Just a house for homebrew, mostly dedicated to pathfinder, but occasionally might be system neutral or touch upon In Nomine, cWOD, Star Wars Saga edition, Star Trek Decipher edition, Shadowrun 4th edition, many more =)
Tuesday, November 6, 2012
Avatar: the Last Airbender + Legend of Korra
This is pretty much the avatar as a prestige class. It was not designed to actually run around in a world with just benders. I did not post any prerequisites, but the basic requirement is 2nd level spells.
*Just added basic rules of bending before the class in the spoiler*
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.
All bending is considered Supernatural Abilities.
Creating Forms: The bending arts are based around fully understanding the possibilities and applications of their respective elements. As such, creative use of the element is important to the application of the art. Using a single seed to make a form is often very useful or powerful in its own right, and can continue to be so at later level by advancing the seed’s effects. However, in situations when two of the bender’s known seeds are compatible with each other, they can be executed simultaneously or in conjunction with the bender’s other abilities. Doing so uses the bending time of the longest seed and uses the seeds’ combined Bending DCs +4. For example, a waterbender could combine her blast with some thrown Ice Shards, dealing her blast damage+2d4 (or more, if the Waterbending check allows for additional shards) as a standard action. The Waterbending DC for this would be 19 (5 for Blast, +10 for the Ice Shards, and +4 for combining them). Other combinations are possible, so be creative!
Seed 1 + Seed 2 + any special factors = Bending DC #
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 ability is Int. 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 50 ft + 5 ft/level. Going further is possible, but every 5 feet beyond this range adds a +1 to the Bending DC of the seed. A form that begins within this ‘safe’ range but extends beyond it can fall short, and any element being used simply falls from the bender’s control, acting naturally (water being absorbed into the ground, earth rolling downhill, etc.). If the form’s DC reaches the bender’s roll without completely finishing its course, it dissipates at that point and acts naturally.
Using Forms: Executing a form provokes attacks of opportunity unless noted otherwise, and if the bender is damaged while executing a form, she must make a Concentration check against the damage done or lose the form. Bending forms cannot be used while pinned, but a bender can attempt to use a form while grappling by adding +10 to the Bending DC, and must make DC 20 Concentration check in order to successfully use the form. A bender's hands must be free in order to use any bending form, unless noted otherwise; though weapons and items made from materials a bender can manipulate can be spontaneously converted to use in forms.
Template Forms: Template forms can be applied to other bending forms (hereafter referred to as the "base form"), altering their characteristics and increasing a bender's versatility. Template forms increase the Bending DC of the base form.
Taking 10: Benders may choose to take 10 on any bending check, unless rushed or threatened. For the purposes of this, combat does not count as being rushed, though an opponent threatening a bender in combat does prevent her from taking 10 on bending checks.
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.
Motion: Unless stated otherwise, all bending seeds have somatic components and are difficult to use with restricted mobility. A bender takes -10 to the bending check to do a form while prone.
Saves: Any saves in response to a bending form has a DC 10 + half the bender’s class level + the bender’s Wisdom modifier.
Bending Blasts and Iterative Attacks: All benders have the ability to project bending Blasts as a basic ranged attack. Descriptions of the various Blast abilities can be found in the class description. In general, a bender can make a number of Blast attacks per round equal to the number of iterative attacks she can make, as determined by her Base Attack Bonus. As a general rule, benders cannot increase the number of Blast attacks they can make by taking feats or gaining class abilities. There are, however, two exceptions to this rule. A Firebender's Firestorm ability allows him to make a single additional Fire Blast attack as part of a full round attack. Additionally, a bender can take the Rapid Shot feat, increasing the number of Blast attacks she can make in a full round attack. A Firebender with both Firestorm and Rapid Shot can make two extra Fire Blast attacks in a full round attack.
Fatigue: A fatigued bender takes a -4 to all bending checks, in addition to the other effects of fatigue, and an exhausted bender takes an addition -4 to all checks, for a total of -8.
Overbending: Upon failing a bending check, a bender has a choice to go ahead and do the action for which she rolled anyway. This is known as overbending and can range from strenuous to lethal, depending on the scope of what the bender is trying to do, as shown on the table below. All effects stack, except for the various levels of Constitution damage, though the Constitution drain does apply at the same time as the constitution damage (if applicable).
Failed By Effect
01-05 Fatigue
06-09 1d4 Con damage
10-14 2d4 Con damage
15-19 3d4 Con damage, Exhaustion
20-24 4d4 Con damage
25-29 Unconsciousness1, 1 point Con drain
>30 Death
1 A bender rendered unconscious in this manner makes a DC 20 Will save to wake up after four hours, and every hour thereafter, with the save DC decreasing by -2 at each attempt. After eight hours, the bender automatically wakes up, but is still exhausted. It takes additional rest to remove this condition.
Quickened Bending: Powerful benders learn techniques intended to improve their economy of motion and allow them to bend more quickly. By increasing the Bending skill DC of a seed, a bender can perform a seed as a quicker action, see below. Every step dropped increased the DC by +10. Unless otherwise stated in the seed's description, no seed can be performed as a free or immediate action. If you attempt to quicken a bending seed but fail to meet the necessary DC, you fail to execute the seed as normal, though you can attempt to execute the seed a second time with any remaining actions. Like spells, forms that are swift actions do not provoke attacks of opportunity and can only be performed once per turn.
In descending order
+Full round action
Full round action
Standard action
Move action
Swift action
Deflect
Attack, Element, Elemental Chrysalis, Movement
2
+3
2nd
+2
+3
+3
+3
Bonded
Companion
3
+3
3rd
+3
+3
+3
+3
Bonus
Feat, Element2
3/2
+4
4th
+3
+4
+4
+4
Avatar
State
4/3
+4
5th
+4
+4
+4
+4
Element3
4/4/2
+4
6th
+5
+5
+5
+5
Bonus
Feat
5/5/3
+5
7th
+6/+1
+5
+5
+5
Element4
5/5/4/2
+5
8th
+6/+1
+6
+6
+6
6/6/5/3
+5
9th
+7/+2
+6
+6
+6
Bonus
Feat
6/6/6/4
+6
10th
+8/+3
+7
+7
+7
Elemental
Apotheosis
7/7/6/5
+6
Weapon and Armor Proficiency: A bender is proficient with all simple weapons, light
picks, longswords, short swords, throwing hammers, warfans, and warhammers.
Benders are proficient with light armor.
Seeds Known: The first line is the seeds known with the first chosen
element; each line after follows the same pattern for next chosen element.
Defense Bonus: While it is possible to take an offensive battle stance,
the defensive nature of the bender’s training is key to their survival.
Bender’s gain a bonus to their armor class equal to the defense bonus shown
above as long as they are wearing no armor.
Caster
levels: The bender is still
considered to have caster levels, and all bending levels count as caster levels
as well, for activating magic items abilities that have [air, earth, fire, or
water] descriptors and require a caster to use it. If any item has other powers
that do not have any of the previous descriptors, the bender cannot activate
those powers. Furthermore, those caster levels count as bender levels for
purposes of any powers.
Deflect
Attack: Base DC: 5 Early in
their training, benders learn to block or deflect attacks directed at them and
their companions. Once per round, a bender can attempt to negate a ranged
attack (either conventional, magical, or bending) targeted within 10 feet +5
ft/3 class levels. Negating this attack requires the bender succeed in a bending check DC equal to the attack roll of the attacker or the original spell DC + spell level of the
spell. If the bender’s roll is less than the DC, the attack is unaffected by
the deflection attempt and is resolved as normal. Using this initial Deflect
Attack attempt counts as an immediate action.
Additionally, a bender has the option of reserving iterative attacks in order
to gain more Deflect Attack attempts. Whenever she makes a full-round attack, a
bender may choose to forgo a number of iterative attacks, gaining a number of
additional Deflect Attack attempts equal to the number of attacks the bender
reserved. Regardless of how many attacks a bender forgoes, she cannot use more
Deflect Attack attempts than she has iterative attacks due to high Base Attack
Bonus. These subsequent Deflect Bending attempts do not count as actions, and
can be used any time during the round, even when it is not the bender's turn.
If a bender is caught flat-footed, she can make a Reflex Save (DC 10 + ½ the
attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect
Attack attempt. A flat-footed bender can never make more than a single Deflect
Attack attempt.
For example, an 15th level bender’s Base Attack Bonus allows her to make 3
iterative attacks. If she decides to make a full-round attack, she can reserve
as many as 2 of these attacks in order to gain 2 additional Deflect Attack
attempts (bringing her total to 3 for that round).
Elemental Chrysalis: the bender
becomes one with the spirit of the world and its power over the elements. At
first level, the bender may enter an 8 hour meditation state. During this
period, the bender goes through a transformation, not necessarily pleasant,
which changes the very nature of the bender. The Bender can choose to
permanently give up any of his caster levels in order to gain the following
bonuses permanently (cumulative per caster level):
+2 hit Points.
+2 Skill Points (must be spent on the
bender’s skill class list).
+1 Base attack bonus. This is only applicable
for every 5 caster levels given up.
This transformation imbues the character with
true cosmic power and knowledge, including that of all previous Avatars (see
below). The character can rearrange his previous skill points and feats. These
skill points must be spent in the bender class list.
