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Old 01-04-2008, 03:06 PM   Top  -  End  -  #1
Mephibosheth
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Join Date: Jul 2005
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Default [Avatar d20 Project] Bending System and Bending Classes - Thread II

Avatar: the Last Airbender d20 – Bending and Base Classes


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

Current Topics of Discussion/Unresolved Topics
  • Strength DC’s for breaking out of immobilization forms
  • Lavabending
  • Communal Bending
  • Influence of the Sun and Moon
  • Bending Study Feats
  • Redirect Lightening
  • Quickening Bending
  • Bending and Two-Weapon Fighting, Flurry of Blows, Rapid Shot, and other ways of increasing number of attacks
  • Weapon and Armor Proficiencies
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Old 01-04-2008, 03:07 PM   Top  -  End  -  #2
Mephibosheth
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

Bending Overview

Benders learn bending seeds at the rate shown on their respective class table and may choose them from any seeds on their bending list.

Creating Forms: The bending arts are based around fully understanding the possibilities and applications of their respective elements . As such, creative use of the element is important to the application of the art. Using a single seed to make a form is often very useful or powerful in its own right, and can continue to be so at later level by advancing the seed’s effects. However, in situations when two of the bender’s known seeds are compatible with each other, they can be executed simultaneously or in conjunction with the bender’s other abilities. Doing so uses the bending time of the longest seed and uses the seeds’ combined Bending DCs +4. For example, a waterbender could combine her blast with some thrown Ice Shards, dealing her blast damage+2d4 (or more, if the Waterbending check allows for additional shards) as a standard action. The Waterbending DC for this would be 19 (5 for Blast, +10 for the Ice Shards, and +4 for combining them). Other combinations are possible, so be creative!

The Bending Skill: Almost all of a bender’s special abilities are determined by her modifier in the respective bending skill. This is a skill exclusive to each of the bending classes and its dependent skill is Wisdom. Having at least 5 ranks in Knowledge (Bending) grants a +2 synergy bonus to the bending skill, and vice versa. Note that due to the complicated motions dealing with bending an element, armor check penalties apply to the skill.

Bending Range: The distance from which a bender can draw or extend any of her forms is 40 ft + 5 ft/level. Going further is possible, but every 5 feet beyond this range adds a +1 to the Bending DC of the seed. A form that begins within this ‘safe’ range but extends beyond it can fall short, and any element being used simply falls from the bender’s control, acting naturally (water being absorbed into the ground, earth rolling downhill, etc.). If the form’s DC reaches the bender’s roll without completely finishing its course, it dissipates at that point and acts naturally.

Using Forms: Executing a form provokes attacks of opportunity unless noted otherwise, and if the bender is damaged while executing a form, she must make a Concentration check against the damage done or lose the form. Bending forms cannot be used while pinned, but a bender can attempt to use a form while grappling by adding +10 to the Bending DC, and must make DC 20 Concentration check in order to successfully use the spell. For more uses of the Concentration skill in Bending, look here. A bender's hands must be free in order to use any bending form, unless noted otherwise; though weapons and items made from materials a bender can manipulate can be spontaneously converted to use in forms.

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

Taking 10: Benders may choose to take 10 on any bending check, unless rushed or threatened. For the purposes of this, combat does not count as being rushed, though an opponent threatening a bender in combat does prevent her from taking 10 on bending checks.

Contested Bending: If two benders are vying for control of a single mass of their element, they make opposed opposed bending checks as a move action. In order to gain control of the element, a bender must beat her opponent's bending check by 5 or more, though winning by 4 or less adds a +2 circumstance bonus to the next opposed check, until one gains uncontested control of the element. If a bender wishes to take control of an element already controlled by another bender (such as a waterbender's Water Whip seed or an earthbender's Armor seed) she takes -5 to the bending check.

