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  1. - Top - End - #841
    Bugbear in the Playground
     
    Mephibosheth's Avatar

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

    I had the same objection initially, but I looked at it again and I like the way Eighth_Seraph put it together. I think the way it stands currently is easy to adjudicate and represents the ability pretty well.
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  2. - Top - End - #842
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by Eighth_Seraph View Post
    Yes, but that's only true if the Dai Li only uses one handcuff.
    I assume one hand counts as one cuff, yes? I guess I see your point, we hardly ever see just one Dai Li agent.
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  3. - Top - End - #843
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Alright, so we still need a few more Dai Li seeds. And a decent capstone. I am an enormous fan of ultra-rewarding super capstone abilities.

    In terms of seeds, this PrC screams for templates, especially something having to do with shooting the finger-plates off Grasp of the Dai Li. I'm not sure how to handle that other than calling it creative application of the Airbending Study feat. Not sure what else the show has provided for us to give.
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  4. - Top - End - #844
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Well, they were trained by Avatar Kyoshi, so she could have easily passed on airbending Techniques to them.

  5. - Top - End - #845
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    My two cents on the Dai Lee abilities is that they should have to break out of each cuff individually, because they're two separate bindings, and that the finger shots are just a template which lets you do a blast with a remarkable small amount of earth. Now, the reason that there's only one strength check for escaping from ropes or handcuffs is because you only need one break to be free. You're not trying to take the cuffs off, just break the bond between them.

    On the other hand, to escape from two of the Dai Lee's cuffs you need to make two breaks, one to escape from each cuff. i.e. two strength check. But that's just my idea.

    I like the proposed changes to the healing abilities of the waterbenders a lot. I think it works quite well.
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  6. - Top - End - #846
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Hrm. It seems that we're going to need a new thread, as this one has gotten longer than even the first bending thread. And I think with Sozin's Comet, we've finally gotten enough material for... [drumroll]EPIC BENDING.

    Seriously. It's about time. It would have to be significantly less solidly built on canon than we've previously placed an emphasis upon, but I think we have at least one epic seed for each element, and two for firebending, as well as a new ability which I think we'll be forced to call Spiritbending and may or may not be restricted to the Avatar. Also some shiny new forms to add to the compendium, as well as an awesome new creature for the setting.

    [/drumroll]

    Yeah. We're gonna need a new thread. Meph?
    Last edited by Eighth_Seraph; 2008-07-19 at 09:46 PM.
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  7. - Top - End - #847
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    DON'T SPOIL ANYTHING!

    I'm among the poor losers who couldn't watch it, so keep the spoiler blocks high, o.k.?

    Please?
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  8. - Top - End - #848
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    ...okay. Only 'cause you asked so nicely. One thing that has finally been decided, though. Sandbending can be done by normal earthbenders. Like Toph, for example. It's apparently just a specialization after all.

    Also, the Intensity seed should have an option for actually increasing Fire Blast damage, at a high DC price. Like, +10 per d6. Extremely useful for a firebender, but not broken, methinks.

    Further, judging from every time we've seen Zuko and Azula fight, as well as Katara and Pakku, Aang and Toph, and other situations with benders fighting other benders of the same element, Deflect Attack needs a major bonus when deflecting blasts of an element that the bender can control. Like, a +5 to the deflection roll. This would also have the additional effect of water and earthbenders taking control of the chunk of element used in the attack upon a successful deflection.
    Last edited by Eighth_Seraph; 2008-07-19 at 10:56 PM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    The bonus to firebending from the Comet should be way bigger. Even the firebender minions start using much bigger blasts.

    Which would be fair since you can bet the full-moon will come up quite often in games - maybe once every few adventures. The Comet on the other hand will either arrive once in an entire campaign or not at all.