Elements: As the bender gains power, he
learns to bend more elements until he can bend them all. At 1st
level and every other level until 7th, the bender must choose one
element from the following list:
Air
New Class Skill: Airbending.
Air
Blast: Base DC: 5, Airbending
Ranks 1+. The first offensive ability an
airbender learns is to focus air currents around him into a quick stream,
forcefully pushing objects in its path. An Air Blast is a ranged touch
attack, and an airbender can use as many Air Blasts in a full-round
attack as her base attack bonus allows.
If a creature is struck by an Air Blast, it resolves as a bull rush
attempt, with the airbender’s Airbending check opposed by the target’s Strength
or Dexterity check (whichever is greater). Additionally, creatures successfully
blasted by an Air Blast must make a Reflex save or be knocked prone at
the end of the blast. Creatures blasted into a solid object (a wall, large
rock, cliff face, or similar massive object) take 1d6 points of nonlethal
bludgeoning damage for every 5 class levels the airbender has.
An airbender can affect creatures or objects weighing 10 lbs pet level with her Air
Blasts. Weapons hurled by an Air Blast deal their standard damage
and do not benefit from bonuses to damage from a high Strength score or
weapon-based feats. Hard, dense objects hurled by an Air Blast deal 1d6
points of bludgeoning damage for every 25 pounds of weight. Less dangerous
objects deal 1 point of bludgeoning damage for every 25 pounds of weight. The
Airbender must succeed on a ranged attack roll to hit a creature with a
projectile in this manner.
Body of Air: Airbending Ranks
1+. As an airbender begins to subconsciously manipulate the air around
him, 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 Balance, Climb, Tumble, and Jump checks equal
to his bending level.
Wind Shaping: BaseDC: 5,
Airbending Ranks 6+. With minor effort an Airbender may bend the air
around him to create simple, pragmatic effects.
• Body Burst: The Airbender may force
the air around his body to rush away from him and push small things away. Be
they circling insects, dirt and mud on his clothes, or annoying lemurs, the
Airbender may make an Airbending check to move things away from him in a 5 foot
radius, pushing them 5ft. Creatures of size Tiny or larger may resist with a
Strength check opposed by the Airbender's Airbending check, provided they weigh
more than one pound.
• Hand of Air: A technique of
convenience, the Airbender learns to move objects by manipulating the air
pressure and wind currents around an object. So long as an object that weighs
less than 5lbs is within his bending range, an Airbender may move it anywhere
within his bending range. For every 5 by which his Airbending check exceeds the
DC, the maximum weight an airbender can manipulate with this ability increases
by 5 lbs. Objects shaped so as to catch air (such as an airtight bag) may grant
bonuses to this check, and objects specifically designed to be transported in
this way halve the DC of Airbending checks used to move them. This object does
not travel fast enough to cause damage. This may also be used to simply blow
small amounts of air over and around objects, such as to perform minor acts of
mischief or to cool hot food.
Dodge: Airbending Ranks 7+. An airbender
gains a dodge bonus to AC as a result of his emphasis on defensive motion and
combat. Starting at Airbending rank 7 he gains a +1 bonus. This bonus increases
by +1 for every 4 ranks about 7. He loses this bonus when he wears armor or is
carrying more than a light load.
Evasion:
Airbending Ranks 8+. An airbender can avoid even magical and unusual attacks
with great agility. If he makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful save, he instead takes
no damage. Evasion can be used only if the airbender is wearing light armor or
no armor. A helpless airbender does not gain the benefit of evasion. If the
airbender already has the Evasion class ability, he instead gains Improved
Evasion.
Earth
New Class Skill: Earthbending.
Earth Blast: Base DC: 5, Earthbending Ranks 1+. 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 per every 5 bender levels (starting at 1d6 at first level)
half damage to objects. 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). An earthbender cannot apply
precision-based damage from any source to the damage dealt by her blasts. An
earthbender can only use blasts when there is a source of open earth within her
bending range. An 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.
Move a Rock: BaseDC: 5,
Earthbending Ranks 6+. 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.
Improved Unarmed Strike: Earthbending Ranks 7+. An earthbender gains
Improved Unarmed Strike as bonus feat at third level. If he already has the
feat, he may choose any bending or monk bonus feat instead.
Stunning Fist:
Earthbending Ranks 9+. An earthbender gains Stunning Fist as bonus feat. If he
already has the feat, he may choose any bending or monk bonus feat instead.
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, sand requires special training too. 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.
Fire
New Class Skill: Firebending.
Child of the Sun: Firebending Ranks 1+. Firebenders draw much of
their power from the sun, the ultimate source of fire. During the day,
firebenders gain a +2 circumstance bonus on Firebending checks due to the
influence of the sun. Additionally, during the passage of a comet near the
planet, Firebenders gain an additional +5 circumstance bonus to Firebending
checks. However, the close link between the sun and firebending has its
drawbacks. During a solar eclipse, firebenders are unable to use any
firebending abilities.
Fire Blast:Base DC: 5,
Firebending Ranks 1+. 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 per every 4 levels (starting at 1d6 at first level) dealing no damage to
non-flammable objects and half damage to flammable objects. 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 cannot apply precision-based damage from any source to the damage
dealt by his blasts.
In addition to using his Fire Blasts to attack from range, a firebender
can channel his blasts through his unarmed strike, dealing Fire Blast
damage in addition to unarmed strike damage for each blow. A firebender must
make a successful melee attack in order to channel his Fire Blast.
Play with Fire: Base DC: 5,
Firebending Ranks 6+. A firebender learns to finely manipulate fire. He
gains the ability to draw fire from any source (including the Firebender’s own
body heat) within his bending range, alter its basic shape, move it around at a
rate of 5 feet/round, and hold it in his hands. Firebenders can warm their tea,
create balls of fire to act as torches, or start campfires using this ability.
Moving the fire an additional 5 feet adds +2 to the Firebending DC. Fire moved
using this seed deals damage per round depending on its source; for example,
natural fire deals 1d6 damage, and fire produced by the firebender’s body deals
damage equal to his Fire Blast.
Firestorm: Firebending Ranks 9+. Of all the bending disciplines, firebending
is the most offensive, truly embodying the belief that the best defense is a
good offense. Beginning at 6th level, whenever a firebender spends a full round
attacking, he may make an extra attack at his highest base attack bonus. The
extra attack may not be used in a Deflect Bending attempt, and the firebender
must make at least two attacks 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.
Water
New Class Skill: Waterbending.
Child of the
Moon: Waterbending Ranks 1+. Waterbenders
draw much of their power from the moon. During the night, waterbenders gain a
+2 circumstance bonus on Waterbending checks due to the influence of the moon.
Additionally, during a full moon, Waterbenders gain an additional +5
circumstance bonus to Waterbending checks. However, the close link between the
moon and Waterbending has its drawbacks. During a lunar eclipse, waterbenders
are unable to use any waterbending abilities. Water Blast: Base DC: 5, Waterbending Ranks 1+. The first offensive ability a
waterbender learns is to concentrate water into a large bubble in her hands and
blast it at great speeds towards her foe. A blast deals 1d6 bludgeoning damage
per 6 bending levels (with a 1d6 at first level). 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. 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 Water Blast takes at least one pint of
water (one eighth that contained within the average waterskin.
Manipulate: Base DC: 5,
Waterbending 6+. 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,
Waterbending Ranks 6+. 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.
Circular Attack: Waterbending Ranks 13+. A waterbender can redirect her
enemies’ attacks, using the enemy’s own energy to retaliate against her. Once
per round, when the waterbender successfully deflects a bending or ranged
attack she may make a Reflex Save opposed to the opponent’s attack roll. If the
Waterbender matches or exceeds the opponent’s attack roll, she is able to bring
the deflecting water round in a circle, absorbing the enemy’s energy and
immediately making an additional Water Blast attack at that enemy at her full
base attack bonus. The waterbender cannot choose to forgo this attack in order
to gain an additional Deflect Bending attempt.
Waterbending Forms: Most waterbending seeds require a significant amount
of water (i.e., more than is contained in the average water skin). As such, many
seeds can only be done near a source of water or in an extremely humid
environment, such as a rainforest. Small quantities of water can also be drawn
damp earth or other such surfaces using the Manipulate special ability. Note
that, in cases where a large source of water is needed, the water must be
wherever the form is actually taking place, and not at the bender herself. If
there is no source of water within 5 feet of the waterbender, a bending form
must combine the form with the Manipulate seed to get it there. When using
Manipulate in this way, a bender need not add the usual +4 to the Waterbending
DC for combining seeds. Maintaining Water: Oftentimes, it can be vital for a waterbender to
gauge the amount of water she uses, as she has a limited amount. In order to
maintain control of water used in a technique and not allow it to fall to the
ground and require a use of Manipulate to recover, a waterbender must make a
Concentration check equal to the form's total Waterbending DC – 10 as part of
the use of the form.
Bonded Companion: The
bender, in his role as the physical representation of the world, gains an
animal companion. The bender’s caster levels are equal to his druid levels to
determine the creature’s bonuses, with the following exceptions; the creature
can be of any size, as long as it has the animal subtype. The creature gains
3d6 Intelligence, +1d6 Wisdom, and +2d6 Charisma. The link with the creature is
an empathic bond. The creature does not gain the share spells ability.
