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  1. - Top - End - #1
    Pixie in the Playground
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    Default Avatar D20 - Bending Form Compendium (Post HERE)

    Avatar D20 - Bending Forms Compendium


    Alright, I'm sure some of us remember the original Forms Compendium thread and all the cool stuff and unorthodox stuff that we did with the bending system over there. Well, this thread has a slightly different purpose. What we want to do here is make what will eventually become a bender's equivalent to a 3e spell list, or a 4e class powers list. I'd like to make a warehouse full of sample forms for a bender to choose from. Simple forms generally, one, two, or three seeds used; with a target level for usage. For example, I'd like at least ten basic forms doable from second to fifth level for each of the bending disciplines. Overambitious? Probably. But so was this whole project. Let's get to it, then, shall we? First the basics.


    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 each seed past the first. 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).

    The effects of a form do not necessarily have to use the statistics of the component seeds. Because of the amount of description and fluff used in this setting, a form may use the fluff of a seed to do something not even mentioned in the seed's description. However, these forms should be rare and must make use of common sense to ensure that the effect is possible and reasonable.

    Form Format

    Forms generally have a pretty loose format that looks like this:

    Form Name (Target level for usage)
    Seed 1 + Seed 2 + any special factors = Bending DC #


    Fluff and verbal description of form
    Mechanical description of form.


    We will use a communal account to add the new seeds.
    To edit the post, PM Guyr Adamantine and obtain the account password. He won't give it to any Joe Schmoe, so you better show him your forms and some proof of your honesty! He will tale responsibility for your misbehaviour, so if you aren't mature enough for this, please leave.

    This thread is also for the purpose of critiquing and refining the forms posted. There's a list below of all forms posted, which you will have to update as the new forms are created and judged valid. Let's get started, then!
    Last edited by FireLordAzula; 2008-08-02 at 08:40 PM.

  2. - Top - End - #2
    Pixie in the Playground
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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    Airbender Forms

    \

    Levels 1 - 5
    Spoiler
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    High Impact (level 1)
    Air Blast + Run as the Wind = Airbending DC: 19

    Now Yan went and did it, beating up on that little airbender kid. Poor little guy, I bet he feels terrible. Look at him, he's crying! When we get home, I'm gonna have to set Yan straight. Whoa, wait. That airbender kid's looking kinda mad now.
    ...."Yan, are you sure you know what you're doing?"
    ....He didn't have time to answer me before the airbender boy let out the feral cry of an enraged child, and the next thing I knew, a tan blur roared past me, a violent wind whipping in its wake, and rammed into Yan, knocking him breathless and hoving him at least a hundred yards, where he crashed brusquely into a stone wall that cracked under the impact. The little airbender kid stood panting over Yan's collapsed form, crying from rage and sorrow at what he had just done.


    The airbendertakes a run action and moves towards his opponent, with a swirling ball of wind in his outstretched hand. On a failed Reflex save, this technique carries the opponent to the end of the airbender's movement, and then executes an airblast against the opponent.

    One Thousand Years of Death (Level 1)
    Air Burst + Air Thrust = Airbending DC: 15

    Narugo was an idiot. Instead of hiding like the others, he decided to face Kadashi head-on. And while he had energy, and quite a few tricks, he was no match for the seasoned warrior. Quickly, Kadashi got behind Narugo, forming a strange seal with his hands.

    "This is the secret martial art of our village: One Thousand Years of Death!"

    And he promptly stuck his hands into Narugo's rear end. Channeling wind chakra, Kadashi launched him into the nearby lake.


    The airbender must make a successful melee hit against an opponent. If successful, they deal 1d4 concussive damage, and launch the target 20 ft + 5 ft for every 5 that the DC is passed by.


    Levels 1- 10
    Spoiler
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    Waiting on some kind soul to make something to put here.


    Levels 11 - 15

    Spoiler
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    Vibrating Sound Drill (Level 11)
    Flowing Air Strike + Sound Waves(Resonating Sound) = Airbending DC: 34

    ''You dare try to cover your ears? What a pity. I'll teach you something; your body is full of water. And sound goes through water easily. So, the rest of your body, the parts you aren't protecting, act as some giant ear. Try to dodge my attacks now. What? Too dazed to mo....''

    The green clad monk fainted. His ears were bleeding like hell, the pain was too high to witstand. Safura would have to defend herself alone now.


    You deal sonic damage and deafen your foes with unarmed strikes.

    Spiraling Great Sphere (Level 12)
    Air Thrust + Air Scythe = Airbending DC: 35

    He needed to save her. Sunade was the only healer capable of saving Zazuke and Kadashi. If Narugo let Kaburo kill her, then she couldn't save him. Well, he would have to show her that he had won their little bet.

    He began channeling the air into his hand, creating a barely contained ball of scything win. Rushing up to Kaburo, he slammed it into his stomach as it began to grind away.

    "It's over, Kaburo!"


    By making a successful touch attack agains an opponent, the airbender does 7d6 bludgeoning damage. Upon failing the air bending check by 5 or more, the Great Spiraling sphere does not work, as it takes the utmost power and concentration to form it, and keep it in form to attack an opponent.

    Updraft (Level 11-15)
    Air Blast + The Four Winds = Airbending DC: 29

    Giyatso gulped as the firebender approached. With his back to the wall, Giyatso was running out of options. He leveled his staff at the firebender, batting aside a few fire blasts, but he knew it couldn't last. Then, his eyes widening with realization, Giyatso leapt forward, landing in a crouch and bringin his staff sweeping upwards. A gust of wind rushed from beneath the firebender's feet, and he was thrown skyward, landing in a crumpled heap when he fell.