  10. - Top - End - #850
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    And Firebenders can fly. At least as long as the comet is around O.O

    But I would like to voice doubts whether Toph can be called a normal Earthbender *grins*. Still, sandbending seems to be just a specialisation, I agree.
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  11. - Top - End - #851
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Sandbending has already been made as a prestige class on the non-canon content thread.

  12. - Top - End - #852
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by Liliedhe View Post
    And Firebenders can fly. At least as long as the comet is around O.O
    I think that's the we r teh roxxorz version of Burning Rush. You'll notice that only Azula and Ozai do it, and Azula, at least, has proven herself to use Burning Rush in the past. It's either an epic seed, or the normal seed with a DC pumped up to epic levels.

    And yes, the comet provides at least a +20 to firebending checks.
    Sandbending has already been made as a prestige class on the non-canon content thread.
    Yeah, I know; but I was never a fan of the way it was done, and it was never really finished. I agree now that it should be a prestige class. Or rather, a prestige base class. Here's how I would make the Sandbender.

    Sandbender
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    Though the earthbenders of the world may have gained some small insight into the secrets of tiny particles which make up the deserts and beaches of world, the inhabitants of these places know that sand is far more than a mass of tiny pebbles to be shoved brusquely around like chunks of boulders. Sand is a fine art, a palette that must be controlled elegantly, and its proper use escapes even master earthbenders that do not specialize in its application.

    Hit Dice
    d6

    Requirements
    To qualify to become a Sandbender, you must fulfill all the following criteria.
    Skills: Earthbending 4 ranks
    Class Abilities Move a Rock and the Dust earthbending seed

    Class Skills
    Climb (Str), Concentration (Con), Craft (Int), Earthbending (Wis), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (Geography) (Int), Knowledge, (Local), Listen (Wis), Profession (Wis), Spot (Wis)

    Skill Points per Level - 4 + Int modifier

    Then I would have a 20 level class. Yes, a twenty-level prestige class. Following the same basic structure as the other bending classes.

    There's also another format that I had been considering, and that involves making the Sandbender into something strongly akin to a 4e Paragon Path, using substitution levels. In other words, we could make 20 different levels of sandbender. Then, when an earthbender gains a level, he can choose to gain a level in Sandbender instead of earthbender. What makes this different from straight multiclassing is that when a level 3 earthbender gains a level, he can choose to either take level 4 of earthbender, or level 4 of Sandbender, without ever taking level 1 of sandbender. This method would be a bit trickier, but it could be done, and it would be awesome, methinks.
    Last edited by Eighth_Seraph; 2008-07-20 at 11:23 AM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    It was completed (I did it) I'll repost it here for simplicity's sake:

    Sandbender
    Prequisites
    Must be able to earthbend
    must know the Dust seed
    Water bending study
    must have 4 rank in earthbending

    Level BAB Fort Ref Will Seeds known Defense bonus Special
    1st +0 +2 +0 +2 1 +2 Manipulate , Sand Blast +1d6
    2nd +1 +3 +0 +3 2 +2 Deflect attack
    3rd +2 +3 +1 +3 2 +3 improved unarmed strike
    4th +3 +4 +1 +4 3 +3 Sand Stride 20 ft., Sand Blast +2d6
    5th +3 +4 +1 +4 3 +4
    6th +4 +5 +2 +5 4 +4 Sand Stride 30 ft.
    7th +5 +5 +2 +5 4 +5 Sand Blast +3d6
    8th +6 +6 +2 +6 5 +5 Sand Stride 40 ft.
    9th +6 +6 +3 +6 5 +6
    10th +7 +7 +3 +7 6 +6 Sand Stride 50 ft., Sand Blast +4d6
    Alignment: Any
    Hit Die: 1d8