Bending on the Defensive: Bending while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + 2 for every 5 of the bending DC) to pull off. Failure means that you still successfully complete the form (provided you are able to make the Bendig DC), but provoke an attack of opportunity for doing so.

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

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

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

Fatigue: A fatigued bender takes a -4 to all bending checks, in addition to the other effects of fatigue, and an exhausted bender takes an addition -4 to all checks, for a total of -8.

Overbending: Upon failing a bending check, a bender has a choice to go ahead and do the action for which she rolled anyway. This is known as overbending and can range from strenuous to lethal, depending on the scope of what the bender is trying to do, as shown on the table below. All effects stack, except for the various levels of Constitution damage, though the Constitution drain does apply at the same time

Failed By
Effect
1-5Fatigue
6-91d4 Con damage
10-142d4 Con damage
15-193d4 Con damage, Exhaustion
20-244d4 Con damage
25-29Unconsciousness1, 1 point Con drain
>30Death
1 A bender rendered unconscious in this manner makes a DC 20 Will save to wake up after four hours, and every hour thereafter, with the save DC decreasing by -2 at each attempt. After eight hours, the bender automatically wakes up, but is still Exhausted. It takes additional rest to remove this condition.

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

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

LevelMBM1, 14 WisRoll, 14 Wis MBM, 16 WisRoll, 16 Wis MBM, 18 WisRoll, 18 Wis
1+9 (4+SF+Wis)19 +1020 +1121
2+12 (Synergy)22 +1323 +1424
3+1323 +1424 +1525
4+1424 +1525 +1626
5+1525 +1626 +1727
6+1626 +1727 +1828
7+1727 +1828 +1929
8+19 (16 Wis)29 +2030 +2131
9+2030 +2131 +2232
10+2131 +2232 +2333
11+2232 +2333 +2434
12+2333 +2434 +2535
13+2434 +2535 +2636
14+2535 +2636 +2737
15+2636 +2737 +2838
16+28 (18 Wis)38 +2939 +3040
17+2939 +3040 +3141
18+3040 +3141 +3242
19+3141 +3242 +3343
20+3242 +3343 +3444
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Old 01-04-2008, 03:11 PM   Top  -  End  -  #3
Mephibosheth
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

Airbender

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

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

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

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Dodge
Forms Known
Defense Bonus
1st+0+0+2+2Air Blast, Wind Shaping, Body of Air+01+4
2nd+1+0+3+3Deflect Attack+02+4
3rd+2+1+3+3Evasion, Improved Unarmed Strike+02+5
4th+3+1+4+4Fly (30 ft/poor)+13+5
5th+3+1+4+4 +13+5
6th+4+2+5+5 +14+6
7th+5+2+5+5 +14+6
8th+6/+1+2+6+6Fly (40 ft/poor)+25+6
9th+6/+1+3+6+6 +25+7
10th+7/+2+3+7+7Improved Evasion+26+7
11th+8/+3+3+7+7 +26+7
12th+9/+4+4+8+8Fly (50 ft/average)+37+8
13th+9/+4+4+8+8 +37+8
14th+10/+5+4+9+9 +38+8
15th+11/+6+5+9+9 +38+9
16th+12/+7/+2+5+10+10Fly (60 ft/average)+49+9
17th+12/+7/+2+5+10+10 +49+9
18th+13/+8/+3+6+11+11 +410+10
19th+14/+9/+4+6+11+11 +410+10
20th+15/+10/+5+6+12+12Fly (70 ft/good)+511+10

Class Features

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

Air Blast
Base DC: 5

The first offensive ability an airbender learns is to focus air currents around himself into a quick stream, forcefully pushing objects in its path. An Air Blast is a ranged touch attack that originates in the airbender's square, and an airbender can use as many Air Blasts in a full-round attack as his base attack bonus allows.

