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

    Avatar: the Last Airbender d20 – Bending and Base Classes


    This bending system prioritizes creativity and versitility over ease of use. It requires additional dice rolls to adjudicate, but allows benders to combine bending seeds to create a wider range of options. This thread is intended for discussion of the bending base classes, bending prestige classes, bending seeds, feats, and other content related to the bending system.

    Current Topics of Discussion/Unresolved Topics
    • Strength DC’s for breaking out of immobilization forms
    • Lavabending
    • Communal Bending
    • Influence of the Sun and Moon
    • Bending Study Feats
    • Redirect Lightening
    • Quickening Bending
    • Bending and Two-Weapon Fighting, Flurry of Blows, Rapid Shot, and other ways of increasing number of attacks
    • Weapon and Armor Proficiencies
    Last edited by Mephibosheth; 2008-02-04 at 05:24 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    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). 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 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.

    Template Forms: Template forms can be applied to other bending forms (hereafter referred to as the "base form"), altering their characteristics and increasing a bender's versatility. Template forms increase the Bending DC of the base form

    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.

    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 Bendig DC), but provoke an attack of opportunity for doing so.

    Motion: Unless stated otherwise, all bending seeds have somatic components and are difficult to use with restricted mobility. A bender takes -10 to the bending check to do a form while prone.

    Saves: Any saves in response to a bending form has a DC 10 + half the bender’s class level + the bender’s Wisdom modifier.

    Bending Blasts and Iterative Attacks: All benders have the ability to project bending Blasts as a basic ranged attack. Descriptions of the various Blast abilities can be found in the individual class write-ups. In general, a bender can make a number of Blast attacks per round equal to the number of iterative attacks she can make, as determined by her Bast Attack Bonus. As a general rule, benders cannot increase the number of Blast attacks they can make by taking feats or gaining class abilities. There are, however, two exceptions to this rule. A Firebender's Firestorm ability allows him to make a single additional Fire Blast attack as part of a full round attack. Additionally, a bender can take the Rapid Shot feat, increasing the number of Blast attacks she can make in a full round attack. A Firebender with both Firestorm and Rapid Shot can make two extra Fire Blast attacks in a full round attack.

    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 addition -4 to all checks, for a total of -8.

    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

    {table=head]Failed By|
    Effect

    1-5|Fatigue
    6-9|1d4 Con damage
    10-14|2d4 Con damage
    15-19|3d4 Con damage, Exhaustion
    20-24|4d4 Con damage
    25-29|Unconsciousness1, 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 DC 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.

    Quickened Bending: Powerful benders learn techniques intended to improve their economy of motion and allow them to bend more quickly. By increasing the Bending skill DC of a seed by +10, a bender can perform a seed that normally requires a full-round action as a standard action. By increasing the Bending skill DC of a seed by +20, a bender can perform a seed that normally requires a standard action as a move action. Unless otherwise stated in the seed's description, no seed can be performed as a swift, free, or immediate action. If you attempt to quicken a bending seed but fail to meet the necessary DC, you fail to execute the seed as normal, though you can attempt to execute the seed a second time with any remaining actions.

    Finally, to facilitate discussion and access to information, here's a table that lists typical bending skill modifiers for benders at different levels.

    {table=head]Level|MBM1, 14 Wis|Roll, 14 Wis||MBM, 16 Wis|Roll, 16 Wis||MBM, 18 Wis|Roll, 18 Wis
    1|+9 (4+SF+Wis)|19||+10|20||+11|21
    2|+12 (Synergy)|22||+13|23||+14|24
    3|+13|23||+14|24||+15|25
    4|+14|24||+15|25||+16|26
    5|+15|25||+16|26||+17|27
    6|+16|26||+17|27||+18|28
    7|+17|27||+18|28||+19|29
    8|+19 (16 Wis)|29||+20|30||+21|31
    9|+20|30||+21|31||+22|32
    10|+21|31||+22|32||+23|33
    11|+22|32||+23|33||+24|34
    12|+23|33||+24|34||+25|35
    13|+24|34||+25|35||+26|36
    14|+25|35||+26|36||+27|37
    15|+26|36||+27|37||+28|38
    16|+28 (18 Wis)|38||+29|39||+30|40
    17|+29|39||+30|40||+31|41
    18|+30|40||+31|41||+32|42
    19|+31|41||+32|42||+33|43
    20|+32|42||+33|43||+34|44
    [/table]
    Last edited by Mephibosheth; 2008-03-09 at 06:24 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    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

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


    1st|+0|+0|+2|+2|Air Blast, Wind Shaping, Body of Air|+0|1|+4

    2nd|+1|+0|+3|+3|Deflect Attack|+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|+1|+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|+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.

    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. An Air Blast is a ranged touch attack that originates in the airbender's square, and an airbender can use as many Air Blasts in a full-round attack as his base attack bonus allows.

    If a creature is struck by an Air Blast, it resolves as a bull rush attempt, with the airbender’s Airbending check opposed by the target’s Strength or Dexterity check (whichever is greater). Additionally, creatures successfully blasted by an Air Blast must make a Reflex save or be knocked prone at the end of the blast. Creatures blasted into a solid object (a wall, large rock, cliff face, or similar massive object) take 1d6 points of nonlethal bludgeoning damage for every 5 class levels the airbender has.

    An airbender can also affect objects weighing 5 pounds per level with his Air Blasts (this weight limit does not affect the ability of an airbender to bull rush a creature with his Air Blasts). An airbender can hurl an object with a maximum range of 50 ft plus 5 feet per level. Weapons hurled by an Air Blast deal their standard damage and do not benefit from bonuses to damage from a high Strength score or weapon-based feats. Hard, dense objects hurled by an Air Blast deal 1d6 points of bludgeoning damage for every 25 pounds of weight (minimum 1d6, even for objects weighing less than 25 lbs). Less dangerous objects deal 1 point of bludgeoning damage for every 25 pounds of weight. The airbender must succeed on a ranged attack roll to hit a creature with a projectile in this manner.

    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, an 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 half his airbender level. Additionally, the maximum height an airbender can jump is not limited by his height.

    Wind Shaping
    Base DC: 5

    With minor effort an airbender may bend the air around him to create simple, pragmatic effects.
    Body Burst: The airbender may force the air around his body to rush away from him and push small things away. Be they circling insects, dirt and mud on his clothes, or annoying lemurs, the airbender may make an Airbending check to move things away from him in a 5 foot radius, pushing them 5ft. Creatures of size Tiny or larger may resist with a Strength check opposed by the airbender's Wisdom check, provided they weigh more than one pound.
    Hand of Air: A technique of convenience, the airbender learns to move objects by manipulating the air pressure and wind currents around an object. So long as an object that weighs less than 5lbs is within his bending range, an airbender may move it anywhere within his bending range. For every 5 by which his Airbending check exceeds the DC, the maximum weight an airbender can manipulate with this ability increases by 5 lbs. Objects shaped so as to catch air (such as an airtight bag) may grant bonuses to this check, and objects specifically designed to be transported in this way halve the DC of Airbending checks used to move them. This object does not travel fast enough to cause damage. This may also be used to simply blow small amounts of air over and around objects, such as to perform minor acts of mischief or to cool hot food.

    Deflect Attack
    Base DC: 5

    Early in their training, airbenders learn to block or deflect attacks directed at them and their companions. Once per round, an airbender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft/3 class levels. Negating this attack requires that the airbender succeed in an opposed attack roll. If the airbender’s attack roll is less than his opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action.

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

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

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

    Evasion – An airbender can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the airbender is wearing light armor or no armor. A helpless airbender does not gain the benefit of evasion. Beginning at 10th level, an airbender gains the Improved Evasion ability. This ability works like evasion, except that while the airbender still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save.

    Improved Unarmed Strike – Airbenders gain Improved Unarmed Strike as a bonus feat at 3rd level.

    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 class level before setting down (though he can resume flying again at any time). Beginning at 10th level, an airbender can fly indefinitely before setting down. An airbender must use a glider (such as his staff) in order to fly.

    Dodge – Beginning at 1st level, an airbender adds his Wisdom modifier to his AC, as the monk ability. Additionally, beginning at 4th level, an airbender gains a dodge bonus to AC as a result of his emphasis on defensive motion and combat. He loses this bonus when he wears armor or is carrying more than a light load.

    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 his bending range with a radius of 10 ft. The cloud 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 cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. 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, and does not work underwater.
    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.
    Burst of Speed: By creating air currents in front of and around him, an airbender can reduce his wind resistance and accelerate his running. An airbender can use this seed as a swift action 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. Note that the actual movement involved still takes a move action to use.
    On the Walls: By manipulating small currents of air around him, an 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.

    Palm Bow
    Base DC: 15

    Spoiler
    Show
    By moving his hands in a rapid spiraling motion, an airbender brings in existence a tunnel of rushing winds between his palms. This wind tunnel is able to propel small projectiles with heightened force and accuracy.
    Applications: An airbender using this seed may launch a number of small projectiles (arrows, bolts, shurikens, stones, etc) equal to 1/2 his class level. The projectiles must be within a 5 ft radius of the airbender to be used in this seed, though other characters can supply the airbender with ammunition while he is maintaining the seed. Inititating this seed is a standard action, and an airbender can maintain the tunnel by taking a full-round action each round for a maximum number of rounds equal to his class level (requiring an Airbending skill check each round to maintain the tunnel). The projectiles are launched in a line, the length of which is equal to the airbender's bending range. Creatures caught in the line take 1d6 points of damage for each projectile launched, and are allowed a Reflex save for half damage. If the line deals enough damage to a barrier to break through it, it continues on past the barrier if the range permits; otherwise, it stops at the barrier. An airbender must only make one Airbending check each round for all projectiles thrown.

    Air Burst (Template)
    Base DC: +10

    Spoiler
    Show
    By adding an additional +10 to the bending check, the airbender may apply this template to any seed that targets one or more creatures. The seed 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
    Base DC: 10

    Spoiler
    Show
    You create an outline of his body composed of compressed air and send it charging toward your target.
    Applications: The airbender sends a blast of air similar to that of the Air Blast towards a target within a line 50 feet. 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 1d4 per class level.