    Class Skills: Climb (Str), Concentration (Con), Craft (Int), Sandbending (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) × 4
    Skill Points at Each Additional Level: 4 + Int modifier
    Manipulate Sand
    Base DC: 5
    The most basic of the sandbending seeds, manipulation involves simple movement or shaping of sand.
    Movement: The base DC is for moving a 5-foot cube of sand up to 5 ft/round in any direction. Adding another 5-foot cube of sand to a seed increases the sandbending DC by +4 per cube, and moving the sand an additional 5 feet adds +2 to the DC. This use of the seed is a move action. A sandbender can manipulate sand she can't see but knows is there by adding +10 to the sandbending DC.
    Shaping: This seed can also be used to manipulate the basic shape of sand, 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 sand; 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.
    Sand Blast
    Base DC: 5
    The first offensive ability an sandbender learns is to levitate the sand beneath her and punch or kick at great speeds towards her opponents. A blast deals 1d6 bludgeoning damage at 1st level (half damage to objects) and increases in power as the sandbender gains levels, as shown above. A blast is a ranged attack, and an sandbender 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 sandbender cannot apply precision-based damage from any source to the damage dealt by her blasts. A sandbender can only use blasts when there is a source of open earth within her bending range. A sandbender 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 sandbending DC, but still suffers penalties for concealment, as appropriate. A sandbender may apply his Strength modifier instead of his Dexterity modifier to an Sand 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, benders learn to block or deflect attacks directed at them and their companions. Once per round, a bender 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 bender succeed in an opposed attack roll. If the bender’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, a bender has the option of reserving iterative attacks in order to gain more Deflect Attack attempts. Whenever she makes a full-round attack, a bender may choose to forgo a number of iterative attacks, gaining a number of additional Deflect Attack attempts equal to the number of attacks the bender reserved. Regardless of how many attacks a bender 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 bender's turn.

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

    For example, a 15th level sandbender’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).
    Sand Stride – Through development of her abilities, a Sandbender can move over the surface of sand as naturally as if on ground, or even more so. A sandbender can move on the surface of sand at the speed indicated on the class table. The sandbender can use the run action while moving, provided that she moves in a straight line.

    Seeds

    Steady Stance
    Base DC: 10
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    By encasing her feet in sand, 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 sandbender gains a +2 to saves or checks to stay in place, +1 for every point by which the sandbending check exceeds the DC. The sandbender 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 sand and freezing it suddenly to the ground, a sandbender 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 removing the sand. The sandbender may use this seed against multiple opponents, but this adds +4 to the sandbending DC per additional opponent

    Sand Collums
    Base DC: Varies
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    • Sand Spout (Base DC 10): As a move action you lift sand in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of up to 20 ft. A sand 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 sandbending check exceeds the base DC.
    • Column (Base DC 20): As a standard action you create a column of sand 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 sandbender’s skill check exceeds the base DC. A sandbender can lift larger creatures by increasing the DC by 10 for every size category of the increase. A sandbender can also lift multiple smaller creatures if they would fit within the space of the largest creature the sandbender 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.

    Sand Storm
    Base DC: 20
    Spoiler
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    Sand storm: Stormwinds forms a cone of air which extends to the end of the sandbender's bending range which he may maintain by making an sandbending check each round at half of the initial DC to maintain. Using this technique is a full round action, and the wind blows until the sandbender’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 sandbender level. By adding +10 to the sandbending DC, the sandbender may increase the force of this wind one stage per increase of the DC. Each round the opponent is trapped within the sandstorm they take 1d4 points of piercing damage from the sand particles piercing their skin.

    Sand Coffin
    Base DC: Varies
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    Through use of this seed the sandbender may entrap an opponent and crush him. First the sandbender makes a sand bending check (DC= the opponents AC – armour bonus+4 times the opponents dex modifier) if he succeeds the opponent is trapped in the sand. Each round that the opponent is ensnared he is allowed a reflex save to get out (DC= 10 + Half total levels of Earthbender and Sandbender + Wis Mod+3 for every 5 points you beat the sandbending DC by). Each round the opponent is within the opponent is trapped within the cocoon he takes 1d6 points of lethal damage. The sandbender must mantain concentration each round to mantain this seed.