Bonus Feats: Starting
at 3rd level and every 3 levels, a bender gains a bonus feat. At
each such opportunity, she can choose a bender feat or a feat that applies
directly to her bending abilities (i.e. weapon focus, etc). The bender must
still meet all prerequisites for a bonus feat.
Avatar State (Su):
When in situations of extreme duress and in life threatening situations where
escape is almost impossible, a special defensive ability known as the Avatar
State is awakened in the Avatar. Situations of extreme stress include: whenever
the Avatar is reduced to 20% or less hit points, situations where the Avatar is
subjected to fear, emotion, rage, or similar effects, or emotional influences
(such as extreme hurt, anger, sadness, or loss). Entering into the Avatar state
requires 1 full round as the energies build within the Avatar. While in the
Avatar State, the Avatar is a being of thoughtless emotion and generally reacts
to the situation with whatever emotional state they felt upon entering. This
state decides what actions are taken in the Avatar State, such as if the Avatar
is injured by someone, he will focus his attacks on the attacker, or if someone
has kidnapped his friend, he will go to rescue his friend and woe to any in his
way. While in the Avatar State, the Avatar’s power increases exponentially as
he unlocks the knowledge and power of all previous incarnations of the Avatar.
The Avatar’s overall bending level increases by 10 in each bending discipline
(including ones he does not currently know) and he gains a +25 insight modifier
to all bending skill checks he makes (if the Avatar does not currently know one
or more of the other bending disciplines, he uses a straight 25 as his skill
and can use it untrained). Additionally, the Avatar may access the compiled
knowledge of all of his previous incarnations and utilize any bending seed. The
Avatar may also safely overbend an amount of Constitution damage equal to twice
his character level with no penalty. When the Avatar comes out of the Avatar
state he resumes his normal status. If he overbends, then he is fatigued (or if
overbending until Unconsciousness or Death he is then unconscious and
exhausted.) The Avatar State lasts for a number of minutes equal to the
Avatar’s character level. Using the Avatar State is a very dangerous gamble,
because if the Avatar is dropped to -1 or less he must roll a Fortitude save or
he will be unconscious for as many hours as rounds he was in the avatar
state.
The bender can
learn to control how and when to enter the avatar state; this is not an easy
process that the DM will choose. Examples include training with a guru, a rite
of growth, etc. If the bender enters the avatar state unwillingly on a regular
basis, this may also be a way the bender may learn to control it.
If the bender does
not want to enter the Avatar state and it is initiated unwillingly (from
damage, or emotional effects, etc) he may roll a Will save DC 20 to avoid
entering it. This save may be modified by the DM, i.e. if a friend dies in
front of the bender, he receives a -5 to the will save.
Movement: Most elements the bender master's grants him or her a mode
of movement, granting a base speed of 25ft + 5ft per level.
Air: Flight with
glider. Earth: Climb. Water: Slide.
Elemental Apotheosis: The fully
realized Avatar has reached the pinnacle of his innate powers.
+2
to any two ability scores (cannot be the same)
+4
permanent bonus to his bending skills
Avatar
State: The bender’s experience and ordeals have taught him how to truly control
the Avatar State. If the bender cannot control his Avatar State before this
level, he gains full control of it from now on.
All
bending skills are class skills no matter what class levels he may gain from
now on. If he gains any caster levels to the class which he originally traded
during his Elemental Chrysalis he does not gain the actual spellcasting
abilities, but rather gains the original 3 bonuses from the Elemental
Chrysalis. He also continues to gain seeds known following a logical
progression of the chart. Furthermore, any bonus feats gained from any other
class may also be picked from any bender feat.
Seeds Air
Air
Particles Base DC: 10
By kicking up small particles of dust and sand into the air, an airbender can obscure vision and blind opponents.
• Dust cloud: An airbender may make a hemisphere of dust anywhere within her bending range with a radius of 10 ft. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This seed does not function underwater. Increasing the radius of the cloud adds +5 to the Airbending DC per 5-foot increase. This seed does not work unless there’s a generous supply of sand or similar material in the affected area.
• Blind: By aiming a spray of sand or dust at an opponent’s eyes, an airbender can try to temporarily blind the creature. The airbender makes a ranged touch attack against a target’s AC, taking -5 on the attack roll because of the small area targeted. If the attack is successful, the target creature is rendered blind until the end of its next round.
Run as the Wind Base DC: 10
Among the most frustrating of airbender qualities is the near-impossibility to pin them down.
• Burst of Speed: By creating air currents in front of and around him, an airbender can reduce his wind resistance and accelerate his running. An airbender can use this seed to increase his base land speed by 5 feet, plus an additional 5 feet for every four points by which the Airbending check exceeds the DC as a swift action. Note that the actual movement involved still takes a move action to use.
• On the Walls: By manipulating small currents of air around him, and airbender can support his own weight even against the force of gravity. On any turn in which an airbender moves at least 60 feet, he may run on a vertical surface, such as a wall or pillar, at no penalty; even straight up. An airbender must remain moving as he does this, and stopping for any reason causes the airbender to fall to the ground as normal; use of the Spring Attack feat to move before and after an attack could allow an airbender to attack while moving on a vertical surface, with other exceptions subject to DM approval.
Palm Bow (Template) Base DC: +10
By moving your hands in a rapid spiraling motion, you bring in existence a tunnel of rushing winds between your palms. This wind tunnel is able to propel small projectiles with heightened force and accuracy.
• Applications: By adding +10 to the Airbending DC of an Air Blast, an airbender may launch a number of small projectiles (Arrows, bolts, shurikens, stones, etc) equal to 1/2 his class level. The projectiles must be within a 5 ft radius of the airbender to be used in ths seed, though other characters can supply the airbender with ammunition while he is maintaining the seed. Inititating this seed is a standard action, and an airbender can maintain the tunnel by taking a full-round action each round for a maximum number of rounds equal to his class level (requiring an Airbending skill check each round to maintain the tunnel). The projectiles are launched in a line, the length of which is equal to the airbender's bending range. Creatures caught in the line take 1d6 points of damage for each projectile launched, and are allowed a Reflex save for half damage. If the line deals enough damage to a barrier to break through it, it continues on past the barrier if the range permits; otherwise, it stops at the barrier. An airbender must only make one Airbending check for all projectiles thrown.
Air Burst (Template) Base DC: +10
By adding an additional +10 to the bending check, the airbender may apply this template to his Air Blast. The Air Blast will now be applied to all targets (friend or foe) within five feet of the airbender’s location, hurling them in a straight line away from the airbender. The airbender may bend this airflow around targets caught in the burst radius by increasing the DC by a further +5 per target ignored by the airburst and may increase the radius of the form by 5 ft for every 5 points by which the bending check exceeds the DC.
Air Thrust (Template) Base DC: 10
You create an outline of your body composed of compressed air and send it charging toward your target.
• Applications: The airbender sends a blast of air similar to that of the Air Blast towards a target within a line 50 feet. The target takes 1d4 points of bludgeoning damage and is knocked back as if hit by an Air Blast and may take additional damage if applicable. The airbender may increase the concussive force of this blast to do more damage by increasing the DC of the check by +5 per die of damage to a maximum of the airbender’s class level.
Airbender's Leap Base DC:15
There are many throughout the nations that celebrate the airbenders' practice of ahisma, as should they ever wage war, no wall would stand in their way.
• By making a jump as a full-round action, an airbender gains a bonus to his Jump check equal to his Airbending check. Also, as normal for airbenders, this jump is not limited by height.
Air Scooter Base DC: 15
By compressing air into a whirling ball, an airbender can make a quick (and entertaining) ride or a useful deterrent to opponents.
• By balancing on his ball of air before it disperses, an airbender can attain great speed and maneuverability. When using this seed, the airbender’s base land speed becomes 60 ft, and he can ride the air scooter on any surface that would normally require a climb check, including vertical surfaces, though he must move at least 30 ft per round to avoid falling to the ground on such a surface. An air scooter can be maintained for a number of minutes equal to half the airbender’s levels. The Air Scooter can also traverse normally impossible surfaces, such as water, lava, or thin ice at no penalty, but cannot raise more than a few inches off the ground while the airbender is riding it.
Sound Waves Base DC: 15
By manipulating air currents and ‘thickening’ or ‘thinning’ the air, the airbender may muffle the sounds she makes to move as quietly as a gentle breeze or as loudly as an avalanche.
• Stillness: By speeding the air up and forcing it away from herself, the airbender can slow or even cancel sound waves through the air around herself as she moves, granting her a bonus on Move Silently checks equal to her Airbender level. She can extend this to a friendly creature within a 5ft radius by adding +10 to the DC per person. This seed requires concentration, so the airbender may only make a move action each round while using it.
• Resonating Sound: By thickening the air and compressing it, the airbender increases the potential for resonating sound energy. The airbender solidifies the air into a line and makes a noise like a crack of thunder through the line of thickened air, causing 1d4 points of sonic damage and forcing those affect to make a Fortitude save or be deafened for a number of rounds equal to the airbender's intelligence modifier, minimum 1. The airbender may increase the damage by 1d4 by increasing the DC by +5 per die to a maximum of the airbender’s class level.