    This form functions identically to a normal Air Blast, with the exception that the blast originates beneath the target and forces the target straight up into the air. If the target strikes a solid ceiling, it takes damage as if it had fallen the length of the Air Blast.


    Levels 16 - 20
    Spoiler
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    Waiting on some kind soul to make something to put here.


    Epic Forms
    Spoiler
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    Scream Hole (Level 20)
    Sound Waves(Resonating Sound) + Air Shield = Airbending DC: 44

    "Get off me!", yelled the arrow-tatooed women.
    "I said get OFF!" As she screamed, her voice lost itself in an unearthly wail, strong enough to make her abductors ears bleed. They got rolling on the ground, repelled by the gust the airbender summoned. By the time they could get up, she fled.
    -Man, you said Air Nomad girls were easy!
    -'Was told they were screamers, lad.

    A wind wall deal minimal sonic (1d4) damage and deafen foes while pushing them.

  3. - Top - End - #3
    Pixie in the Playground
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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    Earthbender Forms

    Levels 1 - 5
    Spoiler
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    Spike Stones (Level 1)
    Earth Blast + Move A Rock(shaping) = Base DC 14

    The earthbender raised a hefty boulder from the ground, but slammed a fist down on it first, cutting it into a jagged spike, then sent it flying at his opponent.

    The earthbender may deal piercing damage instead of bludgeoning damage with his earth blast.

    Dust Devil (Level 1)
    Dust + Move A Rock = 14

    The sandbender smiled at the fool that had thought himself powerful enough to fight the desert, and turned his attention to the sand under his opponent's feet, causing it to spiral into a swirling barrier of suffocating dust that left him nowhere to run.

    The earthbender creates a small whirlwind of dust, dirt, or sand. It can be summoned up around the earthbender, to hide his prescnce, around an opponent, who must make a reflex save or become trapped within it (they may break out, but must make another reflex save to avoid breathing in dust or being blinded), or the wind that comes off it may be used to propel a small sailing craft. (such as the Sandbender sailers)

    Blinding Blast (Level 1)
    Dust + Earth Blast = Base DC 14

    Jomei gritted his teeth with effort, and slammed his foot down, raising both the boulder he intended to bury in his opponent's skull, and a great cloud of dust that billowed up around him.

    The earthbender may raise a cloud of dust when using her Earth Blast. The cloud may be created along the line of the blast with no penalty, or in the standard hemisphere as per the standard rules dealing with expansion, or in a cone in the direction of their blast, again following the expansion rules.

    Stone Spear (Level 2)
    Column + Move A Rock(shaping) = Earthbending DC: 19

    The earthbender smiled unpleasantly at his quarry, who had just run out of places to go. With a twist and shove movement, he wrenched a pointed spike of stone from the ground in front of her. pinning her to the wall.

    Functions as the crush ability of the column seed, only if the opponent fails the reflex save, they are impaled, not pinned, take piercing damage instead of crushing damage, and must make a fortitude save to be able to act the next round.

    Stone Fist (level 4)
    Armor (Earthen Armor) + Earth Blast = DC 24

    It's true! I saw it! The girl just slid along the floor and swung at 'im and he went out cold in one punch! An-an-and then it just thrusted its arm towards me and it hurt so bad that I thought I wuz dead and it had crushed my skull in.

    This form uses the armor surrounding your arms as an effective weapon for melee combat. If your hands or feet are covered by earth you can bend, you may execute Unarmed Strikes at your normal rate that deal Earth Blast damage rather than Unarmed Strike damage so long as the Armor seed is maintained.

    Reverse the Earth (Level 2)
    Tilt(twist) + Move A Rock = Base Earthbending DC = 19

    Jian, soldier in the palace guard, raced towards the intruders. They didn't look so dangerous, more like kids, but they'd gotten through the outer defenses easily enough. One of them, the girl in green, entered an earthbending form, and suddenly the great paving stone in front of him flipped up and over. Before he could react, Jian was pinned under the weight.

    The earthbender's opponent must make a reflex save or be pinned under the falling slab. The slab also deals damage according to its height as falling damage. This form can only be used on worked stone.

    Earthboarding (Level 2)
    Tilt(unbalance) + Move A Rock = Base Earthbending DC 19

    Jomei cracked a hefty stone square out of the street, than leapt on it, riding it down the flight of stairs directly in front of him. Seeing those in front of him leaping to clear the way, he laughed, enjoying the sheer power of the earth.

    The earthbender may move the slab with the opponent on it, providing the opponent has failed their reflex save against the unbalancing effect, to anywhere within their bending range, with the opponent still on it. Alternatively, they can stand on the slab, and use it as a stone surfboard to move over land, as far as they can Move A Rock.

    Reject the Advancing Foe (Level 2)
    Earth Blast + Earth Wall(push) = Earthbending DC 19

    The earthbender ripped a hefty stone from the ground before him, and let fly. The great rock connected with his opponent squarely, sending them flying backwards across the ground.

    If the earthbender's Earth Blast hits, the opponent is pushed back as per the push function of the Earth Wall seed in addition to taking damage.


    Levels 1- 10
    Spoiler
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    Crack the Earth (Level 6)
    Create Rubble + Earth Blast = Earthbending DC: 24

    Jomei's attack not only struck the opponent with bone-shatternig force, but ripped up the ground as it went, leaving behind a great gash that would prove quite effective as a barrier to any response, as well as splitting the ground under their feet.