    Sustained Gusts (Template)
    Base DC: +10

    Spoiler
    Show
    This template can be applied to an airbender’s Air Blast, transforming the normally-instantaneous burst of air into a sustained gust. This sustained gust takes the form of a line with a length equal to the airbender’s bending range. It no longer requires a ranged touch attack to hit the target, but the target is allowed a Reflex save to negate the effect of the Air Blast. Targets that fail their Reflex save are affected as normal by the airbender’s Air Blast, take a -4 penalty to opposed ability checks to resist bull rush, trip, and overrun attempts, and are considered checked. Targets that fail their Reflex save but successfully resist the effects of the Air Blast can make a DC 15 Strength check to move out of the area of the gust.

    Using an Air Blast in conjunction with this template requires a full-round action to initiate and maintain. An airbender can maintain a Sustained Gust for a number of rounds equal to his class level. An airbender can increase the maximum duration of a Sustained Gust by increasing the DC of the seed by +5 for every extra round.

    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 he 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 himself, the airbender can slow or even cancel sound waves through the air around herself as he moves, granting him a bonus on Move Silently checks equal to his airbender level. He can extend this to a friendly creature 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 forcing those affect to make a Fortitude save or be deafened for a number of rounds equal to the airbender's wisdom modifier, minimum 1. The airbender may 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 with which he is proficient, 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 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
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    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. An airbender wielding his airbender's staff can use this seed at the rate of his quarterstaff attacks.

    Deep Breath (Template)
    Base DC: +15

    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.

    The Four Winds (Template)
    Base DC: +20

    Spoiler
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    This template can be applied to any targeted airbending seed or any area of effect seed that takes the shape of a line.
    Point of Origin: Using this application, an airbender can cause the selected airbending form to originate at any point within his bending range and proceed in any straight line he chooses, including vertical lines.
    Twists and Turns: Using this application, an airbender can cause the path of an airbending form to turn and twist. The path of the form may include a number of turns equal to half the airbender’s class level, with each turn having a maximum of 45 degrees. An airbender can increase the number of possible turns by increasing the DC of the form by +5 for every additional turn.

    Stormwinds
    Base DC: 20

    Spoiler
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    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. 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.

    Air Shield
    Base DC 25

    Spoiler
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    The most powerful defense in the airbender’s arsenal, the air shield can protect against numerous attacks and other conditions. An air shield forms as a dome or sphere 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 as the Wind Wall spell, 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 than the actual distance.

    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 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 or be stunned for one round and flung 5 ft per level in a horizontal direction of the airbender’s choosing. 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. Objects inside the tornado are flung 5 ft per class level of the airbender in a direction of the airbender’s choosing.

    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. For every 10 the Airbending check exceeds the DC the height and width (at both top and bottom) of the tornado increases by 5ft.

    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. An airbender must remain within the radius of this tornado, and can move with the tornado at a rate equal to the airbender’s base land speed.

    Whenever a creature of up to huge size or smaller 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 per round. 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. If the airbender is 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 10 the Airbending check exceeds the DC the height and width (at both top and bottom) of the tornado increases by 5ft.
    Last edited by Mephibosheth; 2008-07-01 at 12:38 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Earthbender

    Strong and steady, earthbenders are a highly disciplined group with the ability to manipulate stone, soil, crystal, and other earth-based substances. They can attack aggressively with hurled boulders, or they can be bastions of [defense behind walls of stone and giant fissures.
    Adventures - Many earthbenders are attached to earth Kingdom military units and adventure at the command of their superior officers. Others wander for personal reasons including acquisition of wealth and power, to fight in earthbending tournaments, and to find an earthbending Master to help them improve their skills.
    Characteristics - Of all the bending arts, earthbending is perhaps the most balanced, strong in both offense and defense. On the offense, earthbenders can hurl large boulders at their enemies, trap their enemies in cages of stone and soil, immerse their enemies in earth, or throw them off balance with localized earthquakes. On the defensive, they can raise stone walls out of the ground, encase their bodies in earthen armor, and hurl their enemies away with quickly-rising columns of stone.
    Alignment - An earthbender's training and lifestyle is one of rigidity and endurance. As such, they tend to be lawful. However, unlike other bending disciplines, earthbending lacks any dominant moral imperative and earthbenders fall all over the good-evil axis.
    Religion - Earthbenders are incredibly self-sufficient and, as a group, show little predilection for religion. Some revere the earth King as a minor deity, but many do not.
    Background - Many earthbenders have a military background, employing their formidable powers for the benefit of the earth Kingdom. Others learn in earthbending schools as children. Still others have private tutors.
    Races - All earthbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the earth Kingdom.
    Other Classes - Earthbenders find the evasive style of Airbenders difficult to deal with, and prefer to stand their ground and fight than dodge attacks. They work well with almost all kinds of Benders, where their balance of offense and defense allows them to fill many roles. They also work well with the martial classes for the same reason.

    Abilities - A high Wisdom score is essential to an earthbender as it determines the save DC's of many of her best abilities. High Constitution and Strength are also helpful if the earthbender chooses to take advantage of her weapon and armor skills and engage in melee combat.
    Alignment – Any
    Hit Die – d8

    Class Skills – Climb (Str), Concentration (Con), Craft (Int), Earthbending (Wis) Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Spot (Wis)
    Skill Points at 1st Level – (4 + Int Modifier) x4
    Skill Points at Each Additional Level – 4 + Int Modifier

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


    1st|+0|+2|+0|+2|Earth Blast 1d6, Move a Rock|1|+3

    2nd|+1|+3|+0|+3|Deflect Attack|2|+3

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

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

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

    6th|+4|+5|+2|+5|Climb 30 ft|4|+5

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

    8th|+6/+1|+6|+2|+6|Climb 40 ft|5|+5

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

    10th|+7/+2|+7|+3|+7|Earth Blast 3d6|6|+6

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

    12th|+9/+4|+8|+4|+8|Climb 50 ft|7|+7

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

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

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

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

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

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

    19th|+14/+9/+4|+11|+6|+11|Climb 60 ft|10|+9

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

    Class Features

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

    Earth Blast
    Base DC: 5

    The first offensive ability an earthbender learns is to levitate the earth beneath her and punch or kick it at great speeds towards her opponents. A blast deals 1d6 bludgeoning damage at 1st level and increases in power as the earthbender gains levels, as shown above. A blast is a ranged attack, and an earthbender can use a number of blasts in one round equal to the number of iterative attacks she can make (as determined by her BAB). A earthbender can only use blasts when there is a source of open earth within her bending range. A earthbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the earthbending DC, but still suffers penalties for concealment, as appropriate. Because of the strength required to move a stubborn element like earth, an earthbender may apply his Strength modifier instead of his Dexterity modifier to an Earth Blast's attack roll, if she wishes; and she also adds her Strength modifier to damage.

    Deflect Attack
    Base DC: 5

    Early in their training, earthbenders learn to block or deflect attacks directed at them and their companions. Once per round, an earthbender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft per 3 class levels. Negating this attack requires the earthbender succeed in an opposed attack roll. If the earthbender’s attack roll is less than her opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action.

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

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

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

    Move a Rock
    Base DC: 5

    The most basic of the earthbending seeds, manipulation involves simple movement or shaping of earth or stone.
    Movement: The base DC is for moving a 5-foot cube of earth up to 5 ft per round in any direction. Adding another 5-foot cube of earth to a seed increases the Earthbending DC by +4 per cube, and moving the earth an additional 5 feet adds +2 to the DC. This use of the seed is a move action.
    Shaping: This seed can also be used to manipulate the basic shape of earth or stone, though it does not allow intricate detail. For example, creating a sculpture of a humanoid is possible, but making one of a specific person is not, and the sculpture comes out rough and bumpy; creating a sculpture of a specific race is also difficult, but telltale features (like an elf’s ears) could give it away. The base DC is for manipulating the shape of a Diminutive mass of earth stone; the Earthbending DC increases by +5 for every size category larger than Diminutive the sculpture is, and this changes to +10 for every size category larger than Large it is. This use of the seed takes one full-round action, plus two more for every size category larger than Diminutive the sculpture is. Shaping stone is essentially cutting away chunks from a block of stone, while shaping earth is actually altering its shape.

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

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

    Earthbending Forms - Most earthbending seeds require a significant amount of earth. Earth is defined as soil, stone, crystal or any other naturally occurring mineral (metal ores works, too; but worked metal requires special training); though earthbenders have very limited control over sand and it may not be used in earthbending forms. The amount of soil used in bending forms is usually not enough to change the landscape, though using stone does leave noticeable gaps from where it was drawn. Using stone from a stone floor turns the square from where the stone was drawn into rough terrain.

    Earthbending Seeds

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

    Dust
    Base DC: 10

    Spoiler
    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 dust anywhere within her bending range with a radius of 10 ft. The dust 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 dust in 4 rounds; a strong wind (21+ mph) disperses the dust 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. If the attack is successful, the target creature is rendered blind until the end of its next round. The target creature can make a Reflex save to negate this effect. For every 5 points by which the earthbender's Earthbending check exceeds the DC, the Reflex save DC to negate the blindness increases by +1.

    Earth Wall
    Base DC: 10

    Spoiler
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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 or be carried with the wall. The DC for this save increases by +5 for every 5 feet away from the nearest gap to the wall. A successful Reflex save means the creature is able to avoid the wall and jump to the nearest unoccupied square, provoking attacks of opportunity while doing so.

    Column
    Base DC: 10

    Spoiler
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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

    Spoiler
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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

    Spoiler
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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 bonus to AC (including touch AC) as a move action. For every 4 points by which the earthbender exceeds the base DC, the damage reduction increases by 1. Maintaining the earthen 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. An earthbender can concentrate on maintaining this seed as a Swift action.
    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: Varies

    Spoiler
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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.
    Tremorsense (DC 15): An earthbender using this form can take a move action to listen and feel the minute movements of the ground. She automatically pinpoints the location of anything within a 10 ft radius that is in contact with the ground, including underground, plus 5 feet for 2 points by which the Earthbending check exceeds the DC. The range of this tremorsense is halved when the Earthbender is standing on sand or similarly loose soil. An earthbender cannot use this ability when not in contact with the ground in some way (i.e. while flying, swimming, standing on ice on a lake, etc.). The earthbender can use this form as a swift action, but doing so increases the Earthbending DC by +10, or she can choose to continue focusing on this form as a full-round action for as many turns as she wishes, sensing anything new that comes into the area.
    Lie Detector (DC 30): By concentrating on the minute vibrations a person’s body sends through the earth, an Earthbender can tell if a person’s words are true or false. The Earthbender must be within 10 feet of the target and the two must be connected by a contiguous area of earth or stone. The target of this seed can make a Will save to lie undetected, gaining a +1 bonus to this save for every 5 ranks the target has invested in the Bluff skill. For every 5 by which the Earthbender’s skill check exceeds the base DC, the distance at which she can detect lies increases by 5 feet.

