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Old 08-17-2007, 01:14 AM   Top  -  End  -  #1
Eighth_Seraph
Bugbear in the Playground
 
 
Join Date: Jul 2006
Location: 
Water Tribe, South Pole
Gender: Male
Lightbulb Water, Earth, Fire and Air [Avatar Project]

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

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

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

Directory

Main Hub

Bending Overview
See further down

Base Classes
Airbender (Under Revision)
Waterbender
Earthbender
Firebender

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

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

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

The Avatar
The Avatar Template


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

Overbending
Failed By
Effect
1-5Fatigue
5-91d4 Con damage
10-142d4 Con damage
15-193d4 Con damage, Exhaustion
20-244d4 Con damage
25-29Unconciousness1, 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 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.
__________________
Water, Earth, Fire, and Air: Benders of the Avatar world
Monks and Rangers for a non-magical world
Quote:
Originally Posted by KKL View Post
Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
Avatar By the amazing Mephibosheth

Last edited by Eighth_Seraph : 12-08-2007 at 11:10 PM.
Eighth_Seraph is offline  
Old 08-17-2007, 01:15 AM   Top  -  End  -  #2
Eighth_Seraph
Bugbear in the Playground
 
 
Join Date: Jul 2006
Location: 
Water Tribe, South Pole
Gender: Male
Default The Waterbender

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


WATERBENDER



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

Class Skills – Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Bending) (Int), Knowledge (History)(Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex), Waterbending (Wis)
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier
Waterbender
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSeeds KnownClass Defense Bonus
1st
+0
+0
+2
+2
Water Blast 1d6, Manipulate, Deflect Bending
1
+3
2nd
+1
+0
+3
+3
Heat/Chill
2
+3
3rd
+2
+1
+3
+3
Improved Unarmed Strike
2
+4
4th
+3
+1
+4
+4
Swim (20 ft)
3
+4
5th
+3
+2
+4
+4
Water Blast 2d6
3
+4
6th
+4
+2
+5
+5
Swim (30 ft)
4
+5
7th
+5
+2
+5
+5
 
4
+5
8th
+6/+1
+2
+6
+6
Swim (40 ft)
5
+5
9th
+6/+1
+3
+6
+6
 
5
+6
10th
+7/+2
+3
+7
+7
Water Blast 3d6, Circular Attack
6
+6
11th
+8/+3
+3
+7
+7
 
6
+6
12th
+9/+4
+4
+8
+8
Swim (50 ft)
7
+7
13th
+9/+4
+4
+8
+8
 
7
+7
14th
+10/+5
+4
+9
+9
 
8
+7
15th
+11/+6/+1
+5
+9
+9
Water Blast4d6
8
+8
16th
+12/+7/+2
+5
+10
+10
 
9
+8
17th
+12/+7/+2
+5
+10
+10
 
9
+8
18th
+13/+8/+3
+6
+11
+11
 
10
+9
19th
+14/+9/+4
+6
+11
+11
Swim (60 ft)
10
+9
20th
+15/+10/+5
+6
+12
+12
Water Blast 5d6
11
+9

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

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

Water Blast
Base DC: 5

The first offensive ability a waterbender learns is to concentrate water into a large bubble in her hands and blast it at great speeds towards her foe. A blast deals 1d4 bludgeoning damage at 1st level (half damage to objects) and increases in power as the waterbender gains levels, as shown above. A blast is a ranged attack, and a waterbender can use a number of blasts in one round equal to the number of iterative attacks she can make (as determined by her BAB). A Waterbender cannot apply precision-based damage from any source to the damage dealt by her blasts, and the blast is treated as an exotic ranged weapon for feat purposes. A Waterbender can only use blasts when there is a source of open water within her bending range. A waterbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the Waterbending DC, but still suffers penalties for concealment, as appropriate. Using a Waterblast takes at least one pint of water (one eighth that contained within the average waterskin.