Flowing Air Strike Base DC: 15
By manipulating the air currents around his limbs, an airbender can cause his strikes to come harder and more quickly.
• When attacking in melee combat with unarmed strikes or a light weapon, an airbender gains a +1 circumstance bonus to attack and damage rolls, plus 1 more for every 5 points by which the Airbending check exceeds the DC. This seed can be maintained as a swift action every round.
Levitate Base DC 20
• Hover (Base DC 20): As a move action, an airbender can create rushing winds around his entire body, slowly lifting him into the air. This allows the airbender to move up to 10 ft through the air as a move action. This seed lasts as long as the bender can concentrate (a swift action, up to a maximum number of rounds equal to his class level), and the bender can move up or down as he desires. The bender’s maximum speed increases by 5 ft for every 5 by which the Airbending check exceeds DC.
• Twinkletoes (Base DC 10): By only pushing the air currents around him enough to make lighten his weight, an airbender can make himself exceptionally light on his feet. The airbender gains partial concealment against any creature sensing him through tremorsense, and gains a +5 bonus to Move Silently checks as long as he maintains this seed. This seed can also be used to walk across surfaces that would usually not support an airbender’s weight; such as thin ice, weak branches, floating leaves or similar surfaces. Executing and maintaining this seed are both swift actions, and the Airbending DC for maintaining this seed increases by a cumulative +2 every round.
Air Scythe Base DC 20
One of the few truly damaging weapons in an airbender's arsenal, the air scythe is feared among those that would provoke an airbender to action.
• Buffet: By compressing and suddenly releasing a violent wave of air, and airbender can pound their opponents from afar. As an attack action, an airbender can launch a ranged touch attack dealing 1d6 +1/2 airbender levels bludgeoning damage; plus another 1d6 damage for every 5 points by which the Airbending check exceeds the DC. All damage done with this seed is non-lethal, though an airbender wielding a staff or war fan can choose to deal lethal damage with this seed.
• Batter: An airbender wielding a staff or war fan can use this seed at the rate of his quarterstaff attacks. Otherwise, this seed is as above.
Deep Breath (Template) Base DC: +15
By adding +15 to an Airbending skill check DC, an airbender can do any form without using somatic components (though using the form still provokes attack of opportunity, as normal), as long as the bender’s mouth or nose is free and not gagged or otherwise hindered from opening. The form is performed as a cone of air from the bender’s mouth, a burst of wind from the bender’s nose that makes him fly high into the air, or any other appropriate description.
Stormwinds Base DC: 20
A highly advanced technique in Airbending, this allows an Airbender to conjure up moderate winds to incredibly powerful winds of hurricane-strength ferocity. Rarely used as Airbenders are notoriously hard to anger, this form possesses devastating potential to all within its path.
• Gale Force: Stormwinds forms a cone of air which extends to the end of the Airbender's bending range which he may maintain by making an Airbending check each round at half of the initial DC to maintain. Using this technique is a full round action, and the wind blows until the Airbender’s next turn. This wind begins at a DC of 20 to begin at a wind category of Severe. The seed can be maintained up to a number of rounds equal to the bender's level. By adding +10 to the Airbending DC, the Airbender may increase the force of this wind one stage per increase of the DC.
• Cyclone: The Airbender may also funnel the wind around himself in a 20ft radius that reaches 40ft high at an additional +10 DC to the bending check when using Gale Force.
Air Shield Base DC 25
The most powerful defense in the airbender’s arsenal, the air shield can protect against numerous attacks and other conditions. An air shield forms starting immediately around the airbender and pushes outward to a radius of 5ft, any creatures or objects no more than one size larger than the airbender are pushed to the edge of the air shield, unless a successful strength check with a DC equal to the Airbending check is succeeded. The air shield acts like a Wind Wall, preventing any and all projectiles up to the size of the airbender from penetrating the air shield, and creatures attempting to push through the air shield must succeed a strength check with a DC of the original Airbending check result. The shield also protects the airbender from any gases or liquids immediately around him. An airbender can increase the radius of the air shield by 5ft by increasing the DC by +5, up to a maximum of 30ft. additionally; the airbender may choose to form the air shield around the maximum radius rather then starting around him.
• Protect Allies: This application does not push any objects or creatures out of area like normal and increases the DC by +5. An airbender must concentrate using a standard action to keep the air shield, an airbender may also move with the airshield, but only at half speed, any actions besides movement and concentration results in the lose of the air shield.
• Flight: A highly skilled airbender has learned how to manipulate the air currents and the swirling air of the shield to allow limited flight while the air shield is active. Whenever an air shield is active, the airbender can make an Airbending check with a DC of the original DC to form the air shield around him; this allows the airbender to move with the shield with a fly speed of 20ft (good). The airbender must make this check each round to continue flying with a cumulative +2 to the DC. If the airbender fails the check while airborne, the air shield disappears and the airbender falls, but takes damage as if he fell 20ft plus the radius of the air shield less than the actual distance.
Engulfing Winds Base DC 30
An airbender learns to manipulate the air currents to create a fast moving channel of turbulence, impeding movement. The current of air is 5ft wide and starts directly in front of the airbender, following a path the airbender specifies that continues away from her but may make any turns up to a 45 degree angle at any point along the path. The total length of the path cannot exceed 10ft per airbender level. The use of this seed takes a full-round action that provokes attacks of opportunity and requires a full-round action to concentrate each round or the effect is lost. Creatures within the area of the current are allowed a Reflex save to avoid being caught.
• Push: All objects and creatures in the area of the path are affected as if by the Air Blast. Creatures and objects caught in the current are pushed along the path of the current until they reach the end. If the end is reached and the creature or object would be moved further, they are pushed out of the current in a line. Additionally, any creature attempting to move against the path of the wind must succeed in a strength check DC10 + the airbender's intelligence modifier to move at quarter speed. To move at half speed increases the strength check DC by +10 and another +10 to move at full speed. Creatures that are more stable such as dwarves or creatures with more than two legs or are of large size gain a +4 bonus to their strength check. Creatures of huge size gain a +10 bonus and creatures greater than huge are unaffected by the seed. Moving with the flow of the current is just as difficult, requiring a strength check as if moving against the current at quarter speed. Success means the creature may move at half speed, failure means the creature is affected by the Air Blast effect even if they normally would not be affected.
• Containment: Just as creatures cannot easily move against the currents, a creature cannot exit the current easily once caught. A creature can exit the current only by taking a move action to make a DC 15 strength check, resulting in the creature standing adjacent to the path.
• Updraft: An airbender is not limited to making the path flow parallel to the ground, but may also have the path flow upwards at any point along the path. The path may bend upwards at a 90 degree angle, costing one 5ft of the length. Any creature in an upward bend gains a bonus to their jump check equal to twice the airbender's level and are considered to have a running start. The updraft can hold 20lb per airbender level in place along the updraft and slow downward movement to 5ft per round for objects of up to 40lb per airbender level or 10ft per round for objects up to 80lb per level.
• Downdraft: A downdraft works just like an updraft except the 90 degree bend is downward, forcing creatures down. Creatures in this area take a penalty to jump checks equal to the bonus given for updraft and fall twice as fast, so a 10ft fall would deal damage as a 20ft fall.
• Quick Draft: An airbender may take a standard action to create a temporary updraft that sends objects and creatures into the air along a straight upward path. The path follows the rules as normal, but can only have one 90 degree upward or downward bend and no other turns.
Tornado Base DC: 30
• Disperse: By manipulating air currents into a tight spiral, the Airbender can severely impede the movement of his/her foes. This form creates a small tornado anywhere within 30 feet of the Airbender, which can be moved 40 feet per round as a move action, has a 5 foot radius, and may be up to 40 feet tall. Upon contact with a creature, the tornado stops moving, even if it has movement remaining that turn. Creatures inside the tornado need to make a Reflex Save (DC + half the Airbender’s class level + the Airbender’s Intelligence modifier) or be stunned and flung to the side as if they were bull rushed (the Airbender makes a bull rush attempt against the target who failed using his Airbending skill check). Roll 1d8 to determine the direction the tornado throws the target. Even if the creature passes the Reflex Save, he/she still moves at half speed until out of the tornado. Creatures that are larger than the tornado gain a +4 circumstance bonus to their Reflex Save. The tornado lasts as long as the Airbender concentrates to maintain it (a standard action), up to a maximum number of turns equal to the Airbender’s class level.
• Capture: By manipulating air currents into a tight spiral, the Airbender can create a massive vortex of wind that forms as a tornado. This seed takes a full-round action to create a tornado around the airbender with a base 5ft wide and 15ft wide at the top and 30ft high. Whenever a creature of up to huge size occupies the same space as the tornado, that creature must succeed in a reflex save. If the creature fails the reflex save they are carried into the air along with the tornado, otherwise they take 2d6 damage. The creature is carried 5ft up on the first round and another 5ft every other round until it reaches the top. Each round the creature may make a reflex save to exit the tornado at any square adjacent to the creature’s current location in the tornado. If the creature remains in tornado that creature takes 2d6 damage. Creatures in the tornado are considered prone and have total concealment, additionally; the tornado protects all the occupants from projectile attacks as a Wind Wall spell. The airbender may locate himself any where inside the 5ft wide section of the tornado and may change position as a swift action. The tornado takes a certain amount of concentration that takes a full-round action on the part of the airbender, but the tornado itself may move up to twice the airbender’s base land speed. If the airbender would be hit by an attack, she must make an Airbending check to keep the tornado, otherwise the tornado disappears and the airbender falls prone on the ground. For every 5 the Airbending check exceeds the DC the height and top width increases by 5ft.