    Steady Stance
    Base DC: 15

    Spoiler
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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 stone 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

    Spoiler
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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 difficult terrain in an area with a radius of 5 feet. Anyone caught in the radius during this seed takes 2d6 bludgeoning damage if they fail a Reflex save as the ground turns and buckles beneath them. It costs 2 squares of movement to enter a square with dense rubble. The Balance and Tumble checks on dense rubble take a -5 penalty, and Move Silently checks take -2. The radius of the rubble increases by 5 ft for every 5 points by which the Earthbending check exceeds the DC.
    Misstep: True to the teachings of neutral jing, an earthbender can wait and prepare an action (a readied action) to use this seed against a particular opponent. The earthbender focuses on her opponent’s movement, following its footsteps, ready to act. If the opponent moves more than 5 ft along the grand, the earthbender may wrench the ground violently beneath her, dealing 2d6 points of damage and immediately stopping the opponent’s movement on a failed Reflex save. If the save is failed by 5 or more points, the opponent is also knocked prone. By adding +10 to the Earthbending DC, the earthbender can also attempt to twist her opponent’s ankle with this seed; doing so requires the opponent to make a Fortitude save if it fails its Reflex save. Failing the fortitude save imposes a -2 penalty to Dexterity and -10 feet to base land speed. This seed makes the affected square difficult terrain, as above.

    Compact
    Base DC: 15

    Spoiler
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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 within her bending range, plus another for every 2 points by which the Earthbending check beats the DC to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
    Soften Landing: Similar to Soften Earth, this use of the seed allows a falling earthbender to soften the ground below her before she lands as an immediate action once per round, taking damage as if she had fallen half the actual distance.

    Golem
    Base DC: 15

    Spoiler
    Show
    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

    Spoiler
    Show
    Your ability to manipulate the earth gives you impressive maneuverability and speed. You can use the earth to enhance your ability to run at great speeds or for long distances, and you can even move through solid earth.
    Running Snail: By shaping crude hemisphere of soil or mud around her feet and moving these swirly ''stilts'' like snails, the earthbender may now move for extended periods of time at an accelerated rate. Forming these “stilts” is a full-round action. The earthbender may now run for 1 minute per earthbender level. Additionally, the earthbender’s running speed is increased as if she had the Run feat. The earthbender may improve her base speed by +10ft by increasing the DC of the form by +10. While moving in this manner, the earthbender is also considered a Large creature for the purposes of Overrun actions. When utilizing this power to make a forced march, the earthbender receives a circumstance bonus equal to the character's earthbender level to Constitution checks to continue the forced march.
    Earth Jump: Using this seed, an Earthbender can transport herself through the earth to any point within 25 feet. The Earthbender’s starting and ending points must be connected by a contiguous area of earth or stone at least 5 feet thick at all points. For every 5 by which the Earthbender’s skill check exceeds the base DC, the distance she can travel increases by 5 feet. Additionally, by increasing the base DC by 20, an Earthbender can use this seed as a Move action.

    Catapult
    Base DC: 20

    Spoiler
    Show
    Earthbendering is often the least mobile of the bending disciplines, with earthbenders often preferring a solid stance to a quick dodge. This, however, is not always the case.
    Transport: By using this seed, an earthbender thrusts a small column of earth and stone powerfully up from below her at any angle she wishes as a move action, launching herself or another creature or object 20 ft in any direction (including straight up). This distance can be increased by 5 ft for every 2 points by which the Earthbending check exceeds the DC, and affecting an additional target adds +4 to the DC per target. The height of the creature’s trajectory at its peak is half the horizontal distance (unless, of course, there is no horizontal distance covered), and the height can be doubled by halving the distance.
    Knockback: An earthbender can also use this seed as a way to launch opponents away or into other obstacles. The form works just as above, except that it is a standard action, the target receives a Reflex save to avoid it, and if this seed throws an opponent into a solid obstacle (a cliff wall, a tree, etc.) the target takes 1d6 damage for every 5 points of the Earthbending check.

    Excavate
    Base DC: 20

    Spoiler
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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

    Spoiler
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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: 30

    Spoiler
    Show
    Stomping the ground aggressively, the Earthbender causes packed clay or stone to burst upwards, trapping the target creature.
    Applications: Sheets of crystal, stone, or 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 or Escape Artist check as a full-round action to break free. They can also be dug out by dealing 50 points of damage to the earth. 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

    Spoiler
    Show
    Everything on the planet is an extension of the four elements, including smelted metals. A fundamental secret of the elements, powerful earthbenders have control over even purified steel.
    Applying (Base DC 35): An earthbender may use Move a Rock with metal rather than earth by adding +35 to the Earthbending DC. However, the earthbender must be in physical contact with the metal at all times. For example, an earthbender can pick up a 5-foot cube of iron with one hand as a standard action, and move with it as far as she could use Move a Rock to with a move action.
    Warp (Base DC 35): An earthbender can cause metal to bend and warp with a touch, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at the bender’s option). A boat or ship springs a leak. Warped ranged weapons are useless. Warping a worn or wielded item requires an attack roll, as if making a sunder attempt. A warped melee weapon causes a -4 penalty on attack rolls. The earthbender may warp one Small or smaller object, with each size category increasing the Bending DC by +5. Alternatively, the earthbender can unwarp metal (effectively warping it back to normal) with this seed, straightening metal that has been warped by this seed or by other means.
    Crush (Base DC 45): An earthbender can constrict the armor of an opponent with a mere touch, crushing him like a grape inside. An earthbender makes a touch attack against an opponent to hit his armor. If the attack is successful, the bender makes an earthbending check. A successful Earthbending check crumples metal armor like paper, dealing 5d6 piercing and 5d6 bludgeoning damage to the wearer. Armor crushed in this way lowers its armor bonus by -4, incurs double its usual armor check penalty (minimum -4), halves the maximum Dexterity bonus (rounded down) and reduces the maximum speed by 5 feet.

    Rift
    Base DC: 35

    Spoiler
    Show
    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.
    Last edited by Mephibosheth; 2008-07-22 at 04:41 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

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

    1st|+0|+0|+2|+2|Fire Blast 1d6, Play with Fire, Child of the Sun|1|+3

    2nd|+1|+0|+3|+3|Deflect Attack|2|+3

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

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

    5th|+3|+1|+4|+4|Endure Elements|3|+4

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

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

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

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

    10th|+7/+2|+3|+7|+7|Fire Resistance 5|6|+6

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

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

    16th|+12/+7/+2|+5|+10|+10|Fire Blast 5d6|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||10|+9

    20th|+15/+10/+5|+1|+12|+12|Fire Blast 6d6, Cold and Fire Resistance 10|11|+9[/table]

    Class Abilities

    Weapon and Armor Proficiency – A firebender is proficient with all simple weapons, short swords, longswords, glaives and padded, leather, and studded leather armor.

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

    Child of the Sun - Firebenders draw much of their power from the sun, the ultimate source of fire. During the day, firebenders gain a +2 circumstance bonus on Firebending checks due to the influence of the sun. Additionally, during the passage of a comet near the planet, Firebenders gain an additional +5 circumstance bonus to Firebending checks. However, the close link between the sun and firebending has its drawbacks. During a solar eclipse, firebenders are unable to use any firebending abilities.

    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 half damage to non-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).
    In addition to using his Fire Blasts to attack from range, a firebender can channel his blasts through his unarmed strike, dealing Fire Blast damage in addition to unarmed strike damage for each blow. A firebender must make a successful melee attack in order to channel his Fire Blast.

    Deflect Attack
    Base DC: 5

    Early in their training, firebenders learn to block or deflect attacks directed at them and their companions. Once per round, a firebender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft/3 class levels. Negating this attack requires the firebender succeed in an opposed attack roll. If the firebender’s attack roll is less than hisopponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action. Because of fire's insubstantial nature and offensive outlook, firebenders take a -4 penalty on this opposed attack roll.

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

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

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

    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 feet/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 feet 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.

    Endure Elements - Beginning at 5th level, a firebender learns to harness his internal heat as protection from extreme temperatures. A firebender gains a +4 bonus on saves to resist the effects of cold weather, but not fire or cold damage from any other source.

    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 6th 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.
    Energy Resistance - At level 10, a firebender gains Fire Resistance 5. At level 15, a firebender gains Cold Resistance 5. At level 20, a firebender's Fire Resistance increases to Fire Resistance 10.

    Firebending Seeds

    Fire Kick (Template)
    Base DC: +10

    Spoiler
    Show
    By using quick and powerful kicks to propel his firebending, a firebender can greatly increase the range and power of his abilities.
    Applications: Applying this template to a firebending seed doubles the firebender's effective bending range for the purpose of that firebending seed. This range increase takes effect after determining the firebender’s bending range based on a high Firebending skill check. The seed also allows the firebender to use his firebending abilities while his hands are full or immobilized. 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). Finally, the damage dealt by the seed increases by +1d6 when Fire Kick is applied. This bonus to damage increases by +1d6 for every 15 by which a firebender’s skill check exceeds the base DC.

    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 it deals 1d6 damage (half fire, half slashing damage) and counts as a light weapon for the purposes of two-weapon fighting. Additionally, a firebender may 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. A firebender can increase damage done by the whip by one step (from 1d6 to 1d8, etc.), increasing the Firebending DC by +4 per step. Firebenders are considered proficient with their fire whips, even if they are not proficient with normal whips.


    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. For every 4 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 must make a Reflex save or be knocked prone.

    Additionally, by turning her fire into a forceful explosion, a firebender can deal full damage to even non-flammable objects when firebending, and deals double damage to flammable objects. Applying this template adds +10 to the Firebending DC.


    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 attack with a melee weapon and have that attack deal Fire Blast damage in addition to the weapon damage. 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.