Deflect Bending
Base DC: 5

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

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

Manipulate
Base DC: 5

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

Freeze/Melt
Base DC: 5

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

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

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

Waterbending Seed List

Mist
Base DC: 10

Spoiler


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


Water Spout
Base DC: 10

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: Varies

Spoiler





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


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

Last edited by Eighth_Seraph : 12-30-2007 at 04:15 PM.
Eighth_Seraph is offline  
Old 08-17-2007, 01:16 AM   Top  -  End  -  #3
Eighth_Seraph
Bugbear in the Playground
 
 
Join Date: Jul 2006
Location: 
Water Tribe, South Pole
Gender: Male
Default The Earthbender & The Firebender

Earthbender


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

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

Class Skills – Climb (Str), Concentration (Con), Craft (Int), Earthbending (Wis) Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Spot (Wis)
Skill Points at 1st Level – (2 + Int Modifier) x4
Skill Points at Each Additional Level – 2 + Int Modifier

Earthbender
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSeeds KnownClass Defense Bonus
1st
+0
+2
+0
+2
Earth Blast 1d6, Block Bending
1
+2
2nd
+1
+3
+0
+3
Move a Rock
2
+2
3rd
+2
+3
+1
+3
 
2
+3
4th
+3
+4
+1
+4
Climb (20 ft)
3
+3
5th
+3
+4
+2
+4
Earth Blast 2d6
3
+3
6th
+4
+5
+2
+5
Climb (30 ft)
3
+4
7th
+5
+5
+2
+5
Head-On Defense
4
+4
8th
+6/+1
+6
+2
+6
Climb (40 ft)
4
+4
9th
+6/+1
+6
+3
+6
 
5
+5
10th
+7/+2
+7
+3
+7
Earth Blast 3d6
5
+5
11th
+8/+3
+7
+3
+7
 
6
+5
12th
+9/+4
+8
+4
+8
Climb (50 ft)
6
+6
13th
+9/+4
+8
+4
+8
 
6
+6
14th
+10/+5
+9
+4
+9
 
7
+6
15th
+11/+6/+1
+9
+5
+9
Earth Blast 4d6
7
+7
16th
+12/+7/+2
+10
+5
+10
 
8
+7
17th
+12/+7/+2
+10
+5
+10
 
8
+7
18th
+13/+8/+3
+11
+6
+11
 
9
+8
19th
+14/+9/+4
+11
+6
+11
Climb (60 ft)
9
+8
20th
+15/+10/+5
+12
+6
+12
Earth Blast 5d6
9
+8


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


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

Earth Blast
Base DC: 5

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

Block Bending
Base DC: 5

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

Move a Rock
Base DC: 5

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

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

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

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

Earthbending Seed List

Dust
Base DC: 10

Spoiler


Earth Wall
Base DC: 10

Spoiler


Column
Base DC: 10

Spoiler


Tilt
Base DC: 10

Spoiler


Armor
Base DC: 15

Spoiler


Tremorsense
Base DC: 15

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: Varies

Spoiler


Metalbending (template)
Base DC: Varies

Spoiler


Lava Flows (template)
Base DC: 30

Spoiler


Rift
Base DC: 35

Spoiler






Alright, I've still got seven more earthbending forms underway, but my school year starts tomorrow, and I figure that you guys'd like me to give you what I have. Look 'em over and tell me what you think.
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Old 08-17-2007, 02:38 AM   Top  -  End  -  #4
argentsaber
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Default Re: The bending arts are limited only by the wielder's creativity... [Base Classes]

I recently adapted the true namer (also skill based casting) from tome of magic. what i did was to replace the skill use with a class level ability similar to bardic knowledge or animal affinity checks (although i did add a "practiced namer" feat that could account for up to 4 levels of multiclassing). After adjustign the DCs down a bit, i have found that it works resonably well thus far.
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Old 08-17-2007, 10:21 AM   Top  -  End  -  #5
Mephibosheth
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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

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

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

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Old 08-17-2007, 03:06 PM   Top  -  End  -  #6
Vadin
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

Out of curiosity on the part of both me as a DM and my players, are these benders balanced with the warlock-style benders? What I mean is, could I use both of them in a game and not see one of them horribly outdo the other?
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Old 08-17-2007, 03:24 PM   Top  -  End  -  #7
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

out of curiosity, what if i wanted to play a 'normal' say like, Sokka. (he is teh plan guy)
would i use a normal fighter, maby throw in some monk?
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Old 08-17-2007, 03:51 PM   Top  -  End  -  #8
Korias
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Quote:
Originally Posted by AjaxTorbin View Post
out of curiosity, what if i wanted to play a 'normal' say like, Sokka. (he is teh plan guy)
would i use a normal fighter, maby throw in some monk?
Sokka would probably draw from Fighter/Monk, Im guessing Fighter 4/Monk 3.

