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Homebrew Design (d20 and RPG) Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 01-16-2008, 02:44 PM   #1
Mephibosheth
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Default [Avatar d20 Project] Non-Canon Content


Want to discuss bending classes for elements other than air, earth, fire, and water? Want to talk about the interaction between bending and magic? Want to discuss PrC's for characters with levels in two or more bending classes? Want to make suppositions about the Spirit World?

This is the place!

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Old 01-16-2008, 03:54 PM   #2
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What do people plan to do about sandbending? The avatar never even tried learning it, so we can safely assume it isn't a seperate type of bending, but a rather specialised form of earthbending. It may be best for it to be an 5 lvl earthbending PrC, requiring sand or loose soil, with low prerequisites.

Are there any suggestions for unique forms or seeds?



PS. First person to suggest 'sand coffin' will be shot.

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Old 01-16-2008, 04:39 PM   #3
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I propose making bending study air and/or water prerequisite feats for a sandbending PrC
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Old 01-16-2008, 07:33 PM   #4
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Quote:
PS. First person to suggest 'sand coffin' will be shot.
Aw crap. How about an impenetrable, ultimate sand shield?

The cool thing about sandbending is that it allows you to use techniques from all the different elements. Fire: An aggressive sand blast that could flay opponents. Water: hardening sand into rock, like water into ice, the sand moves like water too. Air: dust devils and sandstorms. Earth: Moving the ground beneath your opponents feet, earth-swimming. Because of the amazing versatility of sand, I think the prereq's should be a little steep. That is if we're going to have sandbending seeds like this:

Sand Shield
Base DC: 15
As a move action, this technique creates several thin bands of sand that swirl and twist around the Earthbender, helping to deflect incoming attacks. The sand does not make it harder to see the Earthbender, but it grants her a +4 deflection bonus to her AC. Maintaining the Sand Shield for more than two rounds gives a -4 penalty to all Earthbending checks until the Earthbender ends the seed, increasing by -1 every two turns. If this penalty actually causes an Earthbender to fail a Earthbending check, she may choose to end the seed and remove the penalty at that time. An Earthbender can concentrate on maintaining this seed as a Swift action. Their must be at least a handful of sand within the Earthbender's bending range for this technique to be accomplished.

Dust Devil
Base DC: 20
By manipulating the sand the Earthbender creates a whirlwind made entirely of sand and loose dirt. The Dust Devil is 5 feet in radius and 5 feet in height. 5 feet may be added to the height or width by adding +4 to the DC. Anytime a Dust Devil enters a creatures square, that creature takes 2d6 damage, Reflex save half.

The movement of the swirl sand is equal to the Earthbender's base movement with good maneuverability and may move it as a swift action. The Swirl Sand’s base must always be touching the ground. The Sandbender must concentrate on a Dust Devil to keep it active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Dust Devil collapses into normal sand. Creatures within the Swirl Sand have concealment, while those on the other side have total concealment.

The Dust Devil is also used to power the Sand Skids sailed by Sandbenders (see below).

Wall of Sand
Base DC: 15

The Sandbender causes a small wall of churning sand to shoot out of any large amount of sand within her bending range as a standard action. The wall is 1 inch thick, plus one more inch per every 2 points by which the Earthbending check exceeds the DC. The wall’s area is one five-foot square, but the Earthbender can add another such square by increasing the Earthbending DC by +4. Or, you may double the walls area by halving its thickness. The wall may be moved with another Earthbending check at the base DC. The Earthbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Earthbending check exceeds the DC. The Sandbender must maintain Concentration to keep the churning wall of sand active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Wall of Sand collapses into normal sand.

The wall cannot be made so that it occupies the same space as a creature. No form of attack can be made to harm a Wall of Sand directly, but each 5ft section has 2 hit points per inch of thickness for determining whether an attack passes through it. It essentially absorbs damage, so attacks must deal more damage than the wall has hit points to have any effect on a target on the other side of the wall.
Breaches in the wall close immediately after the attack that passes through. The sand blocks line of effect, and creatures on opposite sides have total concealment from one another. Moving through the wall requires a strength check (DC 10+ creators Earthbender levels). Those who fail must stop in the space from which they attempted to enter the wall. Any creature that attempts to pass through a Wall of Sand must also make a Reflex save (DC 15) or be blinded for 1d4+1 rounds. A creature passing through the roiling wall does not leave a usable breach for others. All flames are extinguished if carried through the wall.