    Intensity (Template)
    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
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    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 feet, plus another 5 feet 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 level, 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
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    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.


    Incandescence
    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. This form can also be used to deal damage to ice, in which case the damage dice increase to d6's.
    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 +25 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
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    By, quite simply, lighting himself up like a torch, a firebender can ignite everything around him in a conflagrant display.
    Whirlwind: Using this seed, a firebender creates a whirlwind of fire surrounding him, 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. A firebender can increase the radius of this seed by increasing the base DC by 5 for every 5-foot increase in the radius. 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. Maintaining the form for more than two turns inflicts a cumulative -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
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    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 a firebender can choose to make the wall wider by increasing the DC by 4 points for every 5 foot increase, 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.


    Blue Fire (Template)
    Base DC: +20

    Spoiler
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    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 (for example, from d6 to d8, or d4 to d6). Additionally, blue fire deals full damage to objects and the firebender's penalty on Deflect Attack attempts is reduced to -2.


    Flamethrower
    Base DC: 35

    Spoiler
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    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: 45

    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: 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 requires a full-round action as the firebender performs a complicated series of motions to separate the two energies, provoking attacks of opportunity as normal. At the end of this full-round action (but still during the same turn), 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.


    Note
    All firebending abilities set fire to combustibles and damage objects they affect. Natural fire deals 1d6 points of fire damage per round. A creature who catches on fire can make a DC 15 Reflex save each round to extinguish the fire. Dousing the fire with water or smothering it automatically extinguishes the fire.
    Last edited by Mephibosheth; 2008-07-22 at 04:42 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    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

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

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

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

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

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

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

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

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

    8th|+6/+1|+2|+6|+6|Ski (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||7|+7

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

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

    15th|+11/+6/+1|+5|+9|+9|Water Blast 4d6|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|Ski (60 ft)|10|+9

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

    Class Features

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

    Child of the Moon - Waterbenders draw much of their power from the moon. During the night, waterbenders gain a +2 circumstance bonus on Waterbending checks due to the influence of the moon. Additionally, during a full moon, Waterbenders gain an additional +5 circumstance bonus to Waterbending checks. However, the close link between the moon and Waterbending has its drawbacks. During a lunar eclipse, waterbenders are unable to use any waterbending abilities.
    Water Blast
    Base DC: 5

    The first offensive ability a waterbender learns is to concentrate water into a large bubble in her hands and blast it at great speeds towards her foe. A blast deals 1d6 bludgeoning damage at 1st level (half damage to objects) and increases in power as the waterbender gains levels, as shown above. A blast is a ranged attack, and a waterbender can use a number of blasts in one round equal to the number of iterative attacks she can make (as determined by her BAB). A waterbender can only use blasts when there is a source of open water within her bending range. A waterbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the Waterbending DC, but still suffers penalties for concealment, as appropriate. A Water Blast is considered a weapon for the purposes of feat selection. Using a Water Blast takes at least one pint of water (one eighth that contained within the average waterskin).

    Deflect Attack
    Base DC: 5

    Early in their training, waterbenders learn to block or deflect attacks directed at them and their companions. Once per round, a waterbender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft per 3 class levels. Negating this attack requires the waterbender succeed in an opposed attack roll. If the waterbender’s attack roll is less than her opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Attack attempt counts as an immediate action.

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

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

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

    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 per round in any direction. Adding another 5-foot cube of water to a seed increases the Waterbending DC by +4 per cube, and moving the water an additional 5 feet adds +2 to the DC. This use of the seed is a move action. A waterbender can manipulate water she can't see but knows is there by adding +10 to the Waterbending DC.
    [color=navy]Shaping:[/color This seed can also be used to manipulate the basic shape of water or ice (not mist), though it does not allow intricate detail. For example, creating an sculpture of a humanoid is possible, but making one of a specific person is not, and the sculpture comes out rough and bumpy; creating a sculpture of a specific race is also difficult, but telltale features (like an elf’s ears) could give it away. The base DC is for manipulating the shape of a Diminutive mass of water or ice; the save DC increases by +5 for every size category larger than Diminutive the sculpture is, and this changes to +10 for every size category larger than Large it is. This use of the seed takes one full-round action, plus two more for every size category larger than Diminutive the sculpture is. Shaping ice is essentially cutting away chunks from a block of ice, while shaping water is actually altering its shape.

    Melt/Freeze
    Base DC: 5

    Another basic seed, this includes the ability to change the temperature and state of water.
    Chill: A waterbender may lower the temperature of one 5-foot cube of liquid water to make it icy cold as a standard action. By doing this to the source, water used in any other seed can deal an additional 1d4 cold. This seed can even be used to make ice so cold it burns. Each additional five-foot cube adds +4 to the Waterbending DC, changing water already of an extreme temperature (a volcanic spring, for example) adds +5 to the DC, and decreasing the bending time to a move action increases the DC by +15. Further increasing the bending time to a swift action increases the base DC by +25.
    Change Phase: A waterbender can also freeze or melt a 5-foot cube of water as a standard action that provokes attacks of opportunity. Each additional 5-foot cube adds +4 to the Waterbending DC and going straight from ice to vapor adds +10 to the DC, decreasing the bending time to a move action increases the DC by +5, and decreasing the bending time to a swift action adds +15 to the DC. For ease of reference, ice has hardness of 0 and 3 hit points per inch of thickness.

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

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

    Circular Attack: Beginning at 10th level, a waterbender can redirect her enemies’ attacks, using the enemy’s own energy to retaliate against her. Once per round, when the waterbender successfully deflects a bending or ranged attack she may make a Reflex save opposed to the opponent’s attack roll. If the Waterbender matches or exceeds the opponent’s attack roll, she is able to bring the deflecting water round in a circle, absorbing the enemy’s energy and immediately making an additional Water Blast attack at that enemy at her full base attack bonus. The waterbender cannot choose to forgo this attack in order to gain an additional Deflect Bending attempt.

    Waterbending Forms: Most waterbending seeds require a significant amount of water (i.e., more than is contained in the average water skin). As such, many seeds can only be done near a source of water or in an extremely humid environment, such as a rainforest. Small quantities of water can also be drawn damp earth or other such surfaces using the Manipulate special ability. Note that, in cases where a large source of water is needed, the water must be wherever the form is actually taking place, and not at the bender herself. If there is no source of water within 5 feet of the waterbender, a bending form must combine the form with the Manipulate seed to get it there. When using Manipulate in this way, a bender need not add the usual +4 to the Waterbending DC for combining seeds.
    Maintaining Water: Oftentimes, it can be vital for a waterbender to gauge the amount of water she uses, as she has a limited amount. In order to maintain control of water used in a technique and not allow it to fall to the ground and require a use of Manipulate to recover, a waterbender must make a Concentration check equal to the form's total Waterbending DC – 10.

    Waterbending Seeds

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

    Mist
    Base DC: 10

    Spoiler
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    By breaking a small amount of water into tiny droplets and spreading them through the air, a waterbender learns to make thick fog that obscures vision.
    Fog Cloud: A waterbender may make a hemisphere of fog anywhere within her bending range with a radius of 10 ft. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This seed does not function underwater. Increasing the radius of the cloud requires an addition of +5 to the Waterbending DC per 5-foot increase.
    Figment: This seed creates the visual illusion of an object, creature, or force by shaping a cloud of fog into the hazy seeds expected to be seen within it, as visualized by the waterbender. The illusion does not create sound, smell, texture, or temperature. A waterbender may manipulate fog in this way in the same area as she can make a fog cloud, and anyone within the cloud can make a Will save to disbelieve the figments.
    Applications: A waterbender with this seed can also make use of mist or vapor with the Manipulate or Freeze/Melt abilities. In the latter case, a waterbender can condense mist into water at the rate of one pint of water per 5-foot square; but because of the cooling nature of water, a waterbender cannot boil or evaporate water in this way.


    Water Whip
    Base DC: 10

    Spoiler
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    Arguably the signature weapon of waterbenders everywhere, the whip demonstrates the fundamentals of flexibility that waterbending is based upon.
    Whip:A waterbender may, as a move action that does not provoke an attack of opportunity, shape a small quantity of water (approximately the amount in a water skin) into a functional whip. This whip has all the statistics of a normal whip with the exception that it can be used to deal lethal damage even to armored opponents and counts as a light weapon for purposes of two-weapon fighting. Additionally, a waterbender may treat it as a normal whip for purposes of weapon-based feats. A bender gains an additional bonus of +2 per 5 levels towards trip and disarm attempts when making use of a water whip. A waterbender can increase damage done by the whip by one step (from 1d4 to 1d6, etc.), increasing the Waterbending DC by +4 per step. The whip can also be extended an additional 5 feet by increasing the Waterbending DC by +10. Waterbenders are considered proficient with their water whips, even if they are not proficient with normal whips. Unlike normal whips, water whips threaten squares and can be used to make attacks of opportunity and using a water whip in a threatened square does not provoke an attack of opportunity.
    Capture (Base DC 45): On a turn in which a waterbender successfully hits with her Water Whip she may, as a swift action, try to engulf the target of the attack in a sphere of water by forcing water through the whip and around the target. The target receives a Reflex save to escape the whip before this can happen, failure meaning that the target is stuck in a sphere of water at the bender’s disposal and is considered flat-footed, though not helpless.


    Tentacle
    Base DC: Varies

    Spoiler
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    This seed involves making, as is implied, a thin tentacle of water to serve various purposes. This is one of the signature weapons and defenses of beginning waterbenders.
    Tentacle (Base DC 10): A waterbender can create a 5-foot-long tentacle from water anywhere within her bending range as a standard action. This tentacle can make a single slam attack dealing 1d8+X damage to any opponent in its range, and can also make trip attempts, with the waterbender’s Wisdom score acting as its Strength score and using the waterbender’s base attack bonus. If the waterbender has the Improved Trip feat, she may apply the benefits of the feat to her tentacles as well. Creating more than one tentacle at a time increases the Waterbending DC by +4 per tentacle, and no two tentacles can be more than 50 ft. apart. Also, creating a tentacle as Large size (changing reach to 10 ft., adding size bonus to Trip attempts, increasing slam damage to 1d10 and granting a +4 Strength bonus) adds +4 to the DC per tentacle. Maintaining and controlling the tentacles requires a full-round action.
    Octopus (Base DC 15): A waterbender may create three tentacles around herself (in her own square) to serve a defensive purpose. Aside from the statistics of a normal tentacle, the bender may choose to forgo the attacks of those from an octopus seed in order to attempt to negate a melee or ranged attack on the waterbender (spells requiring ranged touch attacks are counted as ranged attacks for this purpose). Each tentacle can make an opposed attack roll and negates the attack if it exceeds the opponent’s roll. Doing this seed with additional tentacles adds +3 to the DC per tentacle, and maintaining the seed for more than three rounds requires a Waterbending check every round, with the DC increasing by +1 per round.