That, or Warrior/Monk.
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Old 08-17-2007, 10:32 PM   Top  -  End  -  #9
Ceiling009
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

for the offensive seeds and forms, is there a check then an attack roll? I mean, very few spells outside blasting spells require an attack roll... and those are normally touch attacks... while a truenamer I think doesn't require attack rolls for a lot of their spells... so.. let's say you pull off that frozen spiked waterblast... with it's DC 20 check... do you still have to make an attack roll? or is it assumed to hit? just like most spells? after all, if it's a 22 DC the blast can go around cover... but still have that 20% to 50% miss chance...yeah... i'm confused about that.
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Old 08-18-2007, 06:34 AM   Top  -  End  -  #10
katarl
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

Really looking forward to the earthbender. This system looks very versatile, and much closer to the feel of the series.
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Old 08-18-2007, 12:00 PM   Top  -  End  -  #11
Eighth_Seraph
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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

FIREBENDER



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

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

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

Firebender
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSeeds KnownClass Defense Bonus
1st
+0
+0
+2
+2
Fire Blast 1d6, Play with Fire, Block Bending
1
+3
2nd
+1
+0
+3
+3
2
+3
3rd
+2
+1
+3
+3
Improved Unarmed Strike
2
+4
4th
+3
+1
+4
+4
Fire Blast 2d6
2
+4
5th
+3
+2
+4
+4
 
3
+4
6th
+4
+2
+5
+5
Firestorm
3
+5
7th
+5
+2
+5
+5
 
3
+5
8th
+6/+1
+2
+6
+6
Fire Blast 3d6
4
+5
9th
+6/+1
+3
+6
+6
Fire Resistance 5
4
+6
10th
+7/+2
+3
+7
+7
4
+6
11th
+8/+3
+3
+7
+7
 
5
+6
12th
+9/+4
+4
+8
+8
Fire Blast 4d6
5
+7
13th
+9/+4
+4
+8
+8
 
5
+7
14th
+10/+5
+4
+9
+9
 
6
+7
15th
+11/+6/+1
+5
+9
+9
Fire Resistance 10
6
+8
16th
+12/+7/+2
+5
+10
+10
Fire Blast 5d6
6
+8
17th
+12/+7/+2
+5
+10
+10
 
7
+8
18th
+13/+8/+3
+6
+11
+11
 
7
+9
19th
+14/+9/+4
+6
+11
+11
 
7
+9
20th
+15/+10/+5
+6
+12
+12
Fire Blast 6d6, Fire Resistance 15
8
+9



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

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

Fire Blast
Base DC: 5

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

Deflect Bending
Base DC: 5

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

Play with Fire
Base DC: 5

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

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

FIREBENDING SEEDS

Fire Kick (Template)
Base DC: 5

Spoiler


Fire Whip
Base DC: 10

Spoiler


Explosion (Template)
Base DC: 10

Spoiler



Smoke
Base DC:10

Spoiler


Blades of Fire
Base DC: 10

Spoiler


Intensity
Base DC: 10

Spoiler


Burning Rush
Base DC: 10

Spoiler


Fire Sweep
Base DC: 15

Spoiler


Fire in the Stomach
Base DC: 15

Spoiler


Incandesce
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



Lava Flows (template)
Base DC: 30

Spoiler


Blue Fire (Template)
Base DC: 30

Spoiler


Flamethrower
Base DC: 35

Spoiler


Lightning
Base DC: Varies

Spoiler



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


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

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

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

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

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

Also, are there any ideas for new forms? I missed alot of episodes and I'm sure there are lots of great idea floating around that I haven't thought of.
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Quote:
Originally Posted by KKL View Post
Edition Wars and Nerd Rage destroyed Rome. Ceasar died because he was a crappy DM.
Avatar By the amazing Mephibosheth

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Old 08-18-2007, 10:18 PM   Top  -  End  -  #12
Ceiling009
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

Ah, cool. So, the attack roll is a normal ranged attack, and no longer a touch attack like warlock based classes? And I can't wait for the Airbender... maybe not as much as the Firebender.
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Old 08-18-2007, 11:39 PM   Top  -  End  -  #13
knightsaline
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