Dust
Base DC: 10
By using limited control over small particles of earth, an earthbender obscures vision and blinds her foes.
• Dust cloud: An earthbender may make a hemisphere of fog anywhere within her bending range with a radius of 10 ft. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This seed even functions underwater. Increasing the radius of the cloud adds +5 to the Earthbending DC per 5-foot increase.
• Blind: By aiming a spray of sand or dust at an opponent’s eyes, an earthbender can try to temporarily blind the creature. The earthbender makes a ranged touch attack against a target’s AC, taking -5 on the attack roll because of the small area targeted. If the attack is successful, the target creature is rendered blind until the end of its next round.
Earth
Earth
Earth Wall Base DC: 10
A signature ability of many earthbenders for when Move a Rock just doesn’t cut it, a wall of earth is often the best weapon in an earthbender’s arsenal.
• Earth Wall: The earthbender causes a small wall of earth to shoot out of any earthen surface 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. Each 5-foot square of the wall has hardness 2 and 10 hit points per inch of thickness. Breaking through with a single attack requires a Strength check of 10 +2 per inch of thickness. An earth wall cannot be used as a bridge and must be made anchored in existing earth.
• Stone Wall: As above, except that this seed can only be done on a stone surface, and the wall has hardness 8 and 15 hit points per inch of thickness.
• Push: An earthbender can push an existing wall of earth or stone to knock opponents back as a move action. 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. Any opponent caught behind the wall must make a Reflex save, +5 for every 5 feet away from the nearest gap to the wall he is to avoid the wall and jump to that square, provoking attacks of opportunity while doing so.
Column Base DC: 10
Through the use of this seed, an earthbender causes a column of earth, stone, or crystal to thrust out of an earthen surface.
• Crush: An earthbender thrusts a column of earth from the ceiling above, the ground below or a wall beside a creature. The creature must make a Reflex save to avoid the column, moving to the nearest square adjacent to it of its choice. The column has a maximum diameter of 5 ft., but can be widened by another 5 ft by increasing the Earthbending DC by +5. The column’s maximum height is 10 ft, plus another 5 ft for every 4 points by which the Earthbending check exceeds the DC. If the column slams a creature against a solid surface, the target takes 4d6 crushing damage and is pinned between the solid surface and the column, but can escape with a DC 30 strength check or Escape Artist check.
Tilt Base DC: 10
A useful and powerful seed to know within the confines of a city of worked stone, it is difficult to make use of this among natural earth.
• Unbalance: By shifting the angle of a level surface, an earthbender can throw enemies off balance and make them easy targets or simply make an area difficult to enter as a standard action. Those caught on the slab must make a Reflex save or fall to the base of the slab, and movement on the slab requires a Balance check with the same DC as the Reflex save to move at half speed. Failing the Balance check by 5 or more indicates that the creature falls to the base of the slab. An earthbender can affect one 5 ft square of worked stone about 1 foot thick, plus one more 5-foot square for every 2 points by which the Earthbending check beats the DC. The earthbender can choose to continue focusing on the slab with a standard action every turn to keep the slab in place, but it will fall naturally into place once released. Using this form with earth or unworked stone first requires that the area affected be separated from the surrounding earth through the use of Move a Rock.
• Twist: By twisting a section of stone a full 90 degrees, an earthbender can effectively make an unstable wall of stone to block an opponent’s path. This works on an area of worked stone as above, but the wall can balances on its own and can be pushed over with a DC 15 Strength check or by using Move a Rock, dealing damage according to its height as falling damage. The squares being tilted need not be touching each other.
Armor Base DC: 15
The element of earth is known for substance and its powers of protection, and can be used as a solid barrier against harm.
• Earthen Armor: By covering her entire body in a thick layer of liquid earth, an earthbender gains DR 5/piercing, and +2 to AC (including touch AC) as a move action. For every 3 points by which the earthbender exceeds the base DC, the damage reduction increases by 1. Maintaining the earthen armor for more than two rounds gives a -4 penalty to all Earthbending checks until the earthbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes an earthbender to fail a Earthbending check, she may choose to end the seed and remove the penalty at that time. An earthbender can concentrate on maintaining this seed as a Swift action.
• Stone Armor: The earthbender may also choose to fashion actual solid armor from stone molded around her body as a full-round action. The earthbender may fashion any type of armor she is familiar with, and it has all the properties of that armor type, except those based on the armor’s material. Adding spikes to the armor increases the Earthbending DC by +4.
Tremorsense Base DC: Varies
There are few earthbenders that have ever discovered this profound application of their art: the ability to sense that which the solid earth sees.
• Tremorsense (DC 15): An earthbender using this form can take a move action to listen and feel the minute movements of the ground. She automatically pinpoints the location of anything within a 10 ft radius that is in contact with the ground, including underground, plus 5 feet for 2 points by which the Earthbending check exceeds the DC. The range of this tremorsense is halved when the Earthbender is standing on sand or similarly loose soil. An earthbender cannot use this ability when not in contact with the ground in some way (i.e. while flying, swimming, standing on ice on a lake, etc.). The earthbender can use this form as a swift action, but doing so increases the Earthbending DC by +10, or she can choose to continue focusing on this form as a full-round action for as many turns as she wishes, sensing anything new that comes into the area.
• Lie Detector (DC 30): By concentrating on the minute vibrations a person’s body sends through the earth, an Earthbender can tell if a person’s words are true or false. The Earthbender must be within 10 feet of the target and the two must be connected by a contiguous area of earth or stone. The target of this seed can make a Will save to lie undetected, gaining a +1 bonus to this save for every 5 ranks the target has invested in the Bluff skill. For every 5 by which the Earthbender’s skill check exceeds the base DC, the distance at which she can detect lies increases by 5 feet.
Steady Stance Base DC: 15
By encasing her feet in earth or stone, an earthbender can better resist attempts to move her, or trap opponents in place.
• Defensive: Stabilizing herself with feet solidly connected to the ground, an earthbender gains a +2 to saves or checks to stay in place, +1 for every point by which the Earthbending check exceeds the DC. The earthbender may also encase the feet of allies within her bending range in this way by adding +4 to the DC per ally. Those affected by this seed can move from their square if they want, but doing so ends the seed.
• Offensive: By surrounding an enemy’s feet in earth and solidifying it suddenly, an earthbender may prevent an enemy from advancing. The target of this seed makes a Reflex save to avoid it altogether, or remain trapped in place. Those who failed the Reflex save can make a Strength check equal to ¾ (round down) of the Earthbending check to break free, or may spend a full-round action chipping the earth away with a light weapon. The earthbender may use this seed against multiple opponents, but doing so adds +4 to the Earthbending DC per additional opponent.
Create Rubble Base DC: 15
By cracking and tumbling stone beneath opponents, an earthbender can seek to hamper their movement and make them easier to hit.
• Difficult terrain: By using this seed, an earthbender turns an earthen surface into heavy terrain in an area with a radius of 5 feet. Anyone caught in the radius during this seed takes 2d6 bludgeoning damage if they fail a Reflex save as the ground turns and buckles beneath them. It costs 2 squares of movement to enter a square with dense rubble. The Balance and Tumble checks on dense rubble take a -5 penalty, and Move Silently checks take -2. The radius of the rubble increases by 5 ft for every 5 points by which the Earthbending check exceeds the DC.
• Misstep: True to the teachings of neutral jing, an earthbender can wait and prepare an action to use this seed against a particular opponent. The earthbender focuses on her opponent’s movement, following its footsteps, ready to act. If the opponent moves more than 5 ft along the grand, the earthbender may wrench the ground violently beneath her, dealing 2d6 points of damage and immediately stopping the opponent’s movement on a failed Reflex save. If the save is failed by 5 or more points, the opponent is also knocked prone. By adding +10 to the Earthbending DC, the earthbender can also attempt to twist her opponent’s ankle with this seed; doing so requires the opponent to make a Fortitude save if it fails its Reflex save. Failing the fortitude save imposes a -2 penalty to Dexterity and -10 feet to base land speed. This seed makes the affected square difficult terrain, as above.
Compact Base DC: 15
Unusually loose or soft earth or sand poses a serious problem for earthbenders, since it hinders their ability to use the earth around them.
• A place to stand: An earthbender may use this form to fuse any loose soil or sand into a much sturdier surface. An earthbender may create one 5-foot square, plus another for every 2 points by which the Earthbending check beats the DC. These squares must all be touching at least one other square and at least one must touch the Earthbender. This negates the penalties for standing on loose dirt and the movement penalties for rough ground, as well as those for using the Tremorsense seed.