    Golem
    Base DC: 15
    Spoiler
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    By molding a large mass of Sand into a vaguely human-shaped structure, a sandbender can create a powerful proxy to fight in her place.
    • Creation and control: As a full round action, a Sandbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of sand. The sandbender must direct its actions in combat by making a sandbending check equal to the original sandbending DC as a full-round action, with the golem essentially mimicking the actions taken by the sandbender. If the sandbender does not concentrate on maintaining and directing the golem or fails the sandbending check to control it, the golem collapses. The golem's attack rolls use the sandbender’s base attack bonus and are modified by the sandbender's Wisdom modifier instead of the golem's Strength modifier. Also, a golem made of primarily of sand has no hardness, but has double the usual hit points for an animated object of the same size. A sandbender can control a golem she can't see, but the golem is considered blind. Additionally, the sandbender 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 sandbender 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 sandbender to create a Gargantuan golem.
    • Enhancement: A sandbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The sandbender cannot increase the golem’s ability scores by an amount greater than her Wisdom modifier. A sandbender 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 sandbending DC by 10 in the process.

    Sand Shield
    Base DC: 10
    Spoiler
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    • Plane: By bending a five-foot square of sand to hover vertically before her, the Sandbender gains a +5 deflection bonus to AC from ranged attacks from one direction (use a line of effect to determine this), as well as concealment (attacks have a 20% miss chance) against opponents more than 5 feet away in that direction. This seed does not affect melee attacks in any way. For every 4 points by which the Sandbending 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 Sandbender may rotate the shield around her as a swift action.
    • Hemisphere: Conversely, the sandbender can make a complete 360 degrees of Sand 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.

    Sand Shards
    Base DC: 10
    Spoiler
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    • Ranged: By making sand into a number of small, smooth, thin shards, a sandbender 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 sandbender's bending range. Half of this damage is piercing and half is fire. Increasing the damage dealt by this seed adds +4 to the sandbending DC for each additional +1d6, to a maximum of 1d6/level.
    • Entraping Shards (DC 30): By maneuvering shards of sand with pinpoint accuracy, powerful sandbenders can pin an opponent to a hard surface. If she succeeds in a ranged attack using the sand Shards seed, a sandbender 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 sandbender can cause the sand shards to originate high in the air, allowing her to pin opponents to the ground instead of to a vertical surface.

    Dust
    Base DC: 10
    Spoiler
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    By using limited control over small particles of earth, an sandbender obscures vision and blinds her foes.
    • Dust cloud: An sandbender may make a hemisphere of sand anywhere within her bending range with a radius of 10 ft. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This seed even functions underwater. Increasing the radius of the cloud adds +5 to the Sandbending DC per 5-foot increase.
    • Blind: By aiming a spray of sand or dust at an opponent’s eyes, an sandbender can try to temporarily blind the creature. The sandbender 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.

    Dessert Avalanche
    Base DC: 40
    Spoiler
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    Using this technique the user creates a huge tidal wave of sand. The user rises up a huge wave any creatures (friend or foe) must make a reflex save (DC=10 + Half total levels of Earthbender and Sandbender + Wis Mod+1 for every poin t you beat the sandbending DC) or be caught in the wave. The wave then moves forward a number of feet equal to your sand bending check. Any creatures within the first ten feet take 1d6 points of damage/ 10 you make the check by and loses 1d6 every 10 feet. Example, Garra uses this technique. He makes a check and gets 50, his wave deals 5d6 points of damage in the first 10 feet, 4d6 in the next 10 feet, 3d6 in the next 10 feet, 2d6 in the next 10 feet, and finally 1d6 in the last 10 feet.

