is feared among those that would provoke an airbender to action.
    [Buffet: By compressing and suddenly releasing a violent wave of air, and airbender can pound their opponents from afar. As an attack action, an airbender can launch a ranged touch attack dealing 1d6 +1/2 airbender levels bludgeoning damage; plus another 1d6 damage for every 5 points by which the Airbending check exceeds the DC. All damage done with this seed is non-lethal, though an airbender wielding his airbender's staff can choose to deal lethal damage with this seed.
    Batter: An airbender wielding his airbender's staff can use this seed at the rate of his quarterstaff attacks. Otherwise, this seed is as above.


    Stormwinds
    Base DC: 20

    Spoiler
    Show
    A highly advanced technique in Airbending, this allows an Airbender to conjure up moderate winds to incredibly powerful winds of hurricane-strength ferocity. Rarely used as Airbenders are notoriously hard to anger, this form possesses devastating potential to all within its path.
    Gale Force: Stormwinds forms a cone of air which extends to the end of the Airbender's bending range which he may maintain by making an Airbending check each round at half of the initial DC to maintain. Using this technique is a full round action, and the wind blows until the Airbender’s next turn. This wind begins at a DC of 20 to begin at a wind category of Severe. The seed can be maintained up to a number of rounds equal to the bender's airbender level. By adding +10 to the Airbending DC, the Airbender may increase the force of this wind one stage per increase of the DC.
    Cyclone: The Airbender may also funnel the wind around himself in a 20ft radius that reaches 40ft high at an additional +10 DC to the bending check when using Gale Force.



    Deep Breath (Template)
    Base DC: 25

    Spoiler
    Show
    By adding +15 to an Airbending skill check DC, an airbender can do any form without using somatic components (though using the form still provokes attack of opportunity, as normal), as long as the bender’s mouth or nose is free and not gagged or otherwise hindered from opening. The form is performed as a cone of air from the bender’s mouth, a burst of wind from the bender’s nose that makes him fly high into the air, or any other appropriate description.



    Air Shield
    Base DC 25

    Spoiler
    Show
    The most powerful defense in the airbender’s arsenal, the air shield can protect against numerous attacks and other conditions. An air shield forms starting immediately around the airbender and pushes outward to a radius of 5ft, any creatures or objects no more than one size larger than the airbender are pushed to the edge of the air shield, unless a successful strength check with a DC equal to the Airbending check is succeeded. The air shield acts like a Wind Wall, preventing any and all projectiles up to the size of the airbender from penetrating the air shield, and creatures attempting to push through the air shield must succeed a strength check with a DC of the original Airbending check result. The shield also protects the airbender from any gases or liquids immediately around him. An airbender can increase the radius of the air shield by 5ft by increasing the DC by +5, up to a maximum of 30ft. Additionally, the airbender may choose to form the air shield around the maximum radius rather then starting around himself.
    Protect Allies: This application does not push any objects or creatures out of area like normal and increases the DC by +5. An airbender must concentrate using a standard action to keep the air shield, an airbender may also move with the airshield, but only at half speed, any actions besides movement and concentration results in the lose of the air shield.
    Flight: A highly skilled airbender has learned how to manipulate the air currents and the swirling air of the shield to allow limited flight while the air shield is active. Whenever an air shield is active, the airbender can make an Airbending check with a DC of the original DC to form the air shield +10, this allows the airbender to move with the shield with a fly speed of 20ft (good). The airbender must make this check each round to continue flying with a colmunalitive +2 to the DC. If the airbender fails the check while airborne, the air shield disappears and the airbender falls, but takes damage as if he fell 20ft plus the radius of the air shield less.