• Soften earth: Earth’s abilities to hamper opponents are often just as valuable as those to directly attack or defend. By using this seed, wet earth becomes thick mud and dry earth becomes loose sand or dirt. The earthbender affects a 5-foot square, plus another for every 2 points by which the Earthbending check beats the DC to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
• Soften Landing: Similar to Soften Earth, this use of the seed allows a falling earthbender to soften the ground below her before she lands as an immediate action once per round, taking damage as if she had fallen half the actual distance.
Golem Base DC: 15
By molding a large chunk of rock into a vaguely human-shaped structure, an earthbender can create a powerful proxy to fight in her place.
• Creation and control: As a full round action, an earthbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of stone and compacted earth. The earthbender must direct its actions in combat by making an Earthbending check equal to the original Earthbending DC as a full-round action, with the golem essentially mimicking the actions taken by the earthbender. If the earthbender does not concentrate on maintaining and directing the golem or fails the Earthbending check to control it, the golem collapses. The golem's attack rolls use the earthbender’s base attack bonus and are modified by the earthbender's intelligence modifier instead of the golem's Strength modifier. An earthbender can control a golem she can't see, but the golem is considered blind. Additionally, the earthbender cannot see through the golem, and thus is limited to the vision range of her current location.
• Attacks: Because the golem is essentially a reflection of its bender’s actions, it can use its slam attack at the same rate as the bender’s unarmed strikes, along with whatever extra modifiers gained therein (Weapon Focus, etc.).
• Size: The earthbender can increase the size of the golem by adding 5 to the DC for every size increase desired, creating an animated object of the appropriate size. For example, increasing the DC to 35 allows the earthbender to create a Gargantuan golem.
• Hardness: An earthbender with the Compact seed can increase the hardness of her golem by adding +2 to the Earthbending DC for every 1 point of hardness she wishes to add.
• Enhancement: An earthbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The earthbender cannot increase the golem’s ability scores by an amount greater than her Intelligence modifier. An earthbender with a Intelligence modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Earthbending check) scores by a maximum of 5, increasing the Earthbending DC by 10 in the process.
Earthen Stride Base DC: 20
By lifting the ground under your feets into two mounds of soil or a huge rock, you gain considerable speed and inertia, changing into an unstoppable juggernaut.
• Running Snail: By shaping crude hemisphere of soil or mud around you feets and moving these swirly ''stilts'' like snails, or by sculpting yourself a stone tower as a full-round action, travelling is not bothersome anymore, nor enemy troops. You may now only move at your running speed, and the benefits of the Run feat, plus one time the normal speed bonus per 5 points you beat the DC. You may make overun attempts normally, and if you add +5 the DC of this seed, opponents may not try to avoid you. Your bulk and the earth you displace means you are one size larger than before, and you gain an additional bonus equal to +1 per 5 points of your check. You may use forced march while running, but must make constitution checks normally, to which you gain a bonus equal to +1 per 5 points of your check. You only have to do one check per hour to maintain the seed.
• Earth Jump: Using this seed, an Earthbender can transport herself through the earth to any point within 25 feet. The Earthbender’s starting and ending points must be connected by a contiguous area of earth or stone at least 5 feet thick at all points. For every 5 by which the Earthbender’s skill check exceeds the base DC, the distance she can travel increases by 5 feet. Additionally, by increasing the base DC by 20, an Earthbender can use this seed as a Move action.
Catapult Base DC: 20
Earthbenders are often the least mobile of the elements; preferring a solid stance to a quick dodge. This, however, is not always the case.
• Transport: By using this seed, an earthbender thrusts a small column of earth and stone powerfully up from below her at any angle she wishes as a move action, launching herself or another creature or object 20 ft in any direction (including straight up). This distance can be increased by 5 ft for every 2 points by which the Earthbending check exceeds the DC, and affecting an additional target adds +4 to the DC per target. The height of the creature’s trajectory at its peak is half the horizontal distance (unless, of course, there is no horizontal distance covered), and the height can be doubled by halving the distance.
• Knockback: An earthbender can also use this seed as a way to launch opponents away or into other obstacles. The form works just as above, except that it is a standard action, the target receives a reflex save to avoid it, and if this seed throws an opponent into a solid obstacle (a cliff wall, a tree, etc.) the target takes 1d6 damage for every 5 points of the Earthbending check.
Excavate Base DC: 20
Oftentimes, the ability to Move a Rock simply isn’t enough to make a proper tunnel or trench. Using this seed pushes earth aside, as opposed to taking it and dumping it elsewhere.
• Hole: This seed can make a hole approximately the shape of a 5-foot cube as a standard action, plus another such cube for every 4 points by which the Earthbending check beats the DC. The earth used in this seed is piled around the edges of the excavation, adding a loose wall of earth three feet high around the sides. Making a hole in solid stone doubles the Earthbending DC.
• Tunnel: By digging directly into the earth, in which case she begins by making a hole (as above) and then making it deeper, or making it horizontal beneath the ground. The earth moved aside by this seed is compacted around the sides of the excavation, making a noticeable bulge in the ground if the tunnel is within 5 ft of the surface. Tunneling through stone doubles the Earthbending DC, and an earthbender can choose to collapse the tunnel through the use of Move a Rock.
Earthquake Base DC: Varies
An earthbender can send a jarring shockwave of earth along the ground, knocking opponents to the floor.
• Tremor (Base DC 20): By creating a quick, local tremor to violently shake the ground below, an earthbender can knocks opponents to the ground and hampers their movement. An earthbender creates an earthquake in a five-foot radius. All creatures within the area of effect must succeed on Balance check opposed by the bender’s Earthbending check -5 or fall prone. The radius increases by 5 feet for every 5 points by which the Earthbending check beats the DC. Using this seed also dislodges loose soil and rocks on slopes, possibly causing avalanches in appropriate areas. Creatures climbing within a quake must make a Climb equal to the Climb DC of the surface they’re on + half the bender’s Earthbending check.
• Quake (Base DC 20): By using a full-round action when using a tremor, as above, an earthbender can create a quake that lasts as long as she focuses on it. Doing this forces anyone in the affected area to make a Balance check (as above) in order to enter or move within the affected radius or fall prone. Furthermore, each square of movement through the affected area counts as 2 squares.
• Ripple (Base DC 30): By creating a sort of wave along the ground before her, an earthbender can cause opponents to lose their balance and be launched into the air. The wave takes effect in a cone up to the earthbender’s bending range. Opponents within the cone must succeed on a Reflex save or be knocked 5 feet into the air or 5 being shoved 5 feet backwards (bender’s choice) for every 10 points of the Earthbending check, taking falling damage if appropriate.
Immobilize Base DC: Varies
Stomping the ground aggressively, the Earthbender causes packed clay or stone to burst upwards, trapping the target creature.
• Arrest (Base DC 20): Sheets of packed clay burst from the ground and wrap around a single medium-sized or smaller target within the Earthbender’s bending range. The target must make a Reflex save or be immobilized. An immobilized target may not move, attack, bend, cast, or take any action that requires movement, but is not considered helpless. Those who fail the Reflex save can make a Strength check equal to ¾ (round down) of the Earthbending check to break free as a full-round action. They can also be dug out by dealing 50 points of damage to the clay. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which her Earthbending check exceeds the DC.
• Capture (Base DC 25): Small walls of stone or crystal encase a single target within the Earthbender’s bending range. The target must make a Reflex save or be immobilized. The target is considered helpless, but can still take actions that require only mental or verbal activity. Those who fail the Reflex save can make a Strength check equal to the Earthbending check to break free as a full-round action. They can also be freed by the use of any appropriate Earthbending form or by dealing 100 points of damage to the stone. Increasing the Earthbending DC by +5 for each size category above medium allows an Earthbender can capture larger creatures. An Earthbender may capture 1 additional creature for every 10 by which her Earthbending check exceeds the DC.
Metalbending (template) Base DC: Varies
Everything on the planet is an extension of the four elements, including smelted metals. A fundamental secret of the elements, powerful earthbenders have control over even purified steel.
• Applying (Base DC 35): An earthbender may use Move a Rock with metal rather than earth by adding +35 to the Earthbending DC. However, the earthbender must be in physical contact with the metal at all times. For example, an earthbender can pick up a 5-foot cube of iron with one hand as a standard action, and move with it as far as she could use Move a Rock to with a move action.
• Warp (Base DC 35): An earthbender can cause metal to bend and warp with a touch, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at the bender’s option). A boat or ship springs a leak. Warped ranged weapons are useless. Warping a worn or wielded item requires an attack roll, as if making a sunder attempt. A warped melee weapon causes a -4 penalty on attack rolls. The earthbender may warp one Small or smaller object, with each size category increasing the Bending DC by +5. Alternatively, the earthbender can unwarp metal (effectively warping it back to normal) with this seed, straightening metal that has been warped by this seed or by other means.
• Crush (Base DC 45): An earthbender can constrict the armor of an opponent with a mere touch, crushing him like a grape inside. An earthbender makes a touch attack against an opponent to hit his armor. If the attack is successful, the bender makes an earthbending check. A successful Earthbending check crumples metal armor like paper, dealing 5d6 piercing and 5d6 bludgeoning damage to the wearer and leaving the armor useless. Armor crushed in this way lowers its armor bonus by -4, incurs double its usual armor check penalty (minimum -4), halves the maximum Dexterity bonus (rounded down) and lowers the maximum speed by -5 feet.