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

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

Body of Air - As an airbender begins to subconsciously manipulate the air around himself, his motions become far quicker and easier for him to control, baffling others around him. Alternatively, an airbender can cause small air currents to support his body as if he were far lighter than he actually is. An airbender gains a bending bonus towards any Climb, Tumble, and Jump checks equal to half his airbender level. Additionally, the maximum height an airbender can jump is not limited by his height.

Wind Shaping
Base DC: 5

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

Deflect Attack
Base DC: 5

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

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

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

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

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

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

Flight – Beginning at 4th level, an airbender learns to manipulate the air currents around his glider, allowing him to fly. The airbender’s flight speed and maneuverability are shown on the above table. An airbender can fly for a number of rounds at a time equal to his class level before setting down (though he can resume flying again at any time). Beginning at 10th level, an airbender can fly indefinitely before setting down. An airbender must use a glider (such as his staff) in order to fly.

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

Airbending Seeds

Particles
Base DC: 10

Spoiler

Run as the Wind
Base DC: 10

Spoiler

Palm Bow
Base DC: 15

Spoiler

Air Burst (Template)
Base DC: +10

Spoiler

Air Thrust
Base DC: 10

Spoiler

Sustained Gusts (Template)
Base DC: +10

Spoiler

Airbender's Leap
Base DC:15

Spoiler

Air Scooter
Base DC: 15

Spoiler

Sound Waves
Base DC: 15

Spoiler

Flowing Air Strike
Base DC: 15

Spoiler

Levitate
Base DC 20

Spoiler

Air Scythe
Base DC 20

Spoiler

Deep Breath (Template)
Base DC: +15

Spoiler

The Four Winds (Template)
Base DC: +20

Spoiler

Stormwinds
Base DC: 20

Spoiler

Air Shield
Base DC 25

Spoiler

Tornado
Base DC: 30

Spoiler
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Old 01-04-2008, 03:16 PM   Top  -  End  -  #4
Mephibosheth
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

Earthbender

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

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

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

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Forms Known
Defense Bonus
1st+0+2+0+2Earth Blast 1d6, Move a Rock1+3
2nd+1+3+0+3Deflect Attack2+3
3rd+2+3+1+3Improved Unarmed Strike2+4
4th+3+4+1+4Climb 20 ft3+4
5th+3+4+1+4Earth Blast 2d63+4
6th+4+5+2+5Climb 30 ft4+5
7th+5+5+2+5Head-On Defense4+5
8th+6/+1+6+2+6Climb 40 ft5+5
9th+6/+1+6+3+6 5+6
10th+7/+2+7+3+7Earth Blast 3d66+6
11th+8/+3+7+3+7 6+6
12th+9/+4+8+4+8Climb 50 ft7+7
13th+9/+4+8+4+8 7+7
14th+10/+5+9+4+9 8+7
15th+11/+6/+1+9+5+9Earth Blast 4d68+8
16th+12/+7/+2+10+5+10 9+8
17th+12/+7/+2+10+5+10 9+8
18th+13/+8/+3+11+6+11 10+9
19th+14/+9/+4+11+6+11Climb 60 ft10+9
20th+15/+10/+5+12+6+12Earth Blast 5d611+9

Class Features

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

Earth Blast
Base DC: 5

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

Deflect Attack
Base DC: 5

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

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

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

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

Move a Rock
Base DC: 5

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

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

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

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

Earthbending Seeds

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

Dust
Base DC: 10

Spoiler

Earth Wall
Base DC: 10

Spoiler

Column
Base DC: 10

Spoiler

Tilt
Base DC: 10

Spoiler

Armor
Base DC: 15

Spoiler

Tremorsense
Base DC: Varies

Spoiler

Steady Stance
Base DC: 15

Spoiler

Create Rubble
Base DC: 15

Spoiler

Compact
Base DC: 15

Spoiler

Golem
Base DC: 15

Spoiler

Earthen Stride
Base DC: 20

Spoiler

Catapult
Base DC: 20

Spoiler

Excavate
Base DC: 20

Spoiler

Earthquake
Base DC: Varies

Spoiler

Immobilize
Base DC: 30

Spoiler

Metalbending (template)
Base DC: Varies

Spoiler

Rift
Base DC: 35

Spoiler
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Old 01-04-2008, 03:31 PM   Top  -  End  -  #5
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