    Floating Dessert
    Base DC: 20
    Spoiler
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    Using this seed the sand bender creates a small “island” of sand underneath their feet and makes it float. The sand bender is treated as having a fly speed of 30 feet (by increasing the DC of the Sandbending check by 3 you can increase the speed by 5 feet for each 3 you increase the DC, with a good manuverability if you increase the sandbending DC by 5 you may increase the manuverability. You may hover through use of this seed. If you increase the DC by 10 you may take another medium sized creature for each 10 you incease the DC.You must mantain concentration in order to keep this seed going. You can be knocked off the island through a beull rush but for land based creatures it will be hard to make it to you. This lasts a number of rounds equal to your sandbender level. If you are in the air well the effect ends you fall taking approipiate damage.

    Sand Shower
    DC: 25
    Spoiler
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    Using this seed creates a shower of sand shards. This seed creates a cloud of sand with a radius of 20 feet (you may increase the radius by 5 feet for every 4 points you increase the DC). Every opponent trapped within the cloud takes 1d4 points of damage each round they are trapped in the cloud. This lasts a number of rounds equal to you sandbender level (you may increase the Dc by 3 for each extra round you may have).

    Armor
    Base DC: 15
    Spoiler
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    The element of sand 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 sand, a sandbender gains DR 5/piercing, and +2 to AC (including touch AC) as a move action. For every 3 points by which the sandbender exceeds the base DC, the damage reduction increases by 1. Maintaining the sand armor for more than two rounds gives a -4 penalty to all sandbending checks until the sandbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes an sandbender to fail a sandbending check, she may choose to end the seed and remove the penalty at that time. An sandbender can concentrate on maintaining this seed as a Swift action.

    Steady Stance
    Base DC: 15
    Spoiler
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    By encasing her feet in sand, an sandbender 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 sand and solidifying it suddenly, an sandbender 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 sandbending check to break free, or may spend a full-round action digging out of the sand with a light weapon. The sandbender may use this seed against multiple opponents, but doing so adds +4 to the Sandbending DC per additional opponent.

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    Sand poses a serious problem for people, since it hinders their ability to use the earth around them.
    • A place to stand: An sandbender may use this form to fuse any loose sand into a much sturdier surface. An sandbender may create one 5-foot square, plus another for every 2 points by which the sandbending check beats the DC. These squares must all be touching at least one other square and at least one must touch the sandbender. This negates the penalties for standing on sand and the movement penalties for rough ground, as well as those for using the Tremorsense.
    • Soften Landing: Similar to Soften Earth, this use of the seed allows a falling sandbender 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.

    Catapult
    Base DC: 20
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    Sandbenders are often the least mobile of the elements; preferring a solid stance to a quick dodge. This, however, is not always the case.
    • Transport: By using this seed, an sandbender thrusts a small column of sand 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 sandbending 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 sandbender 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 sandbending check.

    Excavate
    Base DC: 20
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    Oftentimes, the ability to Move sand simply isn’t enough to make a proper tunnel or trench. Using this seed pushes sand 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 sandbending check beats the DC. The sand used in this seed is piled around the edges of the excavation, adding a loose wall of sand three feet high around the sides.
    • 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 sand 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.

    Rift
    Base DC: 35
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    By opening a fissure directly beneath an opponent’s feet and snapping it suddenly shut around his chest, an sandbender can disable powerful opponents before they become a threat.
    • Engulf: An sandbender 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 sand, the target also takes 4d6 crushing damage on a failed save.



    Although its not quite what like you were describing but its a start if anything and yes, I understand that the table is mess I just don't know how to fix that on these boards.
    Last edited by Mindflayer; 2008-07-20 at 11:31 AM.

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

    To be perfectly honest, Mindflayer, the reason I don't like the class as you've written it is that it's too much like the other bending classes. Rift, Excavate, Catapult, Armor, Column, Dust, and Golem are all taken straight from the earthbender, and Sand Shards, Sand Shield, Desert Avalanche and Sand Columns is taken straight from the waterbender, while Sand Storm is an adaptation of the airbender's Stormwinds.