Rift Base DC: 35
By opening a fissure directly beneath an opponent’s feet and snapping it suddenly shut around his chest, an earthbender can disable powerful opponents before they become a threat.
• Engulf: An earthbender opens a large crack directly beneath her opponent’s feet, causing him to fall in, then snaps the crevice shut around him. The target receives a Reflex save to avoid falling into the fissure up to his neck. A target of this form is considered helpless while engulfed, though he may take any actions not requiring somatic components and can escape with a DC 25 Strength or a DC 40 Escape Artist check, or he may be dug out of his predicament. If this seed is done on a stone surface, the target also takes 4d6 crushing damage on a failed save.
Fire
Fire
Fire Kick (Template) Base DC: 5
By using a series of quick kicks to propel his Fire Blast, a firebender can greatly increase the range of his abilities.
• Applications: By adding +5 to the DC of a firebending form, a bender can reduce the penalties to Firebending DCs for extending the form beyond his “safe” bending range to +1 per 10 feet. Note that this template cannot be applied to any form that cannot be performed with the feet (such as by applying another template involving a body part or when stuck in a waterbender’s Steady Stance)
Fire Whip Base DC: 10
• Whip: A firebender may, as a move action that does not provoke an attack of opportunity, form a long, narrow tongue of fire, coiling around like a rope. This whip has all the statistics of a normal whip with the exception that the damage it deals 1d6 fire damage and threatens up to its range. Additionally, a firebender may apply precision-based damage to attacks with a fire whip and treat it as a normal whip for purposes of weapon-based feats. The fire in this whip can be used to use Deflect Bending without needing to be remade and the whip can also be extended an additional 5 feet by increasing the Firebending DC by +10.
Explosion (Template) Base DC: 10
Rather than simply burning her opponents to a crisp, firebenders often seek to earn a strategic advantage in positioning.
• Repel: The firebender makes a sudden explosion at the end of his hands, pushing opponents back with the force of the attack. Through this application, a firebender may initiate a bull rush through his Fire Blast, with the bender’s Intelligence score acting as the blast’s Strength score. The explosion also deals damage die of the firebender’s Blast for every 4 points by which the Firebending check beats the DC. Also, for every 2 points by which the Firebending check beats the DC, the bender gains a +1 on the bull rush attempt. If the blast moves the opponent back more than ten feet, the opponent is also knocked prone.
• Applications: By turning her fire into a forceful explosion, a firebender can deal full damage to even non-flammable objects when using Fire Blast, and deals double damage to flammable objects. Applying this template adds +10 to the Firebending DC.
Blades of Fire Base DC: 10
The Fire Nation is notorious for its soldiers and their capabilities with both martial weapons and the martial use of fire. Their combinations of both are often devastating to the enemy.
• Channel: A Firebender is able to channel his internal heat into any melee weapon he wields as a move action. The Firebender may make a single attack with a melee weapon and have that attack deal Fire Blast damage in addition to the weapon damage. Unlike normal Fire Blasts, this form allows the Firebender to apply precision-based damage to his attack. A firebender can choose to maintain the flames around his weapon by spending a swift action every turn to continue dealing Fire Blast damage with the weapon. A firebender can apply this seed with two weapons at a time by adding +15 to the Firebending DC.
• Create: Alternatively, a Firebender can use this seed to create a weapon completely out of fire. This weapon deals no damage of its own, but rather deals the firebender’s Fire Blast damage, but also allows the firebender to apply weapon-based feats and precision damage.
Intensity Base DC: 10
• Intensify: Oftentimes, from a firebender’s point of view, a fire is simply not hot enough. By focusing on an already existing source of fire as a standard action, a firebender can increase the damage it deals by 1d6, plus an additional 1d6 for every 4 points by which the Firebending check exceeds the DC, up to the firebender’s Blast damage.
• Quench: A little-used form among most firebenders, a firebender can prepare an action to negate a single Fire Blast passing within 10 feet of him. Quenching blasts further away than 10 feet is possible, but the Firebending DC increases by +2 for every 5 feet further away the blast is.
Burning Rush Base DC: 10
The speed and tenacity of the element of a true firebender are seldom seen, simply because such power is the last thing most opponents see.
• Speed Burst: By expelling flames from the soles of his feet, a firebender thrusts himself forward recklessly. The bender increases his base land speed by 5 feet, plus another 5 feet for every 5 points by which the bending check exceeds the DC. This use of the seed is a swift action to execute and a free action to maintain, though the bender can only safely maintain it for a number of rounds equal to his firebender level, and the Firebending DC increases by 5 for every round thereafter.
• Firebender's Leap: A sudden jet of flames erupts from the bender's legs, allowing him to reach incredible heights. By taking a full-round action to make a jump, a firebender gains a bonus on his Jump equal to his Firebending check, and the jump is not limited by the firebender's height. A move action can be taken as part of this seed, but only in order to gain a running start for the jump.
Fire Sweep Base DC: 15
When using this seed, a firebender uses a high, aggressive spinning kick to create a 15-foot cone of fire, affecting all creatures and objects therein with his Fire Blast damage. Creatures within this area take half damage on a successful Reflex Save. The range of the cone is increased by 5 feet for every 5 points by which the Firebending check exceeds the DC.
Fire in the Stomach Base DC: 15
Firebending is all about breath control; applying this properly allows a firebender incredible resilience to harsh outer cold.
• As a full-round action that doesn’t provoke attacks of opportunity, a firebender can take a deep breath and hold it for a number of rounds equal to 5 times his Constitution score. While holding his breath this way, a firebender maintains his body temperature at normal levels and is immune to nonlethal damage by exposure to cold environments. After letting out his breath, a firebender cannot use this seed for at least five minutes. For every point by which the Firebending check exceeds the DC, the firebender holds his breath one additional round.
Incandesce Base DC: Varies
• Heat Metal (Base DC Varies): By focusing upon a piece of metal every round on a piece of metal within his bending range, a firebender can cause damage upon contact. On the first round this seed is used, the metal becomes warm and uncomfortable to touch but deals no damage. During the second round, intense heat causes 1d4 damage and in subsequent rounds, the metal is searing hot, dealing 2d4 damage. Any cold intense enough to damage the creature negates fire damage from this seed (and vice versa) on a point-for-point basis. Using this seed on unattended metal or one’s own equipment has a base Firebending DC of 15 and requires a swift action every round, and affecting another’s equipment has a base Firebending DC of 30 and requires a move action every turn. This form can also be used to deal damage to ice, in which case the damage dice increase to d6's.
• Melt Stone (Base DC 35): Often used by canny Fire Nation soldiers in the mountains to discourage enemy forces, a firebender can heat up stone to the point of melting into liquid lava. A firebender can affect one 5-foot cube of stone as the Heat Metal use of this seed, above. Once the stone cube has taken 20 damage from the use of this seed (ignoring hardness), it begins to melt, dealing damage as lava. A firebender can affect one additional 5-foot cube of stone for every 5 points by which the Firebending check exceeds the DC.
Break Stance (Template) Base DC: +20
• Applications: By adding +20 to the Firebending DC of a Fire Blast, a bender can attempt to take out the root of an opponent’s stance. The bender takes -4 to attack rolls on these blasts; and if at least two of the blasts are successful, the opponent’s stance is broken (essentially making him flat-footed), he’s pushed back 5 feet and he must make a Reflex save or lost his next turn as he reels back. Any successive hits from this form, including on the bender’s next turn if the opponent failed his Reflex save, make the opponent move an additional 5 feet backwards; once the opponent has been knocked back 15 consecutive feet, he falls prone.
Breath of the Dragon (Template) Base DC: +25
• Applications: By adding +20 to a Firebending DC, a firebender can do any form without using somatic components and without provoking attacks of opportunity, as long as the bender’s mouth or nose is free and not gagged or otherwise hindered from opening. The form is performed as a stream of fire from the bender’s mouth, a burst of steam from the bender’s nose that makes metal red-hot, or any other appropriate description.
Fire Burst Base DC: 25
By, quite simply, lighting himself up like a torch, a firebender can ignite everything around him in a conflagrant display.
• Whirlwind: Using this seed, a firebender creates a whirlwind of fire surrounding him, extending a 5-foot radius around him. All creatures and objects in the area are affected by the firebender’s Fire Blast damage. Creatures within the area take half damage on a successful Reflex save, and the radius of the area affected by this seed is increase by 5 feet for every 5 point by which the Firebending check exceeds the DC. A firebender can choose to maintain this seed by taking a full-round action every turn, dealing the appropriate damage within the area each turn. Maintaining the form for more than two turns inflicts a cumulative -2 penalty to the original Firebending check every turn, slowly shrinking the size of the form until it stops working.
Wall of Fire Base DC: 25
A firebender learns to make an immobile, blazing curtain of shimmering fire springs into existence, discouraging others from passing through an area.
• Plane: The wall sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on the bender’s turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire to any creature passing through it. The wall is a 10-foot square, but can be made 5 feet wider for every 4 points by which the Firebending check exceeds the DC, and the height can be doubled by halving the width. If the wall is made so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out (Note: Do not divide cold damage by 4, as normal for objects). A Wall of Fire can be maintained with a Concentration check each round equal to the Firebending check -5.