Control Sand
Base DC: 10
Area: Dust or sand in a volume of 10
ft./level wide by 10 ft./level long
by 2 ft./level deep
Duration: Concentration
Saving Throw: None; see text

Depending on the version you choose, control sand raises or lowers fine particles of material, such as dust or sand. For either version, the Sandbender can reduce one horizontal dimension by half and double the other horizontal dimension.
Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.

Sand Blast
Base DC: 25?
The Earth Bender can cause a fistful of sand to spray with enough force to strip flesh from bone and scour surfaces in a 20ft cone shaped burst. Any one within the area takes 1d8 points of damage per 2 Earthbender levels (Maximum 10d8) with a Reflex save for Half damage (DC 16+ Wisdom Modifier). Do not divide damage from sand scour by four when applying it to objects.

Sand Skid:
Large vehicle; Sea(Sand)worthiness +4;
Shiphandling +3; Speed 60 ft. (good); Overall AC
–3; Hull sections 40 (sink 10 sections); Section hp 30
(hardness 5), Section AC 3; Ram 4d6; Space 90 ft. by
30 ft.; Height 30 ft. (draft 0 ft.); Complement
5; Cargo 7 tons; Cost 36,000 gp.

PS: I have more in the works.
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Old 01-16-2008, 10:47 PM   #5
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Default Re: [Avatar d20 Project] Non-Canon Content

These are cool. Remind me of that guy with the jug full of sand, in that one show with that guy who has a demon fox in him. Something about ninjas.( )

Now, the real reason I wanted to post here: Bending/magic interactions!

Bending/magic/psionic transparency? not?

I'd say bending/magic transparency is kinda silly. They really work differently. Magic that enhances bending would be awesome, however. Holy water blasts? sign me up!
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Old 01-16-2008, 11:13 PM   #6
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See the problem with bending and Magic, and effects that are pretty much magical would probably fall under the same problems monks have with make their attacks (unarmed) have magical properties. There are no invocations or forms, or auras, I think.. that would affect the element itself. I mean, earth and air would be difficult to get holy or other magical effects, while fire and water are actually the easiest.

But the first thing I would say, though probably game breaking, would be something like a Amulet of Bending, sort of like the Amulet of the Silver Tongue from Tome of Magic for Truenaming. I could see something like it bordering an artifact in the Avatarverse, the most plausible would be on for Waterbending.

Tui's Tear
An amulet carved from ivory in the shape of a tear, and imbued by the spirit of the Ocean it grants a +10 Divine bonus to Waterbending Checks.

It's just a thought anyway.

Though Holy water blasts aren't that hard... just get your waterskin blessed.
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Old 01-19-2008, 01:50 PM   #7
Guyr Adamantine
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I thought of this while watching the show, wondering how could (and should) use blue fire in every damn seed she has. I'd need a new name, since I have no idea if those old hags (Back in the first season, those who taught Azula lightning and blue fire.) were witches or something. Damn you french translation!

Witchfire Bender



Some promising noble Firebenders are trained to finer arts of destruction in the Fire Kingdom. The witches, protected by the royal family, know those secrets and are entitled with the task to tutorize the new officers of the great Fire Nation army. The students become new bearers of the tradition of all past firelords.
Hit Dice: - d8

Prerequisites:
BaB: +5
Firebending: 10 ranks
Feat: Template Mastery(Blue Fire)
Seeds: Blue Fire.
Special: Must be trained by the witches.

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)
Skills: (2 + Int Modifier)

Witchfire Bender
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+2
Blue Fire Embraced
2nd
+2
+0
+3
+3
Strength of the Unbodied
3rd
+3
+1
+3
+3
Witchfire


Class Features:
Blue Fire Embraced: Your Blue Fire seed Bending DC is reduced by another five points, as Template Mastery.