    Ice Shards
    Base DC: 10

    Spoiler
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    Weapon: By molding a relatively small quantity of water into her hands, a waterbender may craft any ordinarily wooden or metal melee weapon or ammunition she is familiar with (not necessarily proficient with) out of ice as a full-round action. Any weapon made with this seed deals normal damage for its weapon type, plus 1d4 cold damage; and one use of this seed creates 10 pieces of ammunition at a time. The base DC is for a light weapon; making a one-handed weapon increases the Waterbending DC by +2, and a two-handed weapon increases the DC by +4. If the Waterbending check exceeds the DC by 5 or more, the weapon is also of masterwork quality. If the weapon ever leaves the waterbender’s possession, it begins to melt as normal. Thrown weapons and ammunition can be used as normal.
    Ranged: By freezing water into a number of small, smooth, thin shards, a waterbender can strike at long range. This seed deals 1d6 damage to a single creature as a ranged attack with with a maximum range equal to the Waterbender's bending range. Half of this damage is piercing and half is cold. Increasing the damage dealt by this seed adds +4 to the Waterbending DC for each additional +1d6, to a maximum of 1d6/level.
    Spikes: Ice is a powerful weapon for a waterbender, and anyone standing on an icy surface stands on the waterbender’s turf. The bender may fill one five-foot square with protruding spikes as a standard action, dealing 1d4 piercing and 1d4 cold damage per round to anyone standing or passing through the square, counting as rough terrain. Furthermore, anyone that falls prone in a spiked square takes an additional 1d6 piercing damage. Having this form affect an additional five-foot square adds +4 to the Waterbending DC per square.
    Entraping Shards (DC 30): By maneuvering shards of ice with pinpoint accuracy, powerful waterbenders can pin an opponent to a hard surface. If she succeeds in a ranged attack using the Ice Shards seed, a waterbender can initiate a grapple attempt instead of dealing damage. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action. By increasing the DC of the form by 10, a waterbender can cause the ice shards to originate high in the air, allowing her to pin opponents to the ground instead of to a vertical surface.

    Healing Water
    Base DC: Varies

    Spoiler
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    This seed actually only encompasses the very basics of an ancient and extensive art of healing through the power of water and the body’s own energy. Because of the draining process of healing, applying any of the uses of this seed an amount of times per day equal to more than half the bender’s class level adds +4 to the Waterbending DC per use. Water used in this form may not be maintained.
    Wounds (Base DC 20): The most basic, and often most necessary, use of healing water; the waterbender may seal the internal and external wounds of the injured by coursing cleansing water through their body. A waterbender may, as a full-round action, touch a living creature to feel the energy of its body and pinpoint the location of its wounds, and then bend the properties of liquid water to replenish that energy. This seed heals 1d6 points of damage +1/2 waterbender levels, plus another 1d6 for every 5 points by which the Waterbending check beats the DC. Focusing for a full round while keeping contact with the target creature before executing the seed grants a +5 circumstance bonus to the Waterbending check.
    Poisons/Diseases (Base DC Varies): By locating the alien energy within a creature’s body, a waterbender can help to flush the affliction from its body. This use of healing water requires that the waterbender look over an afflicted creature until the effects of the affliction take place (ability damage, secondary effects, etc.). Whenever a creature makes a saving throw against a poison or disease, a waterbender may also make a Waterbending check opposed to the affliction’s DC to negate the effects remove it from the victim’s body. Conversely, a bender may make a Waterbending check to flush a poison from a creature’s body before the secondary damage takes place, removing the primary damage altogether and stopping the need for a second saving throw. Removing the effects of a poison or disease that has already done secondary damage increases the Waterbending DC by +5.


    Water Shield
    Base DC: 10

    Spoiler
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    Plane: By bending a five-foot square of water to hover vertically before her, the waterbender gains a +4 shield bonus to AC from ranged attacks from one direction (use a line of effect to determine this), as well as concealment (attacks have a 20% miss chance) against opponents more than 5 feet away in that direction. For every 4 points by which the Waterbending check exceeds the DC, the AC bonus increases by 1; and increasing the width of the square by 5 ft. adds +5 to the DC. The waterbender may rotate the shield around her as a swift action.
    Hemisphere: Conversely, the waterbender can make a complete 360 degrees of water anywhere within her bending range, granting whoever is inside concealment from outside the hemisphere, and vice-versa. Ranged attacks going in or out suffer the deflection bonus noted above, but any creature my simply walk into or out of the dome. The base DC is for a sphere with a 5-foot radius, though this can be increased by adding +5 for every additional 5-foot increase in radius.


    Steady Stance
    Base DC: 10

    Spoiler
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    By encasing her feet in solid ice, a bender can better resist attempts to move her, or freeze opponents in place.
    Defensive: Stabilizing herself with feet solidly connected to the ground, a waterbender gains a +2 to saves or checks to stay in place, +1 for every point by which the Waterbending check exceeds the DC. The waterbender may also encase the feet of allies within her bending range in this way by adding +2 to the DC per ally. Those affected by this seed can move from their square if they want, but doing so ends the seed.
    Offensive: By surrounding an enemy’s feet in water and freezing it suddenly to the ground, a waterbender may prevent an enemy from advancing. The target of this seed makes a Reflex save to avoid it altogether, or remain frozen in place. Those who failed the Reflex save can make a Strength check to break free, or may spend a full-round action chipping the ice away with a light weapon. The waterbender may use this seed against multiple opponents, but this adds +4 to the Waterbending DC per additional opponent.


    Rise with the Tides
    Base DC: Varies

    Spoiler
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    Water Spout (Base DC 10): As a move action you lift water in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of up to 20 ft per round. A Water Spout lasts as long as you concentrate (a swift action, up to a maximum number of rounds equal to your class level), and you can move up or down as you desire. Your maximum speed increase by 5 ft for every 5 by which your Waterbending check exceeds the base DC.
    Column (Base DC 20): As a standard action you create a column of ice underneath a single medium creature or object, causing it to rise quickly into the air. The column has a maximum height of 20 ft, plus 5 ft for every 5 by which the waterbender’s skill check exceeds the base DC. A waterbender can lift larger creatures by increasing the DC by 10 for every size category of the increase. A waterbender can also lift multiple smaller creatures if they would fit within the space of the largest creature the waterbender can lift. A creature can make a Reflex save to avoid being lifted, and must make a DC 10 Balance check to remain standing. Creatures and objects take 4d6 damage if they are caught between the column and a hard ceiling, and must make a DC 20 Strength or Escape Artist check in order to move.


    Pressure (template)
    Base DC: 10

    Spoiler
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    Using massive water pressure, a waterbender pushes an opponent back away from her.
    Repel: This template is compatible with any targeted waterbending seed. Through this application a waterbender may initiate a bull rush through her seed in place of damage, with the bender’s Wisdom score acting as the seed's Strength score. Also, for every 2 points by which the Waterbending check beats the DC, the bender gains a +1 on the bull rush attempt. If the blast moves the opponent back more than ten feet, the opponent is also knocked prone.
    Slice: By altering the surface tension of the water she wields, a waterbender can deal full damage to objects when using Water Blast, and her blast deals slicing damage instead.


    Water Walk
    Base DC: Varies

    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 (minimum 1 round).
    Navigate (Base DC 10): Instead of using sails or a motor, you bend the water underneath the boat to propel it forward, slow it down, and change directions. As a full-round action, you can move a Huge or smaller boat 10 ft/round with average maneuverability (DMG p. 20 – for the purposes of this form, disregard any movement characteristics that have to do with movement in 3 dimensions, including minimum speed and the ability to hover). You can increase the speed and/or maneuverability of the craft by adding 5 to the DC for every 10 feet of speed or to increase the maneuverability to good. You can also propel a larger craft by increasing the DC by 5 per size increase. You can also slow and stop a boat using this seed. Each full-round action spent slowing a boat reduces its speed by an amount equal to ¼ of its original speed. Increasing the DC by 5 allows you to reduce speed by an amount equal to ½ of the original speed.
    Slide (Base DC 15): As a standard action you create a wave that pushes a craft sideways by 10 ft. For every 5 by which your Waterbending check exceeds the DC the craft moves an additional 5 feet sideways.


    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). For every 3 points by which the waterbender exceeds the base DC, the damage reduction increases by 1. Maintaining the liquid armor for more than two rounds gives a -4 penalty to all Waterbending checks until the waterbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes a waterbender to fail a Waterbending check, she may choose to end the seed and remove the penalty at that time. The bonus to AC increases by +1 for every four buy which you Waterbending check exceeds the base DC.
    Ice Armor: The waterbender may also choose to fashion actual solid armor from water molded around her body and frozen into place as a full-round action. The waterbender may fashion any type of armor she is familiar with, and it has all the properties of that armor type, except those based on the armor’s material, and normally metallic armors weigh half as much as usual. Adding spikes to the armor increases the Waterbending DC by +4. You can also make the armor function as masterwork armor by increasing the base DC by +10. The armor melts to the point of becoming useless in five minutes unless the ambient temperature is below freezing.


    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 per level of the waterbender. The wave initiates a bull rush against any creatures in its path, counting as a Large creature (with a 10-foot face) with a Strength score equal to the bender’s Wisdom score+2 for the purposes of resolving bull rush attempts. The waterbender may increase the wave’s size to Huge (Giving an additional +4 size bonus and a 15-foot face) by adding +10 to the DC. A waterbender may try to turn the wave 45 degrees two times during its motion, but because of the great mass of water used; each requires another Waterbending check at the same DC as the one to make the wave turn. Any creature pushed back more than 10 feet by the wave is also knocked prone. The waterbender may move with the wave at its crest, ending her movement wherever the wave moves. Water used in this way may not be maintained.
    Transport: Rather than make a destructive force against her opponent, a waterbender may make a smaller wave to carry her quickly from one place to another as a standard action. This wave moves at 10 ft per waterbender level and can make four 45 degree turns during its motion, without requiring additional Waterbending checks.