Firebender

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

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

Class Skills – Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Firebending (Wis) Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (History) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Forms Known
Defense Bonus
1st+0+0+2+2Fire Blast 1d6, Play with Fire, Child of the Sun1+3
2nd+1+0+3+3Deflect Attack2+3
3rd+2+1+3+3Improved Unarmed Strike2+4
4th+3+1+4+4Fire Blast 2d63+4
5th+3+1+4+4Endure Elements3+4
6th+4+2+5+5Firestorm4+5
7th+5+2+5+5 4+5
8th+6/+1+2+6+6Fire Blast 3d65+5
9th+6/+1+3+6+6 5+6
10th+7/+2+3+7+7Fire Resistance 56+6
11th+8/+3+3+7+7 6+6
12th+9/+4+4+8+8Fire Blast 4d67+7
13th+9/+4+4+8+8 7+7
14th+10/+5+4+9+9 8+7
15th+11/+6/+1+5+9+9Cold Resistance 58+8
16th+12/+7/+2+5+10+10Fire Blast 5d69+8
17th+12/+7/+2+5+10+10 9+8
18th+13/+8/+3+6+11+11 10+9
19th+14/+9/+4+6+11+11 10+9
20th+15/+10/+5+1+12+12Fire Blast 6d6, Cold and Fire Resistance 1011+9

Class Abilities

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

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

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

Fire Blast
Base DC: 5

The first ability a firebender learns is Fire Blast. The firebender generates fire using the heat inside his body and propels it at great speeds toward his foe using a quick jab with his fist. A blast deals 1d6 damage at 1st level (dealing half damage to non-flammable objects) and increases in power as the firebender gains levels, as shown above. A blast is a ranged attack, and a firebender can use a number of blasts in one round equal to the number of iterative attacks he can make (as determined by his BAB).
In addition to using his Fire Blasts to attack from range, a firebender can channel his blasts through his unarmed strike, dealing Fire Blast damage in addition to unarmed strike damage for each blow. A firebender must make a successful melee attack in order to channel his Fire Blast.

Deflect Attack
Base DC: 5

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

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

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

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

Play with Fire
Base DC: 5

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

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

Firestorm – Of all the bending disciplines, firebending is the most offensive, truly embodying the belief that the best defense is a good offense. Beginning at 6th level, whenever a firebender spends a full round attacking, he may make an extra attack at his highest base attack bonus. The extra attack may not be used in a Deflect Bending attempt, and the firebender must make at least two Fire Blasts in a turn in order to use this ability. When using a Firestorm, the firebender takes a -2 penalty to all attacks made that round.
Energy Resistance - At level 10, a firebender gains Fire Resistance 5. At level 15, a firebender gains Cold Resistance 5. At level 20, a firebender's Fire Resistance increases to Fire Resistance 10.

Firebending Seeds

Fire Kick (Template)
Base DC: +10

Spoiler

Fire Whip
Base DC: 10

Spoiler


Explosion (Template)
Base DC: +10

Spoiler


Blades of Fire
Base DC: 10

Spoiler

Intensity (Template)
Base DC: +10

Spoiler


Burning Rush
Base DC: 10

Spoiler


Fire Sweep
Base DC: 15

Spoiler


Fire in the Stomach
Base DC: 15

Spoiler


Incandescence
Base DC: Varies

Spoiler


Breath of the Dragon (Template)
Base DC: +25

Spoiler


Fire Burst
Base DC: 25

Spoiler


Wall of Fire
Base DC: 25

Spoiler


Blue Fire (Template)
Base DC: +20

Spoiler


Flamethrower
Base DC: 35

Spoiler


Lightning
Base DC: 45

Spoiler


Note
All firebending abilities set fire to combustibles and damage objects they affect. Natural fire deals 1d6 points of fire damage per round. A creature who catches on fire can make a DC 15 Reflex save each round to extinguish the fire. Dousing the fire with water or smothering it automatically extinguishes the fire.
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Old 01-04-2008, 03:35 PM   Top  -  End  -  #6
Mephibosheth
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