    This form allows the earthbender to make use of the Create Rubble seed along the line of their earth blast. Alternatively, they may use it in the standard radius effect, but for that, the DC increases as per the rules. Also, they may direct the effect in a cone in the direction of their earth blast, but again, the DC increases.

    Twin Stone Slam (Level 6)
    Column(crush) + Column(crush) = Earthbending DC 24

    Jomei studied the situation. He desperately needed to finish this fight and get away from here, but his opponent was either too lucky or too tough to go down, and there was nothing to pin him against. Then, the idea came to him. Slamming both fists together, he called forth two stone columns from the ground on either side of the man, crushing him between them.

    The earthbender is able to use the crush function of the column seed without having to rely on something solid being within range of their opponent.

    Keystone Crafting (Level 6)
    Tremorsense + Move A Rock(shaping) = Base Earthbending DC 24

    Shaping a tiny bit of earth into a basic key, Jomei began fiddling with the lock on his cuffs. Closing his eyes, and concentrating on feeling through each tiny vibration how the lock worked, he slowly worked it all the way into the keyhole. Then, he twisted it carefully, and was rewarded with a quiet click, and the cuff fell open.

    The earthbender is able to manufacture a key for any lock. The Base DC is for a Simple lock. Attempting to open a better level of lock adds +5 to the DC per level above Simple, and takes one extra full/round action per each level to execute. This form requires earth (not stone) to work, and cannot be done when restrained in movement.


    Levels 11 - 15
    Spoiler
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    Skyward Blast (Level 11)
    Earth Blast + Catapult(knockback) = Earthhbending DC 29

    Maddened beyond any semblance of control, Jomei swept his arm forward, sending a wave of earth slashing along the ground, and carving out a great furrow. His opponent, caught in the blast, was flung skyward like a child's toy.


    The earthbender, if his earth blast hits, also knocks his opponent back as per the Catapult seed, and if flung against a solid surface, they take damage accordingly.

    Twin Stone Spear (Level 11)
    Column (crush) + Column(crush) + Move A Rock(shaping): Earthbending DC 29

    "You aren't going to enjoy this," the earthbender warned. With a quick series of motions that ended with him bringing his hands together, he spitted his opponent on the points of two jagged stone columns.

    As Twin Stone Slam, except that if the target fails the reflex save, they take piercing damage instead of crushing damage, is impaled, not pinned, and must make a fortitude save in order to act the next round.

    Tiger Pit (Level 11)
    Excavate(hole) + Move A Rock(shaping) = Base Earthbending DC 29

    The onrushing Fire Nation soldiers should have struck fear into the hearts of the outnumbered Earth Kingdom troops. Instead, the soldier in the lead saw them...laughing. He had a second to wonder what was so funny before his feet broke through a thin layer of earth, and he saw sharp stone spikes rushing up at him.

    The earthbender creates a spiked pit, or, depending on how far his check exceeds the DC, a trench. Very useful for stopping enemy troops.


    Levels 16 - 20
    Spoiler
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    Rolling Mound (Level 16)
    Earthen Stride + Create Rubble = Earthbending DC: 39

    "CHIEF! Chief! The forest is crashing! Animals are panicked! Dust clouds have rised to the north! It must be an Earth Kingdom strike!"
    It was too late. Trees started falling on the camp, the soil rippling under as a green-clothed kid was riding a mound of earth.
    "I'M THE GREATEST EARTHBENDER IN THE WORLD!", yelled the girl.


    The earthbender runs and breaks the floor behind her, slowing her pursuers.

    Badgermole Jaw (Level 20)
    Rift + Column= Earthbending DC: 49

    Despite being the most rigid and ordered of all the realms, the Earth Kingdom has known many masters of torture and other "dishonorable arts". While being quite a dark heritage to bear, this "quest for information" developped creativity among the people of the land. To force any Fire Nation officer to deliver his secrets, burrow his legs, right below the crotch and tighten the soil. Maybe his nut will crack and open to it's treasure!

    You use Rift to imprison a foe, locking him the earth (4d6 Bludgoning damage). By using Column underground, paralel to the floor, you crush him further, dealing 4d6 Bludgoning damage.

    Meteor Strike (Level 18)
    Catapult(transport) + Create Rubble = Earthbending DC: 39

    Jomei faced the ranks of Fire Nation troops without fear. Though they outnumbered him fifty to one, and he had no chance of forcing a path through them to safety, all he needed was some solid earth under his feet. As they drew within range, he launched himself into the air with a column of stone, bellowing a battle cry as he soared over the startled soldiers. Landing in their midst, he came down with a force that shattered the earth around him, throwing his opponents off their feet and battering them with great slabs of stone, leaving them wide open for his next attack.

    This form allows the earthbender to bypass enemy lines and create confusion and disorder among their ranks with an earthquake as they land. The DC increases as per the Catapult seed rules on how far they may travel while in the air, and as per the Create Rubble seed on how large the radius is. They also take falling damage as appropriate.

    Entangling Strike (Level 16)
    Steady Stance(offensive) + Create Rubble =Base Earthbending DC 34

    The Fire Nation soldiers closed in on Jomei, spears and swords eager for his blood, and some with fire in their hands, ready to burn him to a scorch mark. He only smiled. Raising his hands, he roared a challenge, slamming both fists into the ground, causing it to crack open under their feet. When the dust cleared, all of them were sunk to their ankles in the ground.