    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 water, snow, or ice. The waterbender must direct its actions in combat by making a Waterbending check equal to the original Waterbending DC as a full-round action, with the golem essentially mimicking the actions taken by the waterbender. If the waterbender does not concentrate on maintaining and directing the golem or fails the Waterbending check to control it, the golem collapses. The golem's attack rolls use the waterbender’s base attack bonus and are modified by the waterbender's Wisdom modifier instead of the golem's Strength modifier. Also, a golem made of primarily of water or snow has no hardness, but has double the usual hit points for an animated object of the same size. A waterbender can control a golem she can't see, but the golem is considered blind. Additionally, the waterbender cannot see through the golem, and thus is limited to the vision range of her current location.
    Attacks: Because the golem is essentially a reflection of its bender’s actions, it can use its slam attack at the same rate as the bender’s unarmed strikes, along with whatever extra modifiers gained therein (Weapon Focus, etc.).
    Size: The waterbender can increase the size of the golem by adding 5 to the DC for every size increase desired, creating an animated object of the appropriate size. For example, increasing the DC to 35 allows the waterbender to create a Gargantuan golem.
    Reach: A waterbender with the Water Whip seed can increase the reach of her golem by adding +4 to the Waterbending DC for every 5 ft of reach she wishes to add.
    Enhancement: A waterbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The waterbender cannot increase a single ability score by an amount greater than her Wisdom modifier. A waterbender with a Wisdom modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Waterbending check) scores by a maximum of 5, increasing the Waterbending DC by 10 in the process.


    Feel the Flow
    Base DC: 20

    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. Plants animated using this seed 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.
    Ice Storm (Base DC 35): A favored offensive move by powerful waterbenders in the poles, this technique is similar to snow-making, the waterbender violently swirls the snow and ice around her. In a space within her bending range, the waterbender may creat an ice storm with a radius of 20 ft. Everything within this radius takes 5d6 points of cold damage from the intense cold, slivers of ice, and freezing rain that composes this storm. The bender may move this cloud at a rate of 20ft per round upon a successful DC 30 check. Damage may be increased by increments of +1d6 by increasing the DC of the Waterbending check by +2 per increase. The waterbender must have at least a 20ft range of existing snow, roughly a foot deep, in the surrounding area to use this technique. If she doesn't, then she may use the Snow technique to create it first.


    Bloodbending
    Base DC: 50

    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: As a full-round action, a waterbender may attempt to control the movements of one creature within her bending range. The target must make a Fortitude save or have his body move unwillingly at the waterbender's control. Creatures gain a +4 bonus to their saving throws for each size category larger than Medium when targeted by this seed. The waterbender may make the target move, attack or any any other action he is capable of using the target’s modifiers, but may not access the target's feats, knowledge or force him to use any sort of bending. In terms of movement, targets of this form may be moved using their own base land speeds or through the use of the Manipulate seed, as far as the waterbender may control the targets with a move action during a turn (this does not actually take any action other than the standard full round for this seed). This seed takes the bender's full turn and she may not perform any other physical action on her turn except controlling her opponent, though she may take purely mental actions. A controlled opponent may make a new saving throw on its own turn. A waterbender may control additional opponents by adding +5 to the Waterbending DC per target.
    Last edited by Mephibosheth; 2008-07-01 at 03:59 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Prestige Classes


    Disciple of the Healing Waters


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

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

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

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

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

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

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


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

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

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

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

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

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

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

    Return to the Lifestream
    Base DC: 35

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

    Disciple of the Healing Waters Seeds

    Somatic Recuperation
    Base DC: Varies

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


    Mental Recuperation
    Base DC: Varies

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


    Panacea
    Base DC: Varies

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


    Major Wounds
    Base DC: 40

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


    The Dai Li Agent

    Spoiler
    Show

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

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

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

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

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

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

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

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

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

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

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

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

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

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


    Requirements

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

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

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

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

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

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

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

    Evasion (Ex:) At 2nd level and higher, a Dai Li can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dai Li is wearing light armor or no armor. A helpless Dai Li Agent does not gain the benefit of evasion.

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

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

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

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

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

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

    Improved Evasion (Ex): This ability works like evasion, except that while the Dai Li still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Dai Li does not gain the benefit of improved evasion.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    I don't mean to be presumptuous, but there are a lot of awkward sentences and word choice errors throughout this thing. Also, I know most people in these forums don't need it, but the kind of rule specification they have in the RAW would be useful. For instance, it's probably assumed, but does the Airbender's Leap seed's jump bonus stack with that of the Body of Air ability?

    I understand that it's a bitch to just get all this written and posted; So, as an aspiring Lit. major, I could proof-read the Bending rules and classes, if you'd like. Also, I can provide proof of my writing abilities if need be.

    Oh, also, I was wondering if there should be a kind of Bending prestidigitation for Airbenders, like the Move a Rock for Earthbenders. I assume there is, but it isn't listed on this thread.
    Last edited by Dolphin Safe; 2008-01-04 at 10:24 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Most forms and seeds have this covered, but there is a handful that don't have a bending time listed.

    also, I repost my suggested armour penalties here:

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    Armour that normally incurs a spell failure chance now incurs a possible extra penalty to bending seeds with complex somatic components. After making a bending check with the normal armour check penalty, roll a percentile as you would for spell failure. If that roll fails, then add the armour check penalty to the DC a second time. If a bending check is failed in this way, it cannot be completed as per rules for over bending, because the bender simply can't complete the necessary motions for that seed or form.


    this rule, among others, also requires certain seeds to verify the extent of the somatic component. the lightning seed is pretty specific, but I don't see much info on the movements required for other seeds. Perhaps the complexity of motion could be inherent in a certain DC level, and the armour penalty could incur a maximum DC limit, and benders wearing certain armour simply couldn't exceed that limit, even when overbending?
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Personally, I think you're making bending failure a little complicated. If you want to make it very simple and straight forward so benders don't wear armor without taking appropriate feats, just say the armor's ACP is doubled and applied to the actual bending check (ala Swim checks in Full Plate). Simple, straightforward, and easy to understand, and create a chain of feats that a bender could snap up and use to improve armored bending.

    Like, Armored Bender (light), then Improved Armored Bender (medium), and assuming you wanna go that far Greater Armored Bender (heavy). Those feats eliminate bending failure in that grade of armor.

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

    Personally, I think you're making bending failure a little complicated. If you want to make it very simple and straight forward so benders don't wear armor without taking appropriate feats, just say the armor's ACP is doubled and applied to the actual bending check (ala Swim checks in Full Plate). Simple, straightforward, and easy to understand, and create a chain of feats that a bender could snap up and use to improve armored bending.

    Like, Armored Bender (light), then Improved Armored Bender (medium), and assuming you wanna go that far Greater Armored Bender (heavy). Those feats eliminate bending failure in that grade of armor.
    I agree. This is no spellcasting we have here. It is martial arts.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Personally, I think you're making bending failure a little complicated. If you want to make it very simple and straight forward so benders don't wear armor without taking appropriate feats, just say the armor's ACP is doubled and applied to the actual bending check (ala Swim checks in Full Plate). Simple, straightforward, and easy to understand, and create a chain of feats that a bender could snap up and use to improve armored bending.

    Like, Armored Bender (light), then Improved Armored Bender (medium), and assuming you wanna go that far Greater Armored Bender (heavy). Those feats eliminate bending failure in that grade of armor.
    I agree. This is no spellcasting we have here. It is martial arts.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Personally, I think you're making bending failure a little complicated. If you want to make it very simple and straight forward so benders don't wear armor without taking appropriate feats, just say the armor's ACP is doubled and applied to the actual bending check (ala Swim checks in Full Plate). Simple, straightforward, and easy to understand, and create a chain of feats that a bender could snap up and use to improve armored bending.

    Like, Armored Bender (light), then Improved Armored Bender (medium), and assuming you wanna go that far Greater Armored Bender (heavy). Those feats eliminate bending failure in that grade of armor.
    I agree. This is no spellcasting we have here. It is martial arts.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    That sounds good, but I still think armour should prevent someone from finishing a form anyway through overbending. Maybe make overbending impossible in armour in which a bender is not proficient?
    also,
    Quote Originally Posted by Guyr Adamantine
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    input for immobilization:

    water's easy enough, I don't know if anyone's pointed out the DC 22 strength check against the Freeze spell from the Spell Compendium

    As for earth, there are a handful of spells that could provide guidelines for that sort of DC. Earth lock has a 25 strength check to break open a tunnel that has been constricted with the spell. Or, the the Strength check could be equal to the base DC of the form, instead of the earthbending check itself, perhaps with the ever popular + X per every X points that the earthbender beat the DC, though I think the base DC is enough to keep those forms useful without making them overpowered. In the mean time, I'll keep looking for spells with similar effects
    Last edited by Pirate_King; 2008-01-05 at 07:09 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    The immobilization DC could be the Save DC. I don't remember if that's the current system or not, but it could work. It would max out at 20-plus wis mod. (from experience, that makes about 27, without exotic races or epic levels.)

    Assuming a +4 wis mod, an average strength caster(read, 10) would be able to slowly work their way out until bender level 12, roughly. This might not work against big strong critters, though. Stuff with a strength of 30 or more would be able to bust out of confinement in a round or two.

    I think matching save progressions against ability checks is a little more sensible than matching it against skill checks. A level 20 character can just barely make a DC 27 ability check, if they're built cleverly. But you need a cleverly built bender to get that DC, so it's all good. If we use the old system, nobody is going to be able to make a DC 40+ ability check, and benders can get 30+ modifiers to bending without even really trying.