Strength of the Unbodied: Half the damage of your Blue Fire templated forms is untyped damage.

Witchfire: When you apply the Blue Fire template on any seed, it doubles the bonuses gained from augmentations written as ''plus (n) for every (n) points by which the Firebending check exceeds the DC''.

Example: Kuzan(Firebender7/W-F B F3) uses a Burning Rush(Speed Burst)/Blue Fire form(Bending DC: 20). The Blue Fire template doubles the effect from augmentations written ''for every (n)points by which the Firebending check exceeds the DC''. Kuzan rolls a 42, meaning he succeeds and empower his form by 22, normally boosting his speed by 25 feet(Base 5 ft., plus 20ft. boost). But, since he used Blue Fire, he doubles the benefits he gains, enhancing his speed by 45 feet.



Maybe my explanations on Blue Power aren’t clear, so I might need help rewording.
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Old 01-21-2008, 01:59 AM   #8
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You could change the name to like Blue Fire/Flame Adept, or maybe Since I like the Witch name scheme, Witch-fire Bender.
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Old 01-21-2008, 02:24 PM   #9
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Edited the name and some errors, but I need more comments!
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Old 01-21-2008, 02:45 PM   #10
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Psst... you messed up your table. You switched the "Seeds Known" and "Special" columns. Also, "Witchfire" would look cooler than "Witch-fire".

As for the special abilities, I don't see any problem with Blue Fire Embraced and Free the Lightning, as they're very specific and -5 to the DC isn't that much.

However, I don't really understand Blue Power..
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Old 01-22-2008, 11:18 AM   #11
Guyr Adamantine
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Edited Blue Power to Witchfire and some errors.
Quote:
Psst... you messed up your table. You switched the "Seeds Known" and "Special" columns. Also, "Witchfire" would look cooler than "Witch-fire".
Corrected.
Quote:
As for the special abilities, I don't see any problem with Blue Fire Embraced and Free the Lightning, as they're very specific and -5 to the DC isn't that much.
Great.
Quote:
However, I don't really understand Blue Power...
I will try to explain it clearly, and you will all help me word it, o.k.?
BTW: I renamed it as ''Witchfire'', coz Blue Power is a sucky name.
Quote:
Witchfire: Your Blue Fire template rises in usefulness. You can now apply this template to any seeds, empowering them like no one. Blue Fire becomes a Floating DC, that doubles the enhancement power of the other seeds in a form.
When you apply the Blue Fire template on any seed, you do not count when determining how much you beat the base DC. Furthermore, it doubles the bonuses gained from such augmentations of any form written ''for every (n)points by which the Firebending check exceeds the DC''.
Quote:
Example: Kuzan(Firebender7/Witchfire Bender3) uses a Burning Rush(Speed Burst)/Blue Fire form(Bending DC: 30). First he must succeed on a Firebending DC of 30, as the form. The Blue Fire template being ''floating'', it is not counted when calculating further enhancements, and doubles their effect. Kuzan rolls a 34, meaning he succeeds and empower his burning rush (DC: 10) by 24, normally boosting his speed by 25 feet(Base 5 ft., plus 20ft. boost). But, since he used Blue Fire, he doubles the benefits he gains, enhancing his speed by 13.5 feet.
If Kuzan hadn't succeeded, his form would've failed normally. But since he got it his Burning Rush wasn't only 20 ft. stronger, but 40 ft., because Witchfire doubles such boosts.
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Old 01-22-2008, 12:07 PM   #12
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I thought doubling the boosts given by beating the DC by however many points could start to become rather crazy. I don't think blue fire is that much more powerful than regular fire.
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Old 01-22-2008, 01:17 PM   #13
Guyr Adamantine
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Quote:
I thought doubling the boosts given by beating the DC by however many points could start to become rather crazy. I don't think blue fire is that much more powerful than regular fire.
Well, I wanted to create a way, to explain why would Azula always use Blue Fire, even when it would be useless.(Our system, as is, say it would.)