Waterbender

Adventures - Waterbenders adventure most frequently to aid the tribe, be it to defend against an enemy, gain access to a crucial resource, or provide aid to an ally of the tribe. Also, Waterbenders in small communities may adventure to seek out a master to instruct them in their art.
Characteristics - Waterbenders are able to manipulate water, giving it shape, moving it with great speed and power, or changing its phase from water to ice or vapor (and vice versa). They focus on the defense, turning their opponent's blows against them, blocking them with gushing watery shields, or immobilizing their opponents in ice. Select waterbenders can also heal wounds, using water as a medium through which to align the chi and promote healing.
Alignment - Waterbenders emphasize the defense and try to avoid injuring even their foes. Thus, waterbenders tend toward good. Also, most waterbenders are concerned with their community above all else, eschewing both the wandering lifestyle and the disciplined life of an ascetic or monk. They tend to be neutral instead of lawful or chaotic.
Religion - Waterbenders draw their power from the Moon and venerate the Moon Spirit above all others. Their power waxes in the moonlight and wanes during the day. Also, many members of the Water Tribe revere the Ocean Spirit as the source of life for their people.
Background - Most waterbenders train under a master. In the Northern Water Tribe, there are large group lessons under the tutelage of a single master. In the Southern and Foggy Swamp Water Tribes where waterbenders are fewer in number, waterbenders tend to learn one-on-one from a single master.
Races - All waterbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Water Tribe, located at the north and south poles and in the Foggy Swamp.
Other Classes - Waterbenders share their defensive focus and high agility with the airbenders. However, they are less at odds with the more solid and unmoving style of the earthbenders, though they prefer to redirect their opponents' attacks instead of overwhelming them. They dislike the unceasing aggression of the firebenders, but can work with them if the need presents itself. They are also capable of working with the more martial classes, using their defensive skills to assist the warriors in battle.
Abilities - Wisdom is important to waterbenders, as it determines the Save DC's and durations of some of their waterbending Seeds. Waterbenders' emphasis on reflexes means that they also benefit from high Dexterity, which helps them turn their enemies' attacks and provides a boost to AC.
Alignment – Any (tending towards good and neutrality)
Hit Die – d6

Class Skills – Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Bending) (Int), Knowledge (History)(Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex), Waterbending (Wis)
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Forms Known
Defense Bonus
1st+0+0+2+2Water Blast 1d6, Manipulate, Child of the Moon1+3
2nd+1+0+3+3Deflect Attack, Freeze/Melt2+3
3rd+2+1+3+3Improved Unarmed Strike2+4
4th+3+1+4+4Ski (20 ft)3+4
5th+3+1+4+4Water Blast 2d63+4
6th+4+2+5+5Ski (30 ft)4+5
7th+5+2+5+5 4+5
8th+6/+1+2+6+6Ski (40 ft)5+5
9th+6/+1+3+6+6 5+6
10th+7/+2+3+7+7Water Blast 3d6, Circular Attack6+6
11th+8/+3+3+7+7 6+6
12th+9/+4+4+8+8 7+7
13th+9/+4+4+8+8Ski (50 ft)7+7
14th+10/+5+4+9+9 8+7
15th+11/+6/+1+5+9+9Water Blast 4d68+8
16th+12/+7/+2+5+10+10 9+8
17th+12/+7/+2+5+10+10 9+8
18th+13/+8/+3+6+11+11 10+9
19th+14/+9/+4+6+11+11Ski (60 ft)10+9
20th+15/+10/+5+6+12+12Water Blast 5d611+9