    On the subject of the new thread, well done Meph. Rules are cleared up, everything is easy to access, and it's a triumph of orderly arrangement, all told. My one beef is that the earthbending color is a rust-brown instead of a dirt brown or green. And we all know how important that is.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    So, uh, anyone seen the latest episode? I kinda feel like it could imply an alignment based source of bending ability, but I'm not sure how it would work, because it isn't alignment alone. Firebending master (and any other episode) can be viewed here (for research, of course )
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by Pirate_King View Post
    So, uh, anyone seen the latest episode? I kinda feel like it could imply an alignment based source of bending ability, but I'm not sure how it would work, because it isn't alignment alone. Firebending master (and any other episode) can be viewed here (for research, of course )
    Well damn. Yeah... but at the same time, like so much of our happy little system, I think it comes down to the creativity of the players, the imagination and interpretation of the rules by the DM, and simple role-playing to be able to make things like the Firebending Masters work.

    I've spoilered my opinions and thoughts below.
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    If rage and destructive influences are what power firebenders, then it stands to reason there must be many different schools of thought for each bending discipline. Look at the Foggy Swamp Style versus Northern Style or Southern Style Waterbending for examples. Fire Nation style is a more destructive, angry style while Sun Warrior style is a more pure and balanced form, learned from the dragons themselves. If Zuko were a PC, then he lost his firebending due to his change of focus, his loss of the principles of his style and going to the Sun Warriors showed him a new way to focus his style and to teach Aang that firebending isn't evil. I think good role-playing comes more into play here then game mechanics, but it may be something that should be written up as a side bar or something.


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

    Hey I found your project most promising I actually try to the same thing with BESM D20 but I didn't like I have a fewquestion if you dot mind:
    *How does the Base Deflection bonus work does it stack with Armour?
    *What about Regional Traits (Check Monte' Cooks Iron Heroes to have an Idea)
    *What about no-Bending classes?

    Thanx in advance

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

    I was worried that this might happen with a new thread.

    Start here

    defense bonus can be found in the SRD
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    There haven't been any real regional traits proposed, though you could also look through some of the Faerun sourcebooks for some regional traits also, like the Jotunbrud...

    Non-bending classes are a real conundrum, as the Benders take the place of spellcasting classes, but are more parallel to Jedi in Star Wars D20, capable fighters who are also mystically enhanced. Monks and fighters are seriously left in the dust, as benders already take the place of monks more or less, and fighters are much more... there are some replacements, as in Lord Tartarus set, and Eighth Seraph's set.

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

    Slight bit of overpower I've found through practice. Waterbenders can deal 7d4 damage at first level, half of which is not subject to DR. A first level fairly optimized waterbender can get a bending check of 21 reliably. 10+4(mod)+(3 skill focus)+4(ranks). Using the ice shards seed, that's 10+10(extra shards)=20. Easy, for 5 extra shards. total, 7. Thrown in a 30-foot cone, reflex half. At second level, you can deal 18d4. Half cold. Best of all, you can split it up however you like among the targets in your cone.

    The main problem here is the ice shards seed itself. While made of awesome(masterwork weapons? MADE OF ICE! I rest my case.) , I recommend 3 points of check/shard instead of two.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Hmm. Interesting issues.

    Editing and Grammar:
    Inevitably when a project has this many contributors, problems with word choice and grammar will arise. I welcome any editing assistance you can give. Post edits in the PDF editing thread (maybe note at the top of your post that you’re editing content from the bending thread, not the PDF). The PDF editing thread should be in the main hub. Thanks a lot for the help.

    Prestidigitation for Airbenders:
    There is supposed to be one. Maybe it didn’t get transferred well. I’ll look into it and make the change. Good catch.

    Bending Time:
    Unless specifically stated in the form, all bending forms are Standard actions. The Bending Overview goes into this issue.

    Base Deflection Bonus:
    This project recommends using the Defense Points variant from the SRD. The defense bonuses listed on the tables in the PDF and the Avatar d20 website are the values from that variant. I hope that clarifies.

    Non-Bending Classes:
    One goal of the project is to craft bending classes that are balanced with core classes (rogue, fighter, barbarian, etc). At it’s most basic, the setting uses these already-existing classes to represent non-benders. As Ceiling009 said, there are a few sets of variant non-bending classes that you can find through the main hub thread (see link in the first post of this thread). Also, check out the Avatar d20 website or the iconic character builds thread (again, through the main hub) for examples of how core base classes can be used to represent major characters from the show.

    Armor Proficiency and ACP:
    I think we need to remember that bending is not spellcasting, no matter how similar many of their effects may be. Bending doesn’t require fine manipulation and precise hand gestures; rather it uses motions similar to unarmed combat. I don’t see any reason why armor needs to hinder bending more than it does any other skill. However, if the consensus is that armor should hinder bending, I support ErrantX’s compromise wherein the ACP is doubled for Bending checks and feats can be used to reduce or eliminate this penalty.

    I also support leaving armor proficiencies as they are. We can argue back and forth about what kind of armor different characters in the show wear, but ultimately, being allowed to wear medium isn’t that overpowering, especially since the use of the Defense Bonus variant discourages wearing armor anyway. It’s true that the crafting system eliminates the disincentive to wear armor somewhat, but the system still deemphasizes armor use. I wouldn’t necessarily oppose eliminating medium armor for Earthbenders and Firebenders if that’s the consensus, but it’s clear that benders wear armor.

    I also don’t quite get why armor should prevent overbending. Can you post an example from the show where this is the case?

    Immobilization:
    I support the “10 plus half class level plus wisdom modifier” solution presented both here and in the first bending thread. It allows for more reasonable (but still difficult) DC’s and scaling, and seems to have a broad base of support among contributors.

    Ice Shards:
    The Ice Shards seed has been a bone of contention before, and apparently all issues aren’t resolved. What about something like this:

    Ice Shards
    Base DC: 10

    Spoiler
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    Weapon: By molding a relatively small quantity of water into her hands, a waterbender may craft any ordinarily wooden or metal melee weapon or ammunition she is familiar with (not necessarily proficient with) out of ice as a full-round action. Any weapon made with this seed deals normal damage for its weapon type, plus 1d4 cold damage; and one use of this seed creates 10 pieces of ammunition at a time. The base DC is for a light weapon; making a one-handed weapon increases the Waterbending DC by +2, and a two-handed weapon increases the DC by +4. If the Waterbending check exceeds the DC by 5 or more, the weapon is also of masterwork quality. If the weapon ever leaves the waterbender’s possession, it begins to melt as normal. Thrown weapons and ammunition can be used as normal.
    Ranged: By freezing water into a number of small, smooth, thin shards, a waterbender can strike at long range. This seed creates 2 shards, each of which deals 1d6 damage that affect all creatures in a line (distance equal to the waterbender’s bending range). Half of this damage is piercing and half is cold. Creatures within the area of this effect can make a Reflex save for half damage. Launching additional shards adds +4 to the Waterbending DC per shard.
    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.


    Finally, I haven’t seen the newest episode yet. I’ll try to watch it this evening and post more comments later.

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

    As far as the bending failure thing, I dunno... I do and don't like the idea of it. I like it because when you're doing precise martial arts maneuvers, well, anyone who's ever done martial arts to a moderate degree will tell you that you need to be unencumbered or you're not going to be doing it well. Maybe all benders (save Airbenders) can wear light armor without penalty, but then they incur normal ACP when bending in heavier armors. Then they could take the Armored Bender feats I proposed to wear the heavier armors (provided they're proficient in them).

    I also support the Immobilization rules.

    I like the new Ice Spikes, getting a cool imagine of a Waterbender who fights with a frozen greatsword, wearing ice armor, and generally causing havoc in battle. Also helps the unbalancing angle of the 7d4 ice blast at level 1. Good good.

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

    I really like the new Ice Shards. It's a D6 now, and it's much harder to pull off that... 7d4, well it's with a 18 wis, and 4 ranks, taking a 10, it's 18 total, making a 4d6 line of piercing cold. Thats pretty decent, but not terribly... well horrible sounding. It doesn't sound like a insta-kill for a lot of the non-con based classes and monsters, while it gives a hefty reason not to mess with a waterbender.

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

    For simplicity's sake I'm reposting the Bending Study feats that I made, so we can discuss this again and try to get the ball moving.

    Waterbending Study
    By studying the arts of the ebb and flow of the tides like a waterbender, a bender may use those principles in bending their own element.
    Prerequisites: Knowledge (Bending) 9 ranks.
    Benefit: Depending on one's bending class, this feat grants the following:
    Earth- The earthbender learns that water may carve canyons and may apply this technique to his earthbending. The earthbender may add his Wisdom modifier to rolls to overcome another bender's Deflect Bending attempts.
    Air- By studying the effects of pressure on water, an airbender may learn to better focus his energies with pressurized air. The airbender may now make an air blast attack as if he were a waterbender of equal level. The damage from this attack is non-lethal. If the airbender possesses the Air Scythe seed, he may now do lethal damage with that attack, regardless of whether or not he has a staff.
    Fire- 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 use a Deflect Bending 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, and he fails to redirect it. On a successful check, the firebender channels the lightning to the other side of his body, redirecting it as he desires.

    Airbending Study
    The flows of the wind may influence all elements, and an astute bender may learn power by understanding this.
    Prerequisites: Knowledge (Bending) 9 ranks.
    Benefit: Depending on one's bending class, this feat grants the following:
    Earth- Air flows around all obstacles, and the earthbender who learns this understands a new way to mold his stubborn element. By breaking down his earth blast into dozens of pebbles, he may negate a foe's cover. Reduce a foe's cover bonus by one step (full to partial, partial to none), but reduce the earth blast by 1d6 due to the loss of solid mass.
    Water- Air currents mass and swell around an airbender, aiding their movements. The insightful waterbender learns that while air exists around the body, water exists inside of it. With this understanding, the waterbender may use his water to aid his equilibrium, gaining his Wisdom modifier as a circumstance bonus to Balance and Tumble checks.
    Fire- With similiarly insubstantial elements, the firebender learns ways to manipulate his flame to increase it's defensive capabilities, as befits an airbender. By learning to channel his flame's currents through the air around him, he makes a better defense for himself. The firebender's penalty to Deflect Bending is reduced to +0.