    Engulfing Winds
    Base DC 30

    Spoiler
    Show
    An airbender learns to manipulate the air currents to create a fast moving channel of turbulence, impeding movement. The current of air is 5ft wide and starts directly in front of the airbender, following a path the airbender specifies that continues away from her but may make any turns up to a 45 degree angle at any point along the path. The total length of the path cannot exceed 10ft per airbender level. The use of this seed takes a full-round action that provokes attacks of opportunity and requires a full-round action to concentrate each round or the effect is lost.
    Push: All objects and creatures in the area of the path are effected as if by the Air Blast(Push) created by an airbender with an effective level of twice this airbender's level, such creatures and objects that are moved by this ability are pushed along the path of the current until they reach the end. If the end is reached and the creature or object would be moved further, they are pushed out of the current in a line. Additionally, any creature attempting to move against the path of the wind must succeed in a strength check DC10 + the airbender's wisdom modifier to move at quarter speed. To move at half speed increases the strength check DC by +10 and another +10 to move at full speed. Creatures that are more stable such as dwarves or creatures with more than two legs or are of large size gain a +4 bonus to their strength check. Creatures of huge size gain a +10 bonus and creatures greater than huge are unaffected. Moving with the flow of the current is just as difficult, requiring a strength check as if moving against the current at quarter speed. Success means the creature may move at half speed, failure means the creature is affected by the Air Blast(Push) effect even if they normally would not be affected.
    [Containment: Just as creatures cannot easily move against the currents, a creature cannot exit the current easily once caught. A creature can exit the current only by taking a move action to make a DC 15 strength check, resulting in the creature standing adjacent to the path.
    Updraft: An airbender is not limited to making the path flow parallel to the ground, but may also have the path flow upwards at any point along the path. The path may bend upwards at a 90 degree angle, costing one 5ft of the length. Any creature in an upward bend gains a bonus to their jump check equal to twice the airbender's level and are considered to have a running start. The updraft can hold 20lb per airbender level in place along the updraft and slow downward movement to 5ft per round for objects of up to 40lb per airbender level or 10ft per round for objects up to 80lb per level.
    Downdraft: A downdraft works just like an updraft except the 90 degree bend is downward, forcing creatures down. Creatures in this area take a penalty to jump checks equal to the bonus given for updraft and fall twice as fast, so a 10ft fall would deal damage as a 20ft fall.
    Quick Draft: An airbender may take a standard action to create a temporary updraft that sends objects and creatures into the air along a straight upward path, the path follows the rules as normal, but can only have one 90 degree upward or downward bend and no other turns.


    Tornado
    Base DC: 30

    Spoiler
    Show
    Disperse: By manipulating air currents into a tight spiral, the Airbender can severely impede the movement of his/her foes. This form creates a small tornado anywhere within 30 feet of the Airbender, which can be moved 40 feet per round as a move action, has a 5 foot radius, and may be up to 40 feet tall. Upon contact with a creature, the tornado stops moving, even if it has movement remaining that turn. Creatures inside the tornado need to make a Reflex Save (DC + half the Airbender’s class level + the Airbender’s Wisdom modifier) or be stunned and flung to the side as if they were bull rushed (the Airbender makes a bull rush attempt against the target who failed using his Airbending skill check). Roll 1d8 to determine the direction the tornado throws the target. Even if the creature passes the Reflex Save, he/she still moves at half speed until out of the tornado. Creatures that are larger than the tornado gain a +4 circumstance bonus to their Reflex Save. The tornado lasts as long as the Airbender concentrates to maintain it (a standard action), up to a maximum number of turns equal to the Airbender’s class level.
    Capture: By manipulating air currents into a tight spiral, the Airbender can create a massive vortex of wind that forms as a tornado. This seed takes a full-round action to create a tornado around the airbender with a base 5ft wide and 15ft wide at the top and 30ft high. Whenever a creature of up to huge size occupies the same space as the tornado, that creature must succeed in a reflex save. If the creature fails the reflex save they are carried into the air along with the tornado, otherwise they take 2d6 damage. The creature is carried 5ft up on the first round and another 5ft every other round until it reaches the top. Each round the creature may make a reflex save to exit the tornado at any square adjacent to the creature’s current location in the tornado. If the creature remains in tornado that creature takes 2d6 damage. Creatures in the tornado are considered prone and have total concealment, additionally, the tornado protects all the occupants from projectile attacks as a Wind Wall spell. The airbender may locate himself any where inside the 5ft wide section of the tornado and may change position as a swift action. The tornado takes a certain amount of concentration that takes a full-round action on the part of the airbender, but the tornado itself may move up to twice the airbender’s base land speed. If the airbender would be hit by an attack, she must make an Airbending check to keep the tornado, otherwise the tornado disappears and the airbender is falls prone on the ground. For every 5 the Airbending check exceeds the DC the height and top width increases by 5ft.



    -----------------------------------------------------------------------

    The avatar himself is a tricky question, and I don't think that I'm personally capable of representing that well enough; though it may have been addressed in the original thread (There's a link in the first post), if you care to sift through all those pages.

    I'm also debating the multiclass situation. In the show, there really weren't any benders that seemed to go into any other 'class', but my opinion is that it's alot like spellcasting progression: many wizards would rather have a level drained than lose a level of spellcasting progression through multiclassing. As of now I'm letting them multiclass freely, but am open to persuasion either way.