Maybe, to nerf it, I should cut the ''Floating Bonus'' part?
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Old 01-22-2008, 01:59 PM   #14
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I think maybe a flat bonus would be better, perhaps based on character (or bender) level. Perhaps treating your roll as a number of points higher equal to your character level for calculating bonuses for beating the DC?
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Old 01-22-2008, 02:06 PM   #15
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One word - metalbending.

Now to bring you more than one word.

Metal comes from the earth. In D&D terms, earth elementals can Earth Glide through metal just as they can through rock and soil. But in the show, Earthbenders can't affect it directly. What would an Ironbender be like?
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Old 01-22-2008, 02:08 PM   #16
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Quote:
Originally Posted by Lord_Gareth View Post
One word - metalbending.

Now to bring you more than one word.

Metal comes from the earth. In D&D terms, earth elementals can Earth Glide through metal just as they can through rock and soil. But in the show, Earthbenders can't affect it directly. What would an Ironbender be like?
The system already has a 'Metalbending' seed.
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Old 01-22-2008, 02:11 PM   #17
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<.<

Well ain't that just what I get for paying attention.

Carry on.
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Old 01-22-2008, 02:18 PM   #18
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Quote:
I think maybe a flat bonus would be better, perhaps based on character (or bender) level. Perhaps treating your roll as a number of points higher equal to your character level for calculating bonuses for beating the DC?
Since I'm not ready for such great changes , I'll just remove the floating bonus part. Call me a munchkin, but I like that power boost. And as far as it goes, it is just less calculating.
Quote:
<.<

Well ain't that just what I get for paying attention.

Carry on.
We forgive you.
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Old 01-22-2008, 02:33 PM   #19
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What about Lightbending?

Think about it. Wherever there's light, there's heat, so one could reasonably say that Lightbending is a highly, HIGHLY specialized version of Firebending. Flashes of light, searing rays, colored shows...it could be interesting.

For that matter, so could Darkbending....
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Old 01-22-2008, 02:36 PM   #20
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Quote:
What about Lightbending?

Think about it. Wherever there's light, there's heat, so one could reasonably say that Lightbending is a highly, HIGHLY specialized version of Firebending. Flashes of light, searing rays, colored shows...it could be interesting.

For that matter, so could Darkbending....
Luck you proposed this here, because on the main thread the others would killed you.
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Old 01-22-2008, 02:51 PM   #21
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Quote:
Originally Posted by Guyr Adamantine View Post
Luck you proposed this here, coz on the main thread the others would kill yiu.
Aww, come on. Give us a little credit .

I've actually been thinking for a while about positive and negative energy benders. Negative energy bendering forms would include all sorts of debuffs, darkness, and Necromancy effects (maybe with some undead goodness thrown in) while positive energy bending would involved healing, buffing, and light. Maybe if I get some time within the next few days I'll write something up.
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Old 01-22-2008, 03:00 PM   #22
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Not positive/negative energy, though...literal light and darkness.
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Old 01-22-2008, 03:26 PM   #23
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Quote:
Originally Posted by Lord_Gareth View Post
Not positive/negative energy, though...literal light and darkness.
Right, I get it. And I'd be interested to see what a lightbender or darkbender would look like. I was just throwing out a related idea that had been kicking around in my head. We can easily do both.
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Old 01-22-2008, 04:54 PM   #24
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...How can you bend darkness? It doesn't exist.

Darkness would call under "Lightbending", surely?
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Old 01-22-2008, 04:58 PM   #25
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Depends, really. In the real world, darkness doesn't exist. But since when were we talking about the real world? In mythology, darkness isn't an absence, it's a distinct presence, and without it -or- light you have something else entirely.
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Old 01-22-2008, 05:02 PM   #26
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Quote:
Originally Posted by Lord_Gareth View Post
Depends, really. In the real world, darkness doesn't exist. But since when were we talking about the real world? In mythology, darkness isn't an absence, it's a distinct presence, and without it -or- light you have something else entirely.
The world of Avatar seems pretty rooted in real world physics, plus spirit magic and bending...

Besides... how can you rationalise 'darkbending' using the four vanilla elements?
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Old 01-22-2008, 05:21 PM   #27
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Lord T had a Sunmage class in his Elemental Leylines setting that was a positive/negative energy "bender."