Good work so far. just one question. how would the Avatar him/herself be treated? I can see him/her being an NPC with what would seem like a 4 way gestalt. Another question would be, would these classes be able to multiclass to non bending classes (firebender/fighter seems to be one, while airbender/rogue could be another) or would they be unable to go back to bending classes?
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Old 08-19-2007, 03:31 PM   Top  -  End  -  #14
Eighth_Seraph
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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

AIRBENDER


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

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

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

Airbender
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDodgeForms KnownClass Defense Bonus
1st
+0
+0
+2
+2
Air Blast, Deflect Bending
+0
1
+4
2nd
+1
+0
+3
+3
Manipulate
+0
2
+4
3rd
+2
+1
+3
+3
Evasion, Improved Unarmed Strike
+0
2
+5
4th
+3
+1
+4
+4
Fly (30 ft/poor)
+1
3
+5
5th
+3
+2
+4
+4
 
+1
3
+5
6th
+4
+2
+5
+5
 
+1
4
+6
7th
+5
+2
+5
+5
 
+1
4
+6
8th
+6/+1
+2
+6
+6
Fly (40 ft/poor)
+2
5
+6
9th
+6/+1
+3
+6
+6
 
+2
5
+7
10th
+7/+2
+3
+7
+7
Improved Evasion
+2
6
+7
11th
+8/+3
+3
+7
+7
 
+2
6
+7
12th
+9/+4
+4
+8
+8
Fly (50 ft/average)
+3
7
+8
13th
+9/+4
+4
+8
+8
 
+3
7
+8
14th
+10/+5
+4
+9
+9
 
+3
8
+8
15th
+11/+6/+1
+5
+9
+9
 
+3
8
+9
16th
+12/+7/+2
+5
+10
+10
Fly (60 ft/average)
+4
9
+9
17th
+12/+7/+2
+5
+10
+10
 
+4
9
+9
18th
+13/+8/+3
+6
+11
+11
 
+4
10
+10
19th
+14/+9/+4
+6
+11
+11
 
+4
10
+10
20th
+15/+10/+5
+6
+12
+12
Fly (70 ft/good)
+5
11
+10

Class Features

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

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

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

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

Air Blast
Base DC: 5

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

Deflect Bending
Base DC: 5

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

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

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

Airbending Seeds

Particles
Base DC: 10

Spoiler


Run as the Wind
Base DC: 10

Spoiler


Air Burst (Template)
Base DC: 10

Spoiler


Air Thrust (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


Stormwinds
Base DC: 20

Spoiler



Deep Breath (Template)
Base DC: 25

Spoiler



Air Shield
Base DC 25

Spoiler


Engulfing Winds
Base DC 30

Spoiler


Tornado
Base DC: 30

Spoiler



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

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

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

Earthbender seeds are well underway and should be done soon.
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Old 08-19-2007, 07:53 PM   Top  -  End  -  #15
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

It seemed to me that the fire nation soldiers were multiclassed firebenders/fighters, while the question of airbenders/rouges could be answered by another show, saying that the element of air "blasts through anything". I can imagine an Air Blade being used to sneak attack (spot check = bending DC to spot the rushing blade of Wind, Ref save to jump out of the way)
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Old 08-20-2007, 10:00 AM   Top  -  End  -  #16
Ceiling009
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

In the Waterbender seed list... is there a way to get full damage against objects? as Slice in Meph's? Also why does earth blast do half damage against objects...? I mean it's cool if you want it that way, or rather all elemental blasts do half against objects, but they are pretty much rocks flying at something and someone...
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Old 08-21-2007, 11:52 AM   Top  -  End  -  #17
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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

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


(EDIT) Earthbender seeds up. Still need to write up Ripple, Earthquake, Earthen Grasp, Lava Flows, Engulf, Golem and, of course, Metalbending. Then I'll stat up Toph. Bwaha.
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Old 08-21-2007, 09:46 PM   Top  -  End  -  #18
Ceiling009
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

I was wondering since block bending for earthbenders is generally just a small shield of stone, why shouldn't it block other range attacks? Personally, I think all block/deflect bending could work on all range attacks, still sacrificing attacks but make the bending DC like 15 + 2 for every iterate attack they try to block/defend if it's normal ranged attack. Like If a waterbender wanted to deflect an arrow the could easily a really thick wall of water... or a wall of ice. earth is pretty simple, and fire could just easily burn the projectile away... air... air is probably the best, cause it could just nudge the projectile to a different course. But that's what I just think...
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Old 08-22-2007, 10:49 AM   Top  -  End  -  #19
Mephibosheth
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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