    The earthbender, when using the Create Rubble seed, causes each opponent that fails their reflex save to become immobilized as per the Steady Stance seed. The DC increases for the radius of the area affected, as usual.

    Push Strike (level 16)
    Armor (Earthen Armor)+ Catapult = 39

    Lee? He...didn't do so well in the attack. The girl in the stone hit 'im so hard that broke clear through the airship's window. We couldn't find 'im.

    By forcefully thrusting the earth surrounding your body, you may enhance your strength beyond the possible. So long as you are maintaining the Armor seed, you may launch people as per the Knockback function of the Catapult seed upon connecting with an Unarmed Strike damage.

    Sand to Stone (Level 17)
    Compact(soften earth) + Compact(a place to stand) = Base Earthbending DC 34

    Jomei was worried. This one had been proof against his best attacks. However...that meant nothing if he couldn't get close. Slamming one foot down in a low kick, he arrested his opponent's charge in a wave of powdery sand. The next kick hardened the earth once again, leaving him sunk to his ankles in solid stone.

    The earthbender's opponent, if they fail the reflex save, becomes unable to move from their position and loses their Dexterity bonus to AC. They can break free with a strength or escape artist check, or if they are an earthbender, they can escape automatically through use of Move A Rock.

    Granite Grip (Level 20)
    Immobilize + Earth Blast = Earthbending DC 39

    Jomei gathered all his strength, and, raising a great wave of earth, let it come crashing down upon his opponent. When the dust cleared, the man was held immobile in the earth's grip.

    If the earthbender's Earth Blast attack hits, the target is immobilized, as per the Immobilize seed.




    Epic Forms
    Spoiler
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    One with the Earth
    Armor (Earthen) + Golem (Full Str Enhance) = DC 50 Level: (Epic)

    Tomoru gave it all he had. All of his strikes were just not strong enough to defeat Yan'dong's excellent defense. His foe's control of the earth matched his own. At least with the way that they were using the earth. Tomoru realized that there was only one way to bring him down.

    Taking a deep breath, he bended the ground, controlling it and shaping it. Yan'dong could only watch on in fascination as the earth engulfed Tomoru. It became one with the earth.


    The earth bender must take a full round action to take the earth in, and meld it to his body. In turn, he gains 5/piercing DR and a slam attack at the bender's unarmed attack plus twice their wisdom modifier. This lasts for a number of rounds equal to 4 + the earth bender's wisdom modifier, but may be dismissed at any time as a swift action.

    Tin Man (Epic)
    Armor (Earthen Armor) + Metalbending = DC 50

    I swear! The cell's door just flew open by itself and fell to the floor! And then this girl jumped on top of it and the door wrapped itself around her! It was possessed! Then, all I can remember is this steel beast charging at me, then waking up here. You gotta believe me!

    The earthbender wraps herself in at least a 5-foot square sheet of metal, granting her DR 10/- and Energy Resistance 10 against Fire and Cold. Further, because the earthbender is completely surrounded by her element, she may opt to move herself by use of Move a Rock rather than moving at her base land speed. 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.

    Sundering Strike (Epic)
    Earthquake(ripple) + Create Rubble(difficult terrain) = Base Earthbending DC 49

    The earthbending master raised both hands, straining with every fiber of his being to connect with the earth that had always been his first and best ally. Despite the battalion of soldiers charging towards him, he did not back down. Instead, he jumped a short distance, and when he returned to the ground, brought both hands down, sending an enormous wave of broken stone and torn earth surging towards his opponents. It broke over them, carrying them away like toys. The old man smiled.

    The earthbender may make use of the create rubble seed in the same cone that the ripple function of the earthquake seed creates. Opponents take bludgeoning damage if they fail the reflex save as well as being flung into the air or pushed back.

    Last edited by FireLordAzula; 2008-08-16 at 10:51 PM.

  4. - Top - End - #4
    Pixie in the Playground
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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    Firebender Forms

    Levels 1 - 5
    Spoiler
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    Burning Dragon Kick (Level 1)
    Fire Kick + Burning Rush (Speed burst) + Flying Kick (feat) = Firebending DC 20

    He's a strong opponent. He doesn't even bother to block my strikes anymore, and whatever that sticky stuff on his armor is keeps putting my fire out. Heh. Guess I can't hold back any longer, then. I dodge under his warhammer one last time and jump out of his reach. He can't keep up with me, and he doesn't bother to try. He just thinks that I'll tire out so he can crush me. Fool.
    I turn tail and sprint the fifty feet to the other side. That deluded little man chuckles, thinking that I've given up. He'll find out all too soon that you should never fight a Fire Nation agent anywhere near a cliffside. Too bad he'll never have a chance to apply his knowledge. He takes up a defense position, expecting the attack. Fine by me.
    I close my eyes and focus, feeling the familiar sensation of superheated air beneath my feet and the roar of the flames fills the cave, making the walls tremble in anticipation. I let the pressure build then explode out, the flames propelling my left leg straight outward in a vicious side-kick, covering the distance to my opponent in a fraction of a second, immediately shoving his helmet several inches into his head. As I made contact, I released the rest of my pressure, a river of fire consuming my opponent's face and propelling smoldering form several hundred feet to the cliff's base.


    This form is a charge attack that deals unarmed strike damage + 1d12 bludgeoning damage from the Flying Kick feat (Oriental Adventures), and also deals Fire Blast damage if the attack roll succeeds. The attack roll is based off the firebender's modifiers with his unarmed strike. The charge gains a 5 ft. bonus to base land speed, as Burning Rush, plus another 5 ft. for every 5 points by which the Firebending check exceeds the DC.