But for Light/Darkbending, have any of you read China Mieville's Iron Council? There are some pretty cool golems that could be created with Light/Darkbending.

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Old 01-22-2008, 06:17 PM   #28
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Quote:
Aww, come on. Give us a little credit
I know I would've.

Besides, this is no bad idea.
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Old 01-22-2008, 08:42 PM   #29
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For Buffs and Debuffs, I was thinking more of a Bloodbender, as opposed to the healing disciple prestige class. They're quite more aggressive and probably ready and willing to get hurt to hurt their opponent... I should probably get to re-working that first bloodbender prestige I made a while back.
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Old 01-22-2008, 10:54 PM   #30
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Yay! I can show off my Sunmage!!! Unfortunately, it is made for a world where the Day Sun is made of positive energy and the Night Sun is made of negative energy so it doesn't fit fluff-wise in the Avatar world, but so what, it's cool!! Also note that Energy Control is basically energy bending, it was changed so as not to be confused with Avatar benders. So for your viewing pleasure:


Sunmage
Abilities - Charisma increases your Energy Control skill and is the main stat. Dexterity is important to make the ranged attack rolls and for armor class. Constitution and Intelligence are also important ability scores for a Sunmage.
Alignment – Any (rarely neutral on the good-evil axis)
Hit Die – d10
Class Skills – Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Religion)(Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Energy Control (Cha)
Skill Points per Level – 2 + Int Modifier

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSeeds KnownEnergy Pool
1st
+0
+2
+0
+2
Draw/Channel Energy 1d4, Deflect Energy, Link to the Sun
1
4
2nd
+1
+3
+0
+3
-
1
4
3rd
+2
+3
+1
+3
-
2
8
4th
+3
+4
+1
+4
Energy Resistance 5
2
12
5th
+3
+4
+1
+4
Draw/Channel Energy 2d4
3
16
6th
+4
+5
+2
+5
-
3
20
7th
+5
+5
+2
+5
-
3
24
8th
+6/+1
+6
+2
+6
Energy Resistance 10
4
28
9th
+6/+1
+6
+3
+6
Extra Deflect
4
32
10th
+7/+2
+7
+3
+7
Draw/Channel Energy 3d4
4
40
11th
+8/+3
+7
+3
+7
-
5
44
12th
+9/+4
+8
+4
+8
Energy Resistance 15
5
48
13th
+9/+4
+8
+4
+8
-
5
52
14th
+10/+5
+9
+4
+9
-
6
56
15th
+11/+6/+1
+9
+5
+9
Draw/Channel Energy 4d4
6
60
16th
+12/+7/+2
+10
+5
+10
Energy Resistance 20
6
64
17th
+12/+7/+2
+10
+5
+10
-
7
68
18th
+13/+8/+3
+11
+6
+11
-
7
72
19th
+14/+9/+4
+11
+6
+11
Energy Resistance 30
7
76
20th
+15/+10/+5
+12
+6
+12
Draw/Channel Energy 5d4
8
80

Class Features
Weapon and Armor Proficiency – A sunmage is proficient with all simple and martial weapons and no armor or shields, armor and shields give armor check penalty to Energy Control checks.

Draw/Channel Energy
Base DC: 5

The first offensive ability a sunmage learns is to draw out the positive or negative energy in herself and her foes, causing damage or healing. A sunmage chooses which sun (and energy type) she wants to control at 1st level; this choice can not be changed.
Draw: The sunmage can draw energy from the life-force of her enemy to damage him. Only positive energy can be drawn from living foes and only negative energy can be drawn from animated foes (such as undead, constructs, etc.). When energy is drawn, it deals 1d4 damage at 1st level and increases in power as the sunmage gains levels, as shown above. A draw is a ranged touch attack that allows a fortitude save for half damage, and an sunmage can use a number of draws in one round equal to the number of iterative attacks she can make (as determined by her BAB). A sunmage cannot apply precision-based damage from any source to the damage dealt by her draws.
Channel: The sunmage can also channel the energy of her sun through herself, into another target. The channeled energy deals 1d4 damage at 1st level and increases in power as the sunmage gains levels, as shown above. A channel is a ranged attack that allows a fortitude save for half damage, and a sunmage can use a number of channels in one round equal to the number of iterative attacks she can make (as determined by her BAB). A sunmage cannot apply precision-based damage from any source to the damage dealt by her channels. Positive energy channeled this way heals living targets and damages undead. Negative energy heals undead and damages living targets. A sunmage cannot heal herself with this ability. A sunmage may use any combination of draws and channels in her attacks.