    That, and it's a ten-level prestige class, so a character can't be a full-time sandbender in a high-level campaign.

    Now, I probably would have done something similar in terms of using waterbending seeds and adapting them, but the class really does need something new and different. You've got a solid foundation of a class here, but it would need some revamping and polishing. We can either give the existing sandbender class a tune-up, or we can start from the bottom up. What does the playground say?
    Last edited by Eighth_Seraph; 2008-07-20 at 11:45 AM.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Now, I probably would have done something similar in terms of using waterbending seeds and adapting them, but the class really does need something new and different. You've got a solid foundation of a class here, but it would need some revamping and polishing. We can either give the existing sandbender class a tune-up, or we can start from the bottom up. What does the playground say?
    Thats what I was talking about at the bottom when I re-posted the class
    Last edited by Mindflayer; 2008-07-20 at 11:49 AM.

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

    I think I like the idea of making it a twenty-level prestige class, and of being able to take levels in it in the way you describe. By this, I put my vote in for starting from the ground up. Some of the existing sandbending seeds could still be used, though.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by arachnid
    The bonus to firebending from the Comet should be way bigger. Even the firebender minions start using much bigger blasts.

    Which would be fair since you can bet the full-moon will come up quite often in games - maybe once every few adventures. The Comet on the other hand will either arrive once in an entire campaign or not at all.
    I aggree thinking about the scene where
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    toph broke into the airship, the blasts the guard were using were gigantic. at one point they even filled the entire room

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

    Hey, look who's back! The forums (and me)!

    You know what I think about sandbending? And variant bendings in general (blood, metal, lava, etc.)? I think that they are just new seeds that the benders learn. Toph is now able to sandbend, without giving any indication of PrCs. Blood is of course just a seed. Metal, well, that's just really strong earthbending, as had been covered by both Toph and Bumi being able to do it (Bumi's not as powerful as Toph though, so can't do it as much), and they don't seem to have varied from the path of Earthbender. It's just enough wisdom to be able to use different forms of the element (after all, sand is very fine particles of earth, and metal is also earth to a degree, even more so if you focus on the impurities, lava is earth, only liquid, etc.).

    I'll be getting back into things here slowly. I've got some other projects that will be taking most of my time, so I'll just be popping in here with suggestions every now and then.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    I think sandbending is an exception to the pattern of blood, metal, lightning, and plants in that one does not need to be exceptionally powerful in order to do it, and even normal earthbenders seem to have the ability to fling sand vaguely about. The trick is in refining the ability to do so, as the bandits in the desert have. That implies specialization, and thus neglect of other aspects of earthbending. In other words, a prestige class.

    Also, Toph never demonstrated any practical application of sandbending other than sand-sculpting, so it doesn't seem as if it has become useful to her at this point. I cast my vote in favor of making a sandbending PrC from the ground up.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by Eighth_Seraph View Post
    I think sandbending is an exception to the pattern of blood, metal, lightning, and plants in that one does not need to be exceptionally powerful in order to do it, and even normal earthbenders seem to have the ability to fling sand vaguely about. The trick is in refining the ability to do so, as the bandits in the desert have. That implies specialization, and thus neglect of other aspects of earthbending. In other words, a prestige class.

    Also, Toph never demonstrated any practical application of sandbending other than sand-sculpting, so it doesn't seem as if it has become useful to her at this point. I cast my vote in favor of making a sandbending PrC from the ground up.
    Like ice, fog, and cloud bending

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

    This may be inviting a bit too much granularity, but perhaps the Sandbender and Earthbender could, with sufficient source of training, trade levels in one class for another akin to the Paladin and the Blackguard?