    Bursting Dragon Kick (Level 5)
    Fire Kick + Burning Rush (speed burst) + Explosion (Repel) + Flying Kick (feat) = DC 25

    As Burning Dragon Kick, but in addition, if the attack is successful, this form initiates a bull rush against the target, using the firebender's Wisdom modifier in place of Strength, as the Explosion seed. The firebender gains a +1 to to the bull rush check for every point that the Firebending check exceeds the DC, and he may not choose to move with the target of the form.


    Levels 1- 10
    Spoiler
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    Internal Combustion (Level10)
    Fire in the Stomach+Explosion= DC 25

    My Jailor had expended his strength, the torture session was over. But my strength was not spent, and I decided to show him that I should never be underestimated. Chained, flogged, and beaten I could still kill him. I took on last breath and held it in, letting the force build up inside me. I felt the tension grow and grow until it was unbearable, I felt a huge force erupt from my stomach as crimson flames shot out, then sweet sweet oblivion.

    To Perform this form, the firebender must make a concentration check every round. (DC 15). Every round the firebender passes the Concentration check, the DC increases by 2. When the Firebender fails the check, intentional or not, They explode five feet for every round they passed the check. The explosion does the Firebender fireblast damage plus xd6, where X is rounds they passed the check.


    Levels 11 - 15
    Spoiler
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    Waiting on some kind soul to make something to put here.


    Levels 16 - 20
    Spoiler
    Show
    Waiting on some kind soul to make something to put here.


    Epic Forms
    Spoiler
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    Thousand Birds (Epic)
    Blades of Fire + Lightning(Cold Fire) = Firebending DC:59

    The two warriors were standing still, watching each others moves. Their students were fighting a little farther on this new, half-built bridge. The mist was everywhere, starting to thin as the fugitive waterbender assassin couldn't concentrate or move to keep it strong. He was pinned by the fierce hounds of his firebender opponent, a rival from an allied country, known to be able to reproduce his foes bending arts, a feat beyond logic, Hamake Kadashi was a great ennemy.
    ''Zabura. You think I got there only thanks to my feat? I will now show you no copy, but my own technique'', Kadashi said calmly.
    He joined his hands.
    ''Behold!''
    Hamake Kadashi performed the moves needed to invoke his secret weapon, mostly hand signs. Between his thumbs began crackling in the chirping of a flock of small birds a raging thunder. The strength of this energy made the air grow heavy.
    ''You went too far. Tazura, your mark, represents the courage in this land. The bridge he is building, hope. You sacrificed too many to fulfill your ambitions. This is shameful to your clan.
    -So what? I lived for my own ideals, not matter who or what gets in my way. It aint gonna change!, Zabura said in a smirk, behind the tight piece of cloth hiding the lower part of his face.
    The scream of the lightning was deafening. In the blink of an eye, Kadashi deftly struck the heart of the runaway, arcs of power breaking through his body, roasting his red flesh. The hounds were scared, but this show wasn't new to their eyes, and the Master would surely let them have the corpse as a meal.


    You make a lightning blade, which deal a huge amount of damage. It deals 1d6*1.5 electricity damage per level. In the spirit of the show, only the most powerful may use it without taxing their own stamina (Overbending).

    Thousand Birds Current (Epic)
    Blades of Fire + Lightning (Cold Fire) + Breath of the Dragon = DC 78

    Zazuke and Narugo faced off for the first time in years. After he had broken off from their home village, Zazuke had learned so much. And now, he could use what he had learned to show Narugo the futility of coming after him.

    "We may once have been on equal footing, but I have become so much stronger!"

    And with that, he electrified his entire body, making him untouchable.


    The firebender takes a full-round action to charge their body. Upon success, the bender is charged for as he maintain the form through swift actions. As long as the charge is in effect, his attacks deals 1d6*1.5 per level lightning damage.

  5. - Top - End - #5
    Pixie in the Playground
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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    Waterbender Forms

    Levels 1 - 5
    Spoiler
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    Drillspike (level 1)
    Ice Shards (ranged) = Base DC 10

    ....The Dai Li agents have been hunting me all day, and there have been far too many close calls. This one's got his back turned to me, but it's only a matter of time before he senses my presence. I need to take him out. Now.
    ....This is my last waterskin; better make it count. I draw the water out as quietly as I can from behind a corner and form it into the sharpest point I can muster, allowing it to solidify into a sliver nearly a foot long. I start rotating the shard like a drill, building its accuracy and penetration power. I only have one shot at this. I look around the corner; the agent's still there, looking far more clueless than any Dai Li has a right to be. The shard is humming now with the spin I've been giving it.
    ....I let fly with my singular weapon, launching the miniature powerhouse at my opponent. The shard pierces the poor fool's back on the left side and goes clean through, bathing the stone floor in red. As the agent falls, I realize that he's been gagged, that his stone gloves served to shackle his hands, and that the earth around his feet was not a solidifying stance, but rather prevented his escape. My eyes widen. A shadow at my feet warns me of an agent behind me, and I realize that my fate is sealed.


    This form takes a full-round action to perform and deals 1d6 damage for the ice shard, +1 to attack and damage for every 2 points by which the Bending check exceeds the DC. The bender may spend a full-round action building power for this form before executing it, and the shard gains an additional +2 to attack and damage for every such action taken, for up to 5 rounds.