The Bending System

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

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

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

Waterbender

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

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

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Old 08-22-2007, 11:25 AM   Top  -  End  -  #20
Ceiling009
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

Healing water could use a bump to DC 10, as meph said, it's an easy 2d8 heal unlimited... at ten, it's at least 1d8 at first level... taking things into context, there aren't any other fast ways to heal in avatar world... but in an open DnD game, Waterbenders would take up the cleric spot real quick. Waterbending Heals work so much as as long as there's water, so it's sort of limited but not quite. The one that replaces limbs... sure it's a normal thing in DnD, but in the avatar world... not so much so. I'd agree with a really high DC, probably around the same level as Puppet. Hmmm ability damage... yeah, completely missed that... it needs to be there... I would probably say like DC 15 or 20, and well.. wow, restoration is sort of crazy. Maybe a seed like restoration, and put staggered DC's to represent lesser, normal, and Greater...
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Old 08-22-2007, 04:32 PM   Top  -  End  -  #21
Eighth_Seraph
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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

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

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

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

Current waterbending seeds pending: Blizzard, Golem, Water Walk, Slice, a separate Water Whip form, some as-yet-undefined snow seeds.
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Old 08-22-2007, 09:22 PM   Top  -  End  -  #22
Ceiling009
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

I was hoping for a waterbender prestige to be based in healing... I had some ideas for it... with this system, probably some class abilities that lower some of the DC's for healing things, new healing seeds, and some nice save or dies... basically a more cleric-y waterbender. Mostly healing, but good in a pinch hit fight.
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Old 08-24-2007, 09:49 AM   Top  -  End  -  #23
Mephibosheth
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

A few more comments:

Waterbender

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

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

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

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

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

Earthbender

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

General Comments

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

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

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

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

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Old 08-24-2007, 05:23 PM   Top  -  End  -  #24
Stick_Ninja
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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

Eagarly awaiting Fire/Air benders.
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Old 08-24-2007, 05:47 PM   Top  -  End  -  #25
martyboy74
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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

Can puppet lift them into the air? Just how affectable is water inside of bodies?
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Old 08-24-2007, 08:31 PM   Top  -  End  -  #26
Ceiling009
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

The reason I suggested Save or Dies, and I would suggest keeping touch range attacks for blast to basically put on par with a less world specific game. I know in the show, a lot of the things I'm mentioning, and other things don't come up, and you rarely see healer waterbender types... But in the card game, there is a character (Kinto) who is constantly playing with people's bodies, causing stomach aches, and being a sort of unscrupulous with his waterbender abilities. The feat part for something like deflect arrows would be interesting, I think you should make it a feat for deflection and block to work non-bending attacks, basically deflect arrow with different prereqs... like deflection or block bending, and dex 13... I'd rather not limit the number of healing uses through any stat, but rather make so that you can't salvage the water used in the healing seed. Since you need quite a bit of water to actually use the healing seed, most of the times they've shown healing waters involves large bodies of water or if a small amount is used, Katara hasn't been able to reuse that water. I'd sort of like to actually use these classes in a less world specific campaign too...
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Old 08-25-2007, 12:34 AM   Top  -  End  -  #27
Eighth_Seraph
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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

Basically, it involves making some seeds into templates to apply to other bender abilities by upping the Bending DC. In the case of Metalbending, it would be a template that would extend the use of Move a Rock, Earth Blast and would also include a use for bending the weapons and armor of opponents. Of course, this could end up alot of like maneuvers; with stances, techniques, and templates making up a bender's repertoire. What says the playground?
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Old 08-25-2007, 10:43 AM   Top  -  End  -  #28
martyboy74
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

Sure, why not? You're still showing the mechanics of the system to the players, and letting them create their own abilities on the fly, so unless they create their 'maneuvers' before hand, there's still quite a bit of creative juice flowing.
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Old 08-25-2007, 11:48 AM   Top  -  End  -  #29
Ceiling009
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

Yeah, even if they sort of make some maneuvers and the like before hand, as long as you put up the proper DC, I think it should work out fine.
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Old 08-26-2007, 10:19 AM   Top  -  End  -  #30
Vadin
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Default Re: Water, Earth, Fire and Air [Bending system & Base Classes]

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