Deflect Energy
Base DC: 5

The first defensive seed sunmages learn is to deflect the blasts from her opponents. During her turn, a Sunmage 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 sunmage. As an immediate action, the sunmage can attempt deflect an enemy controller’s attack with an opposed attack roll. A sunmage can deflect energy a maximum number of times equal to the number of attacks she is granted by BAB, and the Deflect Energy attempt uses the same base attack bonus as the attack forgone. If the sunmage makes any attacks, she forgoes that opportunity to deflect energy. If the Sunmage’s attack roll is less than her opponent’s, the blast is unaffected by the deflection attempt. If the Sunmage’s attack roll equals or exceeds her opponent’s, the blast is negated, deflected or swallowed up by a short outpouring of positive or negative energy. The Energy Control DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.
Extra Deflect: Beginning at 10th level, a sunmage can use one Deflect Energy at her highest base attack bonus with out forgoing any attacks. This is in addition to any deflects gained by forgoing an attack.

Link to the Sun: A sunmage draws her energy from one of the two suns, linking her to its power. The type of energy the sunmage controls determines which sun she is linked to. Because of this link, the sunmage has a pool of energy points equal to four times her class level from which to draw from. The sunmage can replenish this pool by drawing energy from those around her or from her sun. When a sunmage uses the draw ability successfully, she gains 1 energy point plus 1 energy point per 4 damage dealt. The energy points gained in this manner cannot increase her total energy points to greater than four times her level. Using any seed or channeling energy uses 1 energy point unless otherwise noted. A sunmage can regain energy points by mediating. Meditating requires at least 10 minutes of uninterrupted inaction. The sunmage is fully aware of her surrounds but is considered helpless unless she voluntarily breaks the meditation as a free action. The sunmage regains 1 energy point per class level per 10 minutes of meditation. The link to the sun not only allows the benefit of energy points, but it also leaves the sunmage more vulnerable to the opposite energy. A sunmage who controls negative energy takes damage from positive energy as if she was undead, but is also immune to negative energy. A sunmage that controls positive energy takes damage from negative energy as a living creature (if not already), additionally, she is positive energy has no effect on her.

Energy Resistance: Starting at 4th level, a sunmage gains a resistance to the energy of the suns used against her. A sunmage takes 5 less damage from any ability that deals the opposite energy type that you can control. This increase to 10 at 8th level, 15 at 12th level, 20 at 16th level and 30 at 19th level.

SUNMAGE SEED LIST


UNIVERSAL SEEDS:

Energy Whip
Base DC: 10

Spoiler


Infuse
Base DC: 10

Spoiler


Deplete (template)
Base DC: 10

Spoiler


Energy Armor
Base DC: 15

Spoiler


Pulse
Base DC: 20

Spoiler


Heal Self
Base DC: Varies

Spoiler


Wall of Energy
Base DC: 25

Spoiler


Nova
Base DC: 35

Spoiler


POSITIVE ENERGY SEEDS:

Energize
Base DC: Varies

Spoiler


Empower
Base DC: 15

Spoiler


Cleanse
Base DC: Varies

Spoiler


Flush the Corrupt (template)
Base DC: 25

Spoiler


Purify Elements
Base DC: 25

Spoiler


Revivify
Base DC: 30

Spoiler


NEGATIVE ENERGY SEEDS:

Weaken (template)
Base DC: 15

Spoiler


Siphon (template)
Base DC: 15

Spoiler


Animate
Base DC: 15

Spoiler


Disrupting Blast (template)
Base DC: 20

Spoiler


Corrupt Elements
Base DC: 25

Spoiler


Incite
Base DC: 30

Spoiler


Call the Dead
Base DC: 30

Spoiler
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