    Glacier Chain (level 4)
    Water Whip + Ice Shards = DC 24

    Silas takes a step back from the fight. Clearly the lashes from his liquid whip could not penetrate his opponent's armor. Unfortunately, it seems that he'll be unable to be merciful today.

    A waterbender may, as a standard action, make a special whip comprised of fluid water and wicked barbs of ice which protrude from the liquid. The weapon has all the statistics of a spiked chain except that it deals an additional 2d6 damage, half of which is piercing and half of which is cold damage and has the hardness and hit points of ice, rather than steel. If a waterbender were to use the glacier chain in a trip or disarm attempt, this additional damage is automatically dealt if the initial touch attack is successful. The waterbender is automatically considered to be proficient with this weapon and the glacier chain may be extended and its damage increased in the same way as a water whip.

    If a waterbender is already holding a Water Whip, it may be converted to a glacier chain as a move action, rather than a standard action.

    Ice Dome (Level 1)
    Water Shield DC 10 + Freeze/Melt DC 5 + 4 = DC 19

    With a swirling motion and a flick of the wrists, a dome of water erupts from the ground around the Fire Nation warrior, flash-freezing into a shell trapping him in place.

    Ice dome creates a hemisphere of ice with a five foot radius anywhere within bending range. Any individual within the hemisphere is both protected from outside attack and trapped inside until the ice wall is sundered or broken with a strength check. For every five points by which the DC is increased, the radius increases by five feet.

    Encapsulate (Level 4)
    Water Shield DC 10 + Freeze/Melt DC 5 + Water Blast DC 5 + 4 = DC 24

    As the Waterbender's blast hits your chest, the water arcs out and surrounds you into a dome which instantly freezes, trapping you.

    Causes the subject of a water blast to be trapped in an ice dome made of the blast's water as Ice Dome above.


    Levels 1- 10
    Spoiler
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    Swamp Eyes (level 6)
    Manipulate + Feel the Flow; = Base DC 27

    Of course, Shui Jin lasted this long because he knows when to fight and when to run. He's wise to run from my cloud, but I'm ready for him this time. As he leaves the cloud I created, a fine mist lingers at his feat. A close my eyes and sense his trail, allowing his own erratic motion to be his down fall. There is no escaping my eyes, hotman.

    Using the Lake Sense function, the waterbender senses any movement within the mist, then manipulates the mist to follow the motion of form's target. This takes continuous focus, though, and the bender can't do much of anything else.

    Water Clone Technique (Level 7)
    Golem + Mist(Figment) :Waterbending DC 29

    ''Watch out team! We have no rank C midget on our tail. This warrior has seen many winters'', warned Hamake Kadashi to his pupils. It was the first time they had to escort someone to another country, beyond the defenses of their village. The master intended to bring them back in one piece.
    ''Your chief is right, kids. It is better to gather yourselves, so that every sides are clear of danger'', whispered the renegade assassin and reknown waterbender Modochi Zabura. His voice was close. Too close.
    ''Behind!'', screamed Narugo, the shortest but most energetic member of the squad. He was right. In the center of their formation was their foe, a huge grin behind his mask. With his incredibly large sword, he struck Kadashi to the waist, slicing him in two halves, as if he cut through butter.
    Water fell on the floor, losing the color and features of the squad team.
    ''What?'', asked Zabura. He felt a knife on his neck, just over the artery.
    It poke the smoot skin.
    Water came dripping.
    A second clone dissolved on the ground.
    ''Did you expect to fool me with my own trick? Amateur. Even your magic eye can't beat me, StealBender Kadashi!''
    The master's fate seemed sealed, and death to this enemy would be short, he yelled to his pupils to flee, but one of them was here to stay. Narugo had a viscious look in his eye. He had a plan.


    You create a water golem, giving it the appearance of anybody.

    Ice Prison (Level 8)
    Steady Stance (Offensive) + Armor (Ice) = DC 29

    Sikkun knew he couldn't keep this up. That pesky firebender was just too mobile to deal with properly, so he'd have to do something to slow him down. As his opponent landed from his latest acrobatic flip, Sikkun drew in water around his foe's feet and froze him to the ground. But Sikkun knew that wasn't enough, so he kept the ice flowing up his foe's body, encapsulating him in a chilling prison reminiscent of a suit of armor. "Nowhere to run now, pal..."

    The target must make a reflex save or be covered in a layer of ice. The target may spend a full-round action making a strength check to escape, or another creature may spend a full-round action to free the target by chipping away at the ice with a light weapon. Additional targets may be added to the form, but each additional target adds +4 to the DC of the form.

    Stop 'em Cold (Level 8)
    Water Shield (Plane) + Ice Shards (Spikes) + Freeze = DC 29

    "Wait for it."

    Sikkun saw him charging.

    "Wait for it..."

    He knew he couldn't get out of the way.

    "Wait. For. It..."

    So he'd have to get in the way, instead.

    "Now!"

    With a quick sweep of his arms, Sikkun summoned the moisture around him into a dangerous wall just in front of him. Dangerous to his opponent, that is. He smiled as a resounding thud emanated from the other side of his defensive barrier.


    This form cannot be quickened. No effects are brought about when you first use this form. However, when an opponent comes within 5 feet of you, you summon a wall of ice between yourself and your opponent. This wall is covered in icicles, which damage your opponent as they approach you. If they used a move action to approach you, they take 1d4 damage (even split cold/piercing); if they charged you they take 1d6 damage (even split cold/piercing). The opponent may not attack you for the rest of their turn, but may otherwise continue their turn as normal. The wall dissipates at the end of their turn. Additional damage my be dealt by adding +4 to the DC per 1d4 (if they moved) or 1d6 (if they charged); additional walls may be prepared by adding +5 to the DC per extra wall.