    Earthbender seeds are well underway and should be done soon.
    Last edited by Eighth_Seraph; 2007-12-30 at 04:24 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
    Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
    Avatar By the amazing Mephibosheth

  15. - Top - End - #15
    Barbarian in the Playground
     
    knightsaline's Avatar

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    It seemed to me that the fire nation soldiers were multiclassed firebenders/fighters, while the question of airbenders/rouges could be answered by another show, saying that the element of air "blasts through anything". I can imagine an Air Blade being used to sneak attack (spot check = bending DC to spot the rushing blade of Wind, Ref save to jump out of the way)
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    Living Vengeful Gaze of God/Contingent True Resurrection: Kills you, kills itself, True rezzes itself, kills again, kills itself again, true rezzes itself again..........
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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    In the Waterbender seed list... is there a way to get full damage against objects? as Slice in Meph's? Also why does earth blast do half damage against objects...? I mean it's cool if you want it that way, or rather all elemental blasts do half against objects, but they are pretty much rocks flying at something and someone...

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Oh, did I not put Slice in there? My bad, I'll get right on that as soon as I'm done with the (nearly complete) earthbending seeds. I've also been looking over most of the episodes I've missed by checking out the Nickelodeon website and I've come up with some good ideas for new waterbending forms, too. Keep your eyes peeled for water walking, ice golems, multi-enemy attacks and all kinds of earthbending goodness to boot. It's gonna be fun.

    Also a quick question: I really don't see why Block/Deflect Bending should only work towards enemy blasts. I'm definitely revising it to work towards all kinds of bending, and making it opposed bending checks to balance that. My question is this: would it break benders if I allowed Block/Deflect Bending to apply to all ranged attacks? The benders would still have to forego an attack per attempt, but it would serve to undermine non-benders even more. Thoughts?


    (EDIT) Earthbender seeds up. Still need to write up Ripple, Earthquake, Earthen Grasp, Lava Flows, Engulf, Golem and, of course, Metalbending. Then I'll stat up Toph. Bwaha.
    Last edited by Eighth_Seraph; 2007-08-21 at 04:46 PM.
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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    I was wondering since block bending for earthbenders is generally just a small shield of stone, why shouldn't it block other range attacks? Personally, I think all block/deflect bending could work on all range attacks, still sacrificing attacks but make the bending DC like 15 + 2 for every iterate attack they try to block/defend if it's normal ranged attack. Like If a waterbender wanted to deflect an arrow the could easily a really thick wall of water... or a wall of ice. earth is pretty simple, and fire could just easily burn the projectile away... air... air is probably the best, cause it could just nudge the projectile to a different course. But that's what I just think...

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Ok, let’s get a more in depth look than before…

    The Bending System

    Just to make sure I’m reading the rules right, a bender intending to use a form needs to make a successful bending skill check against the DC of the specific form he/she wants to use. Then, if successful, the bender resolves all other necessary rolls/calculations/what-have-you. Is this correct?

    I like the flexibility of the system, and I think it conforms pretty closely to the model of the show where there are named bending forms with definite instructions but a lot of creativity and embellishment occurs. I also like the overbending option, which I think also nicely supports the way bending works in the show.

    My only remaining question is whether it’s possible to combine a seed with itself. The best example of this I can think of would be combining the breaker and transport forms of the Wave Waterbending seed to replicate the massive tidal wave Katara uses in the season 2 finale. This seems like something that should be allowed, but isn’t explicitly stated.

    Waterbender

    The Waterbender looks pretty good. It’s a good adaptation of the original class, and I like some of the new forms. I do have a few comments:
    • I think that the Waterbending DC for evaporating/condensing water should be increased. I know that this wasn’t included in the original class, but I think it should be more difficult to draw water from the air than it should be to melt ice or freeze water. Maybe bumping the DC up to 15 would be appropriate.
    • Why did you use swim instead of the original ski movement ability for this version? I don’t necessarily object, I’m just curious as to why. I can’t think of any examples of Waterbenders swimming, but Katara uses a water-ski-like ability multiple times.
    • Is Circular Attack still a class ability? The description is still there, but it’s not on the chart.
    • Ice Shards – I like the seed, and I like the ranged option working in a cone (though perhaps adding a line option wouldn’t be a bad idea), but I think that, instead of specifying a number of shards, it should deal 2d4 base damage and can be increased by 1d4 by bumping up the DC. It makes more sense to me that a cone or line would be filled with many little shards instead of a few larger ones. I also think that the spikes option should have an option of bumping up the base damage by adding to the Waterbending DC. As it is, it kinda loses utility at higher levels.
    • Healing Water – I think you need to bump up the base DC for both Wounds and Major Wounds. A first-level Waterbender with a 16 wisdom and Skill Focus would have 4 ranks, +3 from Wisdom, and +3 from Skill Focus resulting in a total of +10, automatically healing 2d8 HP unlimited times per day. I think a DC of 10 or even 15 (healing is supposed to be pretty hard, even for Waterbenders) would be more appropriate. Likewise, I think that Major Wounds needs a major DC bump. A 10th level Waterbender would have 13 ranks, at least +4 Wisdom, +3 Skill Focus, and +2 Synergy, resulting in a +22 Waterbending modifier. That means they can regrow limbs on a roll of 8 or more. Way to easy for an ability that duplicates a 7th level spell. I’d say a DC of 40 or more would be better. Finally, I think there should be a way for Waterbenders to cure ability damage.
    • Pressure – I think this would be a wonderful place to put the Slice form.
    • Armor – I like the way Ice Armor works. The only suggestion I have would be to specify that Ice Armor, unlike other versions of armor, does not impose an armor check penalty on Waterbending checks.