Class Features

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

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

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

Deflect Attack
Base DC: 5

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

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

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

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

Manipulate
Base DC: 5

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

Melt/Freeze
Base DC: 5

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

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

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

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

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

Waterbending Seeds

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

Mist
Base DC: 10

Spoiler


Water Whip
Base DC: 10

Spoiler


Tentacle
Base DC: Varies

Spoiler


Ice Shards
Base DC: 10

Spoiler

Healing Water
Base DC: Varies

Spoiler


Water Shield
Base DC: 10

Spoiler


Steady Stance
Base DC: 10

Spoiler


Rise with the Tides
Base DC: Varies

Spoiler


Pressure (template)
Base DC: 10

Spoiler


Water Walk
Base DC: Varies

Spoiler


Propel
Base DC: Varies

Spoiler


Armor
Base DC: 15

Spoiler


Wave
Base DC: 15

Spoiler


Golem
Base DC: 15

Spoiler


Feel the Flow
Base DC: 20

Spoiler


Bend Plants
Base DC: Varies

Spoiler


Blizzard
Base DC: Varies

Spoiler


Bloodbending
Base DC: 50

Spoiler
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Old 01-04-2008, 03:37 PM   Top  -  End  -  #7
Mephibosheth
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Join Date: Jul 2005
Location: 
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Gender: Male
Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

Prestige Classes


Disciple of the Healing Waters


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

Disciple of Healing Waters
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSeeds Known
1st
+0
+0
+2
+2
Sense the lifestream, Greater Healing Waters
0
2nd
+1
+0
+3
+3
Direct the flow
1
3rd
+1
+1
+3
+3
Innate Understanding
2
4th
+2
+1
+4
+4
Revitalizing Pool
3
5th
+2
+2
+4
+4
Reutrn to the Lifestream
4


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

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

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

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

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

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

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

Return to the Lifestream
Base DC: 35

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

Disciple of the Healing Waters Seeds

Somatic Recuperation
Base DC: Varies

Spoiler


Mental Recuperation
Base DC: Varies

Spoiler


Panacea
Base DC: Varies

Spoiler


Major Wounds
Base DC: 40

Spoiler


The Dai Li Agent

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

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

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

Dai Li Agent
LevelBABFort SaveRef SaveWill SaveSpecialSeeds
1st
+0
+0
+2
+2
Earthbender, Grasp of the Dai Li, Sneak Attack +1d6
0
2nd
+1
+0
+3
+3
Trapfinding, Evasion
1
3rd
+2
+1
+3
+3
Dai Li Authority, Obscure Passage
1
4th
+3
+1
+4
+4
Break Away +4, Sneak Attack +2d6,
2
5th
+3
+1
+4
+4
Teamwork Infiltration +2
2
6th
+4
+2
+5
+5
Defensive Roll 1/day
3
7th
+5
+2
+5
+5
Sneak Attack +3d6
3
8th
+6
+2
+6
+6
Teamwork Infiltration +4
3
9th
+6
+3
+6
+6
Defensive Roll 2/day
4
10th
+7
+3
+7
+7
Improved Evasion, Sneak Attack +4d6
4


Requirements

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Improved Evasion (Ex): This ability works like evasion, except that while the Dai Li still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Dai Li does not gain the benefit of improved evasion.
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Old 01-04-2008, 09:08 PM   Top  -  End  -  #8
Dolphin Safe
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

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

Oh, also, I was wondering if there should be a kind of Bending prestidigitation for Airbenders, like the Move a Rock for Earthbenders. I assume there is, but it isn't listed on this thread.
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Old 01-05-2008, 06:17 PM   Top  -  End  -  #9
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

also, I repost my suggested armour penalties here:

Spoiler


this rule, among others, also requires certain seeds to verify the extent of the somatic component. the lightning seed is pretty specific, but I don't see much info on the movements required for other seeds. Perhaps the complexity of motion could be inherent in a certain DC level, and the armour penalty could incur a maximum DC limit, and benders wearing certain armour simply couldn't exceed that limit, even when overbending?
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Old 01-05-2008, 06:44 PM   Top  -  End  -  #10
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

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

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Old 01-05-2008, 06:51 PM   Top  -  End  -  #11
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

Like, Armored Bender (light), then Improved Armored Bender (medium), and assuming you wanna go that far Greater Armored Bender (heavy). Those feats eliminate bending failure in that grade of armor.
I agree. This is no spellcasting we have here. It is martial arts.
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Old 01-05-2008, 06:54 PM   Top  -  End  -  #12
Guyr Adamantine
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

Like, Armored Bender (light), then Improved Armored Bender (medium), and assuming you wanna go that far Greater Armored Bender (heavy). Those feats eliminate bending failure in that grade of armor.
I agree. This is no spellcasting we have here. It is martial arts.
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Old 01-05-2008, 06:56 PM   Top  -  End  -  #13
Guyr Adamantine
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

Like, Armored Bender (light), then Improved Armored Bender (medium), and assuming you wanna go that far Greater Armored Bender (heavy). Those feats eliminate bending failure in that grade of armor.
I agree. This is no spellcasting we have here. It is martial arts.
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Old 01-05-2008, 06:58 PM   Top  -  End  -  #14
Pirate_King
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

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

As for earth, there are a handful of spells that could provide guidelines for that sort of DC. Earth lock has a 25 strength check to break open a tunnel that has been constricted with the spell. Or, the the Strength check could be equal to the base DC of the form, instead of the earthbending check itself, perhaps with the ever popular + X per every X points that the earthbender beat the DC, though I think the base DC is enough to keep those forms useful without making them overpowered. In the mean time, I'll keep looking for spells with similar effects
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Old 01-05-2008, 09:24 PM   Top  -  End  -  #15
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

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

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

On the subject of the new thread, well done Meph. Rules are cleared up, everything is easy to access, and it's a triumph of orderly arrangement, all told. My one beef is that the earthbending color is a rust-brown instead of a dirt brown or green. And we all know how important that is.
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Old 01-05-2008, 09:32 PM   Top  -  End  -  #16
Pirate_King
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

So, uh, anyone seen the latest episode? I kinda feel like it could imply an alignment based source of bending ability, but I'm not sure how it would work, because it isn't alignment alone. Firebending master (and any other episode) can be viewed here (for research, of course )
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Old 01-06-2008, 03:36 PM   Top  -  End  -  #17
ErrantX
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

I've spoilered my opinions and thoughts below.
Spoiler


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Old 01-06-2008, 06:39 PM   Top  -  End  -  #18
Elathron
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

Thanx in advance
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Old 01-06-2008, 10:37 PM   Top  -  End  -  #19
Pirate_King
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

Start here

defense bonus can be found in the SRD
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Old 01-06-2008, 11:06 PM   Top  -  End  -  #20
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

Non-bending classes are a real conundrum, as the Benders take the place of spellcasting classes, but are more parallel to Jedi in Star Wars D20, capable fighters who are also mystically enhanced. Monks and fighters are seriously left in the dust, as benders already take the place of monks more or less, and fighters are much more... there are some replacements, as in Lord Tartarus set, and Eighth Seraph's set.
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Old 01-07-2008, 11:33 AM   Top  -  End  -  #21
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

The main problem here is the ice shards seed itself. While made of awesome(masterwork weapons? MADE OF ICE! I rest my case.) , I recommend 3 points of check/shard instead of two.
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Old 01-07-2008, 01:57 PM   Top  -  End  -  #22
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

Hmm. Interesting issues.