    Levels 11 - 15
    Spoiler
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    Run. Hide. There's no escape. (level 12)
    Water Blast + Ice Shards (Ranged) + Mist = Base DC 33

    The firebender has finally realized that it's all over. Shui Jin, the coward, runs behind the weathered outcropping at the arena's edge, obviously hoping to force me into coming to him. No such luck. The stream is kind enough to provide me with a shard of ice, and I launch it with a jet of water, allowing my blast to maneuver the missile around the corner that would be my doom if ever I approached it. The projectile leaves a fine trail of mist and shatters on impact, making a column of fog to give away my opponent's location. Sorant had to have seen that signal; he'll be coming to back me up shortly. Shui Jin is all ours now.

    This form creates an ice shard that shatters into a mushroom cloud upon making contact with a solid object. Clouds are a cylinder 5 ft. wide and 10 ft. tall, plus an additional 5 ft. taller for every +5 added to the Waterbending DC. The shard may make turns as a Water Blast and more shards (and thus more signals) are possible at the rate of 1 per +4 to the DC.


    Levels 16 - 20
    Spoiler
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    Steam Snare (Level 20)
    Mist + Feel the Flow + Freeze(Change Phase) = Waterbending DC: 47

    She was close, but no one in our troop was able to pinpoint her. The only thing that proved us he was there, taunting us was the time of the day. No mist at all could rise under the midday sun.
    It was thick, and the silence was unbearable. Sometimes, one of my soldiers would hit the furnitures, piled behind the houses, making us jump in an attempt to surprise the thief.
    Then we heard her crystal-clear chuckling.
    That angered me so much, but for ten minutes, nothing happened. Now it's freezing.
    «All that for a sword she stole, I said to my partner. Why, nobody know.Until now, nobody knew a waterbender was in the village.»
    I had been only answered by the cold biting my skin.
    «Kodan?, I yelled. Where are you?»
    Then I slipped on the icy floor, smashing my head on a frozen rock. The mist had cleared around me. Kodan was covered in a thin layer of ice, sitting on the floor, the white encompassing his being contrasting with my blood. I reched my brow with my hand. I was bleeding snow like hell.
    Snow?
    I couldn't move my eyes from Kodan, neither I could move my arms.
    Then I heard her crystal-clear chuckling.
    That angered me so much.


    Essentially, you locate and freeze a poor soul inside your Swamp Eyes.

    Swept Away (Level 16)
    Wave (Breaker) + Chill (2 squares) + Ice Shards = DC 38

    He needed results, and he needed them now. Sikkun swept water from the nearby river into a massive wave, which he brought down on the Fire Nation warriors in front of him. As he drew the wave onto them, he chilled as much of its front as possible, freezing some it into dangerous slivers of ice. They barely knew what hit them.

    You summon a wave to bull rush your opponents, as per the Wave seed. However, any opponent who is successfully bullrushed by the wave takes 1d4+1d6 cold damage for every five feet they are moved as a result of the bull rush. The wave can be increased to huge size by increasing the DC by 14; extra damage per five feet moved can be increased by adding 4 to the DC per extra 1d6 added.


    Epic Forms
    Spoiler
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    White Preservation (Epic)
    Puppet + Freeze(Change Phase) = Waterbending DC: 59

    Fright began lurking on my spine as my bulking muscles were moving against my will, under the control of that hag. Her fiendish smile madened me, I couldn't understand how such torture inspired such pleasure.
    She was toying with me, but her fun seemed to last quite for a short time. She wasn't concentrating on any humiliation to deal, she tried to do more.
    Her unability to further increase my pain filled me with joy.
    Then I saw excitement in her old eyes.
    My skin started stretching, my flesh pushing it to the limit as it grew in mass.
    I was freezing to the core.
    Everything became black.
    "Well, I guess storage won't be trouble anymore. What a great way to keep them fresh!", said Hama when she climbed back to her house.


    Flesh to Stone, with a Dominate Person as apetizer, waterbender style.
    Last edited by FireLordAzula; 2008-08-02 at 04:48 PM.

  6. - Top - End - #6
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    Zak Crimsonleaf's Avatar

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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    Didn't we already have one of these? I can't find it just now, but I'm sure it's around somewhere. Oh, and I've edited a few of my forms you list under earthbending in that thread earlier on. Anyway, I'm still ready to go at it. Here's my latest attempt.

    Granite Grip (Level 20)
    Immobilize + Earth Blast = Earthbending DC 39

    Spoiler
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    Jomei gathered all his strength, and, raising a great wave of earth, let it come crashing down upon his opponent. When the dust cleared, the man was held immobile in the earth's grip.

    If the earthbender's Earth Blast attack hits, the target is immobilized, as per the Immobilize seed.
    Lao Tzu
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    Nature never hurries, yet everything is accomplished.
    A good traveler has no fixed plans and is not intent upon arriving.

    Samurai, Anachronisms, and Swords
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    Builder of the:

    Jomei, Wandering Miner (Now an avatar thanks to Nevitan)

    Avatar: The Last Airbender fanfiction:
    Scorched Earth


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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    I am under the impression this thread is to be the one used from now on, and the topic account is a community account, though I'm unsure who actually hands out the access to it.
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  8. - Top - End - #8
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    Zak Crimsonleaf's Avatar

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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    While, whichever one is used from now one, I have a couple more form ideas to add.