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

    Quote Originally Posted by GryffonDurime View Post
    This may be inviting a bit too much granularity, but perhaps the Sandbender and Earthbender could, with sufficient source of training, trade levels in one class for another akin to the Paladin and the Blackguard?
    If Sandbending is its own class (and I must have overlooked that but by the way that was worded it seems so), then Swampbending should be its own class too, those swampbenders bend extremely differently then regular waterbenders, these ones are more rigid while regular ones are much more loose and fluid

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

    Meh. The swampbenders' abilities didn't seem different enough from Katara's, even if their motions were. They used the same moves and worked together to make waves and propel Sokka's submarines. Toph's motions are patently different from standard earthbending, but I'm pretty sure she's a normal earthbender and not some other class.

    Plantbending, on the other hand, might require its own class for specialists, but I'm not going to be the one to write up that mechanical monstrosity.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    That's the thing. I don't think the sandbenders were all that different from Toph. The way Toph did it was certainly the same way she usually earthbends.

    Now, something that lets you specialize with it, that's different, but just being able to do it: everyone should be able to.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by Eighth_Seraph View Post
    Meh. The swampbenders' abilities didn't seem different enough from Katara's, even if their motions were. They used the same moves and worked together to make waves and propel Sokka's submarines. Toph's motions are patently different from standard earthbending, but I'm pretty sure she's a normal earthbender and not some other class.

    Plantbending, on the other hand, might require its own class for specialists, but I'm not going to be the one to write up that mechanical monstrosity.
    Isn't vinebending already on the site?

    Quote Originally Posted by dman11235 View Post
    That's the thing. I don't think the sandbenders were all that different from Toph. The way Toph did it was certainly the same way she usually earthbends.

    Now, something that lets you specialize with it, that's different, but just being able to do it: everyone should be able to.
    All earthbenders should be able to bend sand... Its just that sandbenders seem to have different moves when doing that, like swampbenders and waterbenders
    Last edited by felinoel; 2008-07-20 at 09:47 PM.

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

    I have a suggestion, this is based off the Jedi classes of Star Wars Revised- maybe you should specify a level at which a character becomes a "master" bender (I suggest either 5,7 or 10, leaning toward 7) and give a bonus feat for becoming a master, selected off a given list.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by Katasi View Post
    I have a suggestion, this is based off the Jedi classes of Star Wars Revised- maybe you should specify a level at which a character becomes a "master" bender (I suggest either 5,7 or 10, leaning toward 7) and give a bonus feat for becoming a master, selected off a given list.
    Well, Katara's level was near epic when she became a master waterbender right? So shouldn't it be nearer to epic level?

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

    Quote Originally Posted by felinoel View Post
    Well, Katara's level was near epic when she became a master waterbender right? So shouldn't it be nearer to epic level?
    I'm not so sure Katara's level was near epic at the point she was named a master, I'd say it was more in the 7-10 range. She seems to grow in power at an astonding rate, all of the characters do, I'd guess she gained a level of waterbending every 4-5 episodes, and yes, I realized that would never happen in a actual game.
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    Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

    Quote Originally Posted by Katasi View Post
    I'm not so sure Katara's level was near epic at the point she was named a master, I'd say it was more in the 7-10 range. She seems to grow in power at an astonding rate, all of the characters do, I'd guess she gained a level of waterbending every 4-5 episodes, and yes, I realized that would never happen in a actual game.
    Not trying to be mean or rude in any way (to Mephibosheth), but Mephibosheth thinks they can get 3 levels in one real time day, not even using the whole 24 hours, maybe just 12

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

    Quote Originally Posted by felinoel View Post
    Not trying to be mean or rude in any way (to Mephibosheth), but Mephibosheth thinks they can get 3 levels in one real time day, not even using the whole 24 hours, maybe just 12
    depending on how many battles there are, yeah, levels can accumulate quick. I'm used to games that include more RP and very sparse fighting so yeah, I suppose I'm just used to leveling slower than the norm. And benders do have the potential to level fast. I'd still say "mastery" is prolly around level 7 though.
    Last edited by Katasi; 2008-07-21 at 03:41 AM.
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