    Firebending Study
    The breath of the dragon is the power of the firebender, and by learning this principle a bender may find that the breath can bring strength to his own element.
    Prerequisites: Knowledge (Bending) 9 ranks.
    Benefit: Depending on one's bending class, this feat grants the following:
    Air- Breath is the airbender's territory, for it is the element itself that they bend. By manipulating air currents, the bender may reduce some of the sting of a firebender's breath. So long as the airbender is aware of the incoming fire and he is taking a defensive action, he gains a Fire Resistance equal to his Wisdom modifier.
    Water- The natural antithesis of fire, the waterbender learns that strength of fire lies in its intensity. With this knowledge, the waterbender may increase the force of his water blast by adding his Wisdom modifier to the damage.
    Earth- For the earthbender, the ways of fire may teach a lesson of haste and passion. The earthbender may increase the speed of his earth blasts by reducing the size and power of the blast. When making a full attack action, the earthbender receives an extra attack at his highest attack bonus. The damage of the blasts are reduced by 1d6 and all attacks receive a -2 penalty.

    Earthbending Study
    Hard and unyielding, the earthbender's element is as resilient as he is. A truly perceptive bender glean an epiphany with his own element by understanding this.
    Prerequisites: Knowledge (Bending) 9 ranks.
    Benefit: Depending on one's bending class, this feat grants the following:
    Air- The resolute and unyielding earth defies the changing winds, and the airbender that learns this, learns that his element too may be unyielding it's strength. The airbender may now oppose bull rush attempts by utilizing his airbending, using an airbending skill check instead of the normal bull rush resistance roll.
    Water- Water may carve canyons into the earth, but the hardest earth directs where this water flows. By learning how to form harder ice, the waterbender learns to be unyielding. The waterbender may add his Wisdom modifier to the hardness of his ice and twice his Wisdom modifier to the ice's hit points, and he may increase the break DC on immobilizing ice constructs by +2.
    Fire- To a student of fire who studies and masters the ways of earth, no wall is too high. By burning and melting handholds into surfaces, a firebender may climb swiftly. The firebender gains a climb speed of 10 plus five for every five firebender levels he possesses. The surface that the firebender is climbing must be of a substance he can either combust (such as wood) or melt (such as metal or stone).

    Well, here they again. As we have some new blood these days posting too, I'd love to see what they have to say or add to this. PEACH!

    -X
    Last edited by ErrantX; 2008-01-14 at 03:36 AM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    In general, I really like the way these feats work. I like that each bending discipline gets a different benefit, and I support the idea of keeping the benefits tied closely to the two bending disciplines involved. In general, good work. I think these are the best of the different incarnations of the “Bending Knowledge” feats. That said, I’ve been thinking about these feats for a while, and have a few comments:

    1. I think that the prerequisite skill ranks should increase to at least 9. The presentation of these types of abilities in the show indicates (at least to me) a high degree of proficiency with bending and substantial study of the bending disciplines. 3rd level seems a bit to low to me.
    2. I like the Air and Fire abilities granted by the Waterbending Study feat, but I can’t think of an example from the show wherein the Earth ability has been used. The only example I can think of is this earthbender (shown here in the act of tunneling), but this seems like a refinement of the Excavate seed rather than a new ability and there’s no evidence linking him to any significant knowledge of waterbending. However, I’ve been wracking my brain to think of an alternative ability, and I can’t think of any. But nevertheless, I think we should try to find an alternative ability. I’m also uncomfortable with the waterbender’s swim speed ability, but that’s a different debate.
    3. I like Airbending Study. No significant issues here.
    4. Firebending Study seems like the hardest to characterize, mainly because we’ve never seen any non-firebenders learn anything about firebending. That may change with the next few episodes. I do have a few comments though. First, we should clarify what a “partial defensive action” is for the Air ability. Does that mean making at least one Deflect Attack or is it something else? Second, I’d say that the Water ability should make half of the blast’s damage fire damage (steam anyone?) instead of actually adding damage. Automatically adding the bender’s Wisdom modifier to all blast damage rolls seems a bit much for the defensively-focused waterbender. I like the Earth ability, though. It seems very much in keeping with hasty earthbenders like Shin Fu.
    5. I like the Earthbending Study feat, especially the Air ability (which you can see when Aang fights the Sabre-Toothed Moose-Lion in Bitter Work) and the Water ability (which is just downright useful). However, I can’t think of any examples of the Fire ability in the show. Again, I don’t really have any replacement suggestions off the top of my head, but nevertheless…

    So, those are my suggestions. Overall, I like the feats. Good work.

    Now, to address some related issues that I arose in this post.

    First, I still can’t find any examples from the show that support giving waterbenders a swim speed. I hereby recommend removing the Water Walk seed and the waterbender’s swim speed and giving waterbenders a Ski/Water Walk ability as part of their class, increasing the speed as usual. However, if someone can post a screenshot or point me to an episode wherein a waterbender swims with the ease that a swim speed implies, I’ll definitely reconsider.

    Second, to address the issue of tunneling Earthbenders I raised above, I suggest we add the following to the Excavate seed:

    Burrow: By bending earth into a small tunnel, an earthbender can burrow through stone and soil. As a move action, an earthbender can move up to his base speed through any substance he could bend. This form does not give the bender any ability to see through the earth or sense what is occurring outside his tunnel, though other seeds could be used for this purpose. Earth displaced using this form is moved to the periphery of the tunnel, making a bulge if the tunnel moves within 5 feet of the surface. The tunnel created using this form collapses after the earthbender passes through, and creatures without burrow speeds cannot use the tunnels. For every 5 by which an earthbender’s skill check exceeds the base DC, the earthbender’s burrow speed increases by 5 feet.

    Or something like that. What do you think?

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

    Quote Originally Posted by Mephibosheth View Post
    First, I still can’t find any examples from the show that support giving waterbenders a swim speed. I hereby recommend removing the Water Walk seed and the waterbender’s swim speed and giving waterbenders a Ski/Water Walk ability as part of their class, increasing the speed as usual. However, if someone can post a screenshot or point me to an episode wherein a waterbender swims with the ease that a swim speed implies, I’ll definitely reconsider.
    The first episode in Fire, The Awakening. When Aang goes off on his own in a rather aangsty fashion, he bypasses a fire navy blockade by swimming, and I'm pretty sure he'd have to use waterbending to go the speed he did. I can't find a screen shot, but the episode is here

    Also, Bumi definitely moves through earth like it's water after his fight with Aang.

    Also also, a feat that was probably forgotten on the first thread:

    BREATH MASTERY
    prerequisites:Con 12, 4 ranks in knowledge (bending), Firebender 1st level
    benefit
    Your breath control allows you to add your constitution modifier to damage rolls for any damage dealing fire seed.

    Too much for a first level feat? I think it would be balanced out by the choice between increasing constitution for more damage or increasing wisdom for better bending checks, and would be good for Zuko-like multiclassing. He's clearly got a punch behind his fire, but doesn't know quite so many seeds and forms as a more optimized firebender like his uncle or sister.
    Last edited by Pirate_King; 2008-01-07 at 04:20 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by Pirate_King View Post
    The first episode in Fire, The Awakening. When Aang goes off on his own in a rather aangsty fashion, he bypasses a fire navy blockade by swimming, and I'm pretty sure he'd have to use waterbending to go the speed he did. I can't find a screen shot, but the episode is here
    I don't know if I'd equate that with the waterbender's Swim ability. To me, it seems like he used the momentum he built up while flying combined with (perhaps) the use of the Propel seed. While I'll grant that he definitely moved faster through the water than a normal person could, I don't think it justifies a class ability. Again, if the consensus is to keep the Swim ability, I'll gladly go along with the group, but I just don't see the show justifying it.

    Quote Originally Posted by Pirate_King View Post
    Also, Bumi definitely moves through earth like it's water after his fight with Aang.
    We already have a seed that mimics that ability. It's a part of the Earthen Stride earthbending seed.

    Quote Originally Posted by Pirate_King View Post
    Also also, a feat that was probably forgotten on the first thread:

    BREATH MASTERY
    prerequisites:Con 12, 4 ranks in knowledge (bending), Firebender 1st level
    benefit
    Your breath control allows you to add your constitution modifier to damage rolls for any damage dealing fire seed.

    Too much for a first level feat? I think it would be balanced out by the choice between increasing constitution for more damage or increasing wisdom for better bending checks, and would be good for Zuko-like multiclassing. He's clearly got a punch behind his fire, but doesn't know quite so many seeds and forms as a more optimized firebender like his uncle or sister.
    Hmm. I don't know how I feel about this one. On the one hand, ties between firebending and the breath are explicitly mentioned in the show (The Deserter, Bitter Work, etc), and this could be a good way of representing that. It could also give firebenders a boost to damage that's useful but not out of hand. One the other, this specific ability is not, and I'm not sure whether we really need to represent this aspect mechanically. Breath control could just be a part of being a firebender. I guess my jury's still out on this one, though I'm leaning in favor at the moment. I'll wait and see what others think.

    Justifying this feat by its ability to power up multiclass firebenders is interesting, but I think I'd support a Practiced Bending feat that increased bending level like Practiced Spellcaster instead of this sort of solution. Again, I'd like to see what others think.

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

    After a bit more research, I can see a reason to get rid of the swim speed, since waterbending was learned by watching the moon and tides, rather than fish:
    Quote Originally Posted by Wikipedia
    The people of the Water Tribe first learned Waterbending by observing how the moon pushed and pulled the tides of the ocean. They then learned how to do it themselves.[1]. According to the episode "The Waterbending Scroll", the word waterbending is written in Chinese as 截水神功, which is best translated as "The Divine Ability to Halt Water".
    (???? = characters that my computer can't see. anyone know where I can get a plug-in to read Chinese characters?)
    Still, I think the ski/water walk thing should remain a seed. It still seems like something that would need to be learned. Not sure why, just kind of a gut thing after watching entirely too much of the show for the past couple days.
    Last edited by Pirate_King; 2008-01-07 at 05:22 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by Pirate_King View Post
    ...I think the ski/water walk thing should remain a seed. It still seems like something that would need to be learned. Not sure why, just kind of a gut thing after watching entirely too much of the show for the past couple days.
    True, but waterbenders don't get that ability until 4th level, indicating a decent level of proficiency. Plus, it allows better movement on ice and snow too (a major benefit when one lives at the pole), allowing maneuvers like this. Finally (and I feel slightly silly saying this), it fits the pattern of the classes. Waterbenders need some sort of movement ability, and a ski ability seems to fit best with the evidence provided by the show. However, I'm open to alternatives.

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