    Otherwise, I really like it! Nice work!

    Comments on Earthbenders and general suggestions to follow at a later date.

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Healing water could use a bump to DC 10, as meph said, it's an easy 2d8 heal unlimited... at ten, it's at least 1d8 at first level... taking things into context, there aren't any other fast ways to heal in avatar world... but in an open DnD game, Waterbenders would take up the cleric spot real quick. Waterbending Heals work so much as as long as there's water, so it's sort of limited but not quite. The one that replaces limbs... sure it's a normal thing in DnD, but in the avatar world... not so much so. I'd agree with a really high DC, probably around the same level as Puppet. Hmmm ability damage... yeah, completely missed that... it needs to be there... I would probably say like DC 15 or 20, and well.. wow, restoration is sort of crazy. Maybe a seed like restoration, and put staggered DC's to represent lesser, normal, and Greater...

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Thank you both for the input. To be honest, I've been worried about all of the DCs being too low, but I was most worried about Healing water. I'll pump up the DC a bit, especially for Major Wounds.

    About Ice Shards: I based the form there from the episode where Katara taught Aang the Octopus Form, and how she threw some decently dagger-sized shards at him, though I suppose an area effect wouldn't be a bad thing to add. The reason I made it in a cone was because throwing various shards in a wide spread takes far longer than a standard action. What I want to do with waterbending is add more ice-based seeds in order to make it possible for someone to be an ice specialist or a water specialist. The waterbending master in the North Water Tribe definitely seemed like he knew his way around ice better than water, and I doubt that the swamp waterbender have ever even seen ice.

    On Healing Water/: I'll make sure to bump up the DC, like I mentioned earlier, but I'm still worried that a party near a source of water will be starting at full health by burning ten minutes at most for healing. I'm planning to put the other, more powerful, healing options into a prestige class later on. I figured that every setting needs a healstick, and a waterbending prestige class is a perfect place to put it, methinks. Plus, if a waterbender could heal ability damage, overbending would run rampant, though I imagine the risk of Con drain would discourage even the most daring bender.

    As for the swimming ability, I don't think I've ever noticed the water ski you put in there, so I replaced it with something that made more sense to me. If you can point me towards an episode I could take a look at, then I'll bring it back or make a new seed for it, as appropriate. I'll alter Wave to allow a waterbender to ride the crest of the offensive form, too; but keep the secondary version for when she doesn't need to wreak havoc. I'll start writing up Slice and I'll put Circular Attack in the table.

    Current waterbending seeds pending: Blizzard, Golem, Water Walk, Slice, a separate Water Whip form, some as-yet-undefined snow seeds.
    Last edited by Eighth_Seraph; 2007-08-22 at 04:34 PM.
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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    I was hoping for a waterbender prestige to be based in healing... I had some ideas for it... with this system, probably some class abilities that lower some of the DC's for healing things, new healing seeds, and some nice save or dies... basically a more cleric-y waterbender. Mostly healing, but good in a pinch hit fight.

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    A few more comments:

    Waterbender

    Ice Shards – I think, if that’s your model, I’d say they should function like thrown weapons (i.e. requiring a ranged attack roll, perhaps doing damage as daggers + cold damage). Or you could fold that use of the form into the melee version, basically allowing the Waterbender to create thrown weapons. As an AoE, check out the ice shards she uses on Jet in Lake Laogai. They definitely seem more like a line AoE.

    Ice-Based Seeds – Hmm. How ‘bout a cage version like Master Paku uses on Katara in their duel in The Waterbending Master? Or maybe a high-DC form that duplicates the Freeze spell (from the Spell Compendium). Maybe modeled after the way Katara freezes the two Earthbending students in The Blind Bandit.

    Ski/Skate – Check out The Serpent’s Pass episode for Katara water-skiing. Incidentally, The Avatar Portal is a good place to watch episodes.