    Sundering Strike (Epic)

    Earthquake(ripple) + Create Rubble(difficult terrain) = Base Earthbending DC 49

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    The earthbending master raised both hands, straining with every fiber of his being to connect with the earth that had always been his first and best ally. Despite the battalion of soldiers charging towards him, he did not back down. Instead, he jumped a short distance, and when he returned to the ground, brought both hands down, sending an enormous wave of broken stone and torn earth surging towards his opponents. It broke over them, carrying them away like toys. The old man smiled.

    The earthbender may make use of the create rubble seed in the same cone that the ripple function of the earthquake seed creates. Opponents take bludgeoning damage if they fail the reflex save as well as being flung into the air or pushed back.


    Earthboarding (Level 2)

    Tilt(unbalance) + Move A Rock = Base Earthbending DC 19

    Spoiler
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    Jomei cracked a hefty stone square out of the street, than leapt on it, riding it down the flight of stairs directly in front of him. Seeing those in front of him leaping to clear the way, he laughed, enjoying the sheer power of the earth.

    The earthbender may move the slab with the opponent on it, providing the opponent has failed their reflex save against the unbalancing effect, to anywhere within their bending range, with the opponent still on it. Alternatively, they can stand on the slab, and use it as a stone surfboard to move over land, as far as they can Move A Rock.
    Lao Tzu
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    Nature never hurries, yet everything is accomplished.
    A good traveler has no fixed plans and is not intent upon arriving.

    Samurai, Anachronisms, and Swords
    Spoiler
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    Builder of the:

    Jomei, Wandering Miner (Now an avatar thanks to Nevitan)

    Avatar: The Last Airbender fanfiction:
    Scorched Earth


  9. - Top - End - #9
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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    Like written under the OP, I have the accounts password. If you want it, PM me, but I won't give it to any idiot.

    The intention is that nobody has to bother with the constant editing; everybody does its own part.

    You two are clean, so don't hesitate to make contact with my account.
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    Strongarm Warrior: An actually worthwhile Monkey Grip-focused PrC!
    Guyr Adamantine Avatar by Tomb Raven.

  10. - Top - End - #10
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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    Okay, that makes sense. I'll send you a message. Oh, and also, I have another form. This one works best if you make tremorsense a rare ability, which it is normally.

    Keystone Crafting (Level 6)

    Tremorsense + Move A Rock(shaping) = Base Earthbending DC 24

    Spoiler
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    Shaping a tiny bit of earth into a basic key, Jomei began fiddling with the lock on his cuffs. Closing his eyes, and concentrating on feeling through each tiny vibration how the lock worked, he slowly worked it all the way into the keyhole. Then, he twisted it carefully, and was rewarded with a quiet click, and the cuff fell open.

    The earthbender is able to manufacture a key for any lock. The Base DC is for a Simple lock. Attempting to open a better level of lock adds +5 to the DC per level above Simple, and takes one extra full/round action per each level to execute. This form requires earth (not stone) to work, and cannot be done when restrained in movement.
    Lao Tzu
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    Nature never hurries, yet everything is accomplished.
    A good traveler has no fixed plans and is not intent upon arriving.

    Samurai, Anachronisms, and Swords
    Spoiler
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    Builder of the:

    Jomei, Wandering Miner (Now an avatar thanks to Nevitan)

    Avatar: The Last Airbender fanfiction:
    Scorched Earth


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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    Quote Originally Posted by Zak Crimsonleaf View Post
    Earthboarding (Level 2)

    Tilt(unbalance) + Move A Rock = Base Earthbending DC 19

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    Jomei cracked a hefty stone square out of the street, than leapt on it, riding it down the flight of stairs directly in front of him. Seeing those in front of him leaping to clear the way, he laughed, enjoying the sheer power of the earth.

    The earthbender may move the slab with the opponent on it, providing the opponent has failed their reflex save against the unbalancing effect, to anywhere within their bending range, with the opponent still on it. Alternatively, they can stand on the slab, and use it as a stone surfboard to move over land, as far as they can Move A Rock.
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    Wadledo, you dislike EVERYONE. Therefore, you don't count.
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    Maybe this is the only true fix for spellcasting, making people scared of using it.
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    There's a concept called mercy. Are you familiar with it?
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  12. - Top - End - #12
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    Default Re: Avatar D20 - Bending Form Compendium (Post HERE)

    For the record, I borrowed the name Earthboarding because it seemed to fit. Also, this form here is not mine. It appeared in the most recent compendium thread, but was never added to the list. Providing everyone else approves, I think it should be. To whoever created it, I credit it to them.

    Reject the Advancing Foe (Level 2)
    Earth Blast + Earth Wall(push) = Earthbending DC 19

    Spoiler
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    The earthbender ripped a hefty stone from the ground before him, and let fly. The great rock connected with his opponent squarely, sending them flying backwards across the ground.

    If the earthbender's Earth Blast hits, the opponent is pushed back as per the push function of the Earth Wall seed in addition to taking damage.
    Lao Tzu
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    Nature never hurries, yet everything is accomplished.
    A good traveler has no fixed plans and is not intent upon arriving.

    Samurai, Anachronisms, and Swords
    Spoiler
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    Builder of the:

    Jomei, Wandering Miner (Now an avatar thanks to Nevitan)

    Avatar: The Last Airbender fanfiction:
    Scorched Earth


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