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

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

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

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

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

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

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

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

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

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

Ice Shards
Base DC: 10

Spoiler


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

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Old 01-07-2008, 02:14 PM   Top  -  End  -  #23
ErrantX
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

I also support the Immobilization rules.

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

-X
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Old 01-07-2008, 02:43 PM   Top  -  End  -  #24
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

I really like the new Ice Shards. It's a D6 now, and it's much harder to pull off that... 7d4, well it's with a 18 wis, and 4 ranks, taking a 10, it's 18 total, making a 4d6 line of piercing cold. Thats pretty decent, but not terribly... well horrible sounding. It doesn't sound like a insta-kill for a lot of the non-con based classes and monsters, while it gives a hefty reason not to mess with a waterbender.
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Old 01-07-2008, 02:52 PM   Top  -  End  -  #25
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

Waterbending Study
By studying the arts of the ebb and flow of the tides like a waterbender, a bender may use those principles in bending their own element.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Earth- The earthbender learns that water may carve canyons and may apply this technique to his earthbending. The earthbender may add his Wisdom modifier to rolls to overcome another bender's Deflect Bending attempts.
Air- By studying the effects of pressure on water, an airbender may learn to better focus his energies with pressurized air. The airbender may now make an air blast attack as if he were a waterbender of equal level. The damage from this attack is non-lethal. If the airbender possesses the Air Scythe seed, he may now do lethal damage with that attack, regardless of whether or not he has a staff.
Fire- Redirect Lightning (Base DC 35): A technique adopted from the waterbenders’ philosophy and art of using an enemy’s power against him, this seed is generally used to defend against one of the firebenders’ most deadly abilities. A firebender can use a Deflect Bending action to redirect any lightning bolts (natural or otherwise) passing within 5 feet of the firebender. Because the bender is essentially letting the lightning hit him, this seed does not require an attack roll, as opposed to Deflect Bending.
The firebender must make a DC 15 Concentration check to ensure that the lightning doesn’t pass through his heart as he channels it to his other hand. Failure indicates that the firebender takes the appropriate damage for the lightning, and he fails to redirect it. On a successful check, the firebender channels the lightning to the other side of his body, redirecting it as he desires.

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

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

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

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

-X
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Old 01-07-2008, 03:40 PM   Top  -  End  -  #26
Mephibosheth
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

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

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

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

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

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

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

Or something like that. What do you think?

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Old 01-07-2008, 04:13 PM   Top  -  End  -  #27
Pirate_King
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

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

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

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

Too much for a first level feat? I think it would be balanced out by the choice between increasing constitution for more damage or increasing wisdom for better bending checks, and would be good for Zuko-like multiclassing. He's clearly got a punch behind his fire, but doesn't know quite so many seeds and forms as a more optimized firebender like his uncle or sister.
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Old 01-07-2008, 04:39 PM   Top  -  End  -  #28
Mephibosheth
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

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

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

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

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

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

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Old 01-07-2008, 05:22 PM   Top  -  End  -  #29
Pirate_King
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

After a bit more research, I can see a reason to get rid of the swim speed, since waterbending was learned by watching the moon and tides, rather than fish:
Quote:
Originally Posted by Wikipedia
The people of the Water Tribe first learned Waterbending by observing how the moon pushed and pulled the tides of the ocean. They then learned how to do it themselves.[1]. According to the episode "The Waterbending Scroll", the word waterbending is written in Chinese as 截水神功, which is best translated as "The Divine Ability to Halt Water".
(???? = characters that my computer can't see. anyone know where I can get a plug-in to read Chinese characters?)
Still, I think the ski/water walk thing should remain a seed. It still seems like something that would need to be learned. Not sure why, just kind of a gut thing after watching entirely too much of the show for the past couple days.
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Old 01-07-2008, 05:33 PM   Top  -  End  -  #30
Mephibosheth
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Default Re: [Avatar d20 Project] Bending System and Bending Classes - Thread II

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

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