    Healing Water – Maybe limit the number of times that specific form can be used. Perhaps Wisdom mod/day or half class level/day. Healing seems pretty uncommon in the show, so I think the seed should also be somewhat limited. Maybe bump the DC up even more to 15, or reduce the dice healed to d6’s.

    Healing PrC – Sounds like a pretty good idea, especially for Northern Water Tribe members like Yagoda who specialize in nothing else. However, I don’t like the idea of including save-or-dies. I would like to keep their use as limited in this setting as possible. The show only has one instance of a save-or-die. Plus, healers in the show (with the exception of Katara, who does it naturally) aren’t fighters, and I think we should follow that model as much as possible. Give them Water Blast progression and new forms, but no save-or-dies. A healer should be noticeably inferior to a normal Waterbender as a combatant.

    Earthbender

    I don’t see anything glaring that needs modification. Solid work! I’m looking forward to the new seeds. Do you need help stating any of them up?

    General Comments

    Like I said, I love the system. The more I read about it, the more I like it. I’m really looking forward to seeing the Firebender and Airbender. That said, I have some general comments:

    Blast Attacks – I think that, with the exception of the Airbender’s Air Blast we should require a normal ranged attack roll rather than a touch attack. With the absence of casters in this setting we have a good opportunity for normal fighting types to shine a bit more, and requiring a normal ranged attack brings benders power level down a bit, making a melee build a bit better. It also makes multiple blasts per round a bit less crazy. Plus, the more I watch the show (and, since I pulled the above episode names and scenes completely from memory, says I’ve been watching the show perhaps too much) the more I think it supports bending blasts being normal attacks. The Air Blast I think we can leave as a touch attack because (unless you’re changing it substantially) it has far less direct damage potential and it requires normal attack rolls sometimes anyway (blasting objects into opponents, etc). Those are just my thoughts at the moment.

    Deflect Bending – I think it wouldn’t be too unbalanced to allow benders to deflect non-blast bending attacks (maybe even nullify AoE’s at high levels). However, I think we need to couple that with a feat that allows non-benders to do the same. I also think we should modify DeflectArrows for this setting so that it doesn’t require Improved Unarmed Strike. Maybe combine the two into one feat…*ponders*

    So those are my thoughts at the moment. Again, I really like the way this is going.

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    Last edited by Mephibosheth; 2007-08-27 at 08:51 AM.
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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Hm. I think these build off of the originals quite nicely, and they convey much more creativity to the player, IMO. Good job.

    Eagarly awaiting Fire/Air benders.
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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    You should let waterbenders use their own body water. With consequences, of course (like the death curse from The Dresden Files). Maybe add a DC 50 or 60 ability that lets the bender draw the water out from someone.

    Can puppet lift them into the air? Just how affectable is water inside of bodies?

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    The reason I suggested Save or Dies, and I would suggest keeping touch range attacks for blast to basically put on par with a less world specific game. I know in the show, a lot of the things I'm mentioning, and other things don't come up, and you rarely see healer waterbender types... But in the card game, there is a character (Kinto) who is constantly playing with people's bodies, causing stomach aches, and being a sort of unscrupulous with his waterbender abilities. The feat part for something like deflect arrows would be interesting, I think you should make it a feat for deflection and block to work non-bending attacks, basically deflect arrow with different prereqs... like deflection or block bending, and dex 13... I'd rather not limit the number of healing uses through any stat, but rather make so that you can't salvage the water used in the healing seed. Since you need quite a bit of water to actually use the healing seed, most of the times they've shown healing waters involves large bodies of water or if a small amount is used, Katara hasn't been able to reuse that water. I'd sort of like to actually use these classes in a less world specific campaign too...

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Alright, I'll get back to all the comments on the waterbender and blasts after I finish up the earthbending seeds. Now, I've got a good idea that will make things alot more interesting and make the firebender feasible when I make it.

    Basically, it involves making some seeds into templates to apply to other bender abilities by upping the Bending DC. In the case of Metalbending, it would be a template that would extend the use of Move a Rock, Earth Blast and would also include a use for bending the weapons and armor of opponents. Of course, this could end up alot of like maneuvers; with stances, techniques, and templates making up a bender's repertoire. What says the playground?
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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Sure, why not? You're still showing the mechanics of the system to the players, and letting them create their own abilities on the fly, so unless they create their 'maneuvers' before hand, there's still quite a bit of creative juice flowing.

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Yeah, even if they sort of make some maneuvers and the like before hand, as long as you put up the proper DC, I think it should work out fine.

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    Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

    Is there any chance that after you finish these, you could go back and redo the warlock like this?
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