• Ring: Essentially the same as above, except that the wall is made in the form of a 20-foot-tall ring of fire with a radius of 10 feet, plus another 5 feet for every 4 points by which Firebending check exceeds the DC.
Blue Fire (Template) Base DC: +20
Instead of the normal reds, yellows, and oranges associated with conventional firebending, the fire produced by this seed glows blue and is exceptionally hot.
• Applications: Damage dice for firebending forms using this seed increase by one step (for example, from d6 to d8, or d4 to d6). Additionally, blue fire deals full damage to objects.
Flamethrower Base DC: 35
Truly, the paragon of the stereotypical firebender, this seed channels the internal heat of a bender through the palm of his hands to create a huge outpouring of flames.
• Using this seed, a firebender affects all creatures or objects in a line with his Fire Blast damage. Creatures caught within the line take half damage on a successful Reflex save.
Lightning Base DC: Varies
As all masters of the bending disciplines must understand, all things are made up of the four elements, and the power of the mighty lightning bolt can be harnessed by a firebender with sufficient inner balance.
• Cold fire (Base DC 45): Creating a bolt of lightning involves separating the positive and negative energies of the element of fire, releasing a huge amount of power as they join suddenly together again. When using this seed, a firebender takes a full-round action doing a complicated series of motions to separate the two energies, provoking attacks of opportunity as normal. On his following turn, as a standard action, the firebender releases the contained energy in the form of a lightning bolt dealing 1d6 electricity damage per firebender level to a single target. Additionally, lightning generated by this seed is empowered, dealing half again (1.5 times) the amount of damage presented by the dice. This seed deals normal damage to objects.
• Redirect Lightning (Base DC 35): A technique adopted from the waterbenders’ philosophy and art of using an enemy’s power against him, this seed is generally used to defend against one of the firebenders’ most deadly abilities. A firebender can prepare an action to redirect any lightning bolts (natural or otherwise) passing within 5 feet of the firebender. Because the bender is essentially letting the lightning hit him, this seed does not require an attack roll,.
The firebender must make a DC 15 Concentration check to ensure that the lightning doesn’t pass through his heart as he channels it to his other hand. Failure indicates that the firebender takes the appropriate damage for the lightning, and he fails to redirect it. On a successful check, the firebender channels the lightning to the other side of his body, redirecting it as he desires.
Water
Water
Mist Base DC: 10
By breaking a small amount of water into tiny droplets and spreading them through the air, a waterbender learns to make thick fog that obscures vision.
• Fog Cloud: A waterbender may make a hemisphere of fog anywhere within her bending range with a radius of 10 ft. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This seed does not function underwater. Increasing the radius of the cloud requires an addition of +5 to the Waterbending DC per 5-foot increase.
• Figment: This seed creates the visual illusion of an object, creature, or force by shaping a cloud of fog into the hazy seeds expected to be seen within it, as visualized by the waterbender. The illusion does not create sound, smell, texture, or temperature. A waterbender may manipulate fog in this way in the same area as she can make a fog cloud, and anyone within the cloud can make a Will save to disbelieve the figments.
• Applications: A waterbender with this seed can also make use of mist or vapor with the Manipulate & Freeze/Melt seeds. In the latter case, a waterbender can condense mist into water at the rate of one pint of water per 5-foot square; but because of the cooling nature of water, a waterbender cannot boil or evaporate water in this way.
Water Whip Base DC: 10
Arguably the signature weapon of waterbenders everywhere, the whip demonstrates the fundamentals of flexibility that waterbending is based upon.
• Whip: A waterbender may, as a move action that does not provoke an attack of opportunity, shape a small quantity of water (approximately the amount in a water skin) into a functional whip. This whip has all the statistics of a normal whip with the exception that it can be used to deal lethal damage even to armored opponents. Additionally, a waterbender may apply precision-based damage to attacks with a water whip and treat it as a normal whip for purposes of weapon-based feats. Benders gain an additional bonus of +2/ 5 levels towards trip and disarm attempts when making use of a water whip. A waterbender can increase damage done by the whip by one step (from 1d4 to 1d6, etc.), increasing the Waterbending DC by +4 per step. The whip can also be extended an additional 5 feet by increasing the Waterbending DC by +10.
• Capture (Base DC 45): On a turn in which a waterbender successfully hits with her Water Whip she may, as a swift action, try to engulf the target of the attack in a sphere of water by forcing water through the whip and around the target. Her target receives a Reflex save to escape the whip before this can happen, failure meaning that the target is stuck in a sphere of water at the bender’s disposal and is considered flat-footed, though not helpless.
Tentacle Base DC: Varies
This seed involves making, as is implied, a thin tentacle of water to serve various purposes. This is one of the signature weapons and defenses of beginning waterbenders.
• Tentacle (Base DC 10): A waterbender can create a 5-foot-long tentacle from water anywhere within her bending range as a standard action. This tentacle can make a single slam attack dealing 1d8+X damage to any opponent in its range, and can also make trip attempts, with the waterbender’s Intelligence score acting as its Strength score and using the waterbender’s base attack bonus. If the waterbender has the Improved Trip feat, she may apply the benefits of the feat to her tentacles as well. Creating more than one tentacle at a time increases the Waterbending DC by +4 per tentacle, and no two tentacles can be more than 50 ft. apart. Also, creating a tentacle as Large size (changing reach to 10 ft., adding size bonus to Trip attempts, increasing slam damage to 1d10 and granting a +4 Strength bonus) adds +4 to the DC per tentacle.
• Octopus (Base DC 15): A waterbender may create three tentacles around herself (in her own square) to serve a defensive purpose. Aside from the statistics of a normal tentacle, the bender may choose to forgo the attacks of those from an octopus seed in order to attempt to negate a melee or ranged attack on the waterbender (spells requiring ranged touch attacks are counted as ranged attacks for this purpose). Each tentacle can make an opposed attack roll and negates the attack if it exceeds the opponent’s roll. Doing this seed with additional tentacles adds +3 to the DC per tentacle, and maintaining the seed for more than ten rounds requires a Waterbending check every round, with the DC increasing by +1 per round.
Ice Shards Base DC: 10
• Weapon: By molding a relatively small quantity of water into her hands, a waterbender may craft any ordinarily wooden or metal melee weapon or ammunition she is familiar with (not necessarily proficient with) out of ice as a full-round action. Any weapon made with this seed deals normal damage for its weapon type, plus 1d4 cold damage; and one use of this seed creates 10 pieces of ammunition at a time. The base DC is for a light weapon; making a one-handed weapon increases the Waterbending DC by +2, and a two-handed weapon increases the DC by +4. If the Waterbending check exceeds the DC by 5 or more, the weapon is also of masterwork quality. If the weapon ever leaves the waterbender’s possession, it begins to melt as normal. Thrown weapons and ammunition can be used as normal.
• Ranged: By freezing water into a number of small, smooth, thin shards, a waterbender can strike at long range. This seed deals 1d6 damage to a single creature as a ranged attack with with a maximum range equal to the Waterbender's bending range. Half of this damage is piercing and half is cold. Increasing the damage dealt by this seed adds +4 to the Waterbending DC for each additional +1d6, to a maximum of 1d6/level.
• Spikes: Ice is a powerful weapon for a waterbender, and anyone standing on an icy surface stands on the waterbender’s turf. The bender may fill one five-foot square with protruding spikes as a standard action, dealing 1d4 piercing and 1d4 cold damage per round to anyone standing or passing through the square, counting as rough terrain. Furthermore, anyone that falls prone in a spiked square takes an additional 1d6 piercing damage. Having this form affect an additional five-foot square adds +4 to the Waterbending DC per square.
• Entraping Shards (DC 30): By maneuvering shards of ice with pinpoint accuracy, powerful waterbenders can pin an opponent to a hard surface. If she succeeds in a ranged attack using the Ice Shards seed, a waterbender can initiate a grapple attempt instead of dealing damage. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action. By increasing the DC of the form by 10, a waterbender can cause the ice shards to originate high in the air, allowing her to pin opponents to the ground instead of to a vertical surface.
Healing Water Base DC: Varies
This seed actually only encompasses the very basics of an ancient and extensive art of healing through the power of water and the body’s own energy. Because of the draining process of healing, applying any of the uses of this seed an amount of times per day equal to more than half the bender’s level adds +4 to the Waterbending DC per use. Water used in this form may not be maintained.
• Wounds (Base DC 20): The most basic, and often most necessary, seed of healing water; the waterbender may seal the internal and external wounds of the injured by coursing cleansing water through their body. A waterbender may, as a full-round action, touch a living creature to feel the energy of its body and pinpoint the location of its wounds, and then bend the properties of liquid water to replenish that energy. This seed heals 1d6 points of damage +1/2 waterbender levels, plus another 1d6 for every 4 points by which the Waterbending check beats the DC. Focusing for a full round while keeping contact with the target creature before executing the seed grants a +5 circumstance bonus to the Waterbending check.
• Poisons/Diseases (Base DC Varies): By locating the alien energy within a creature’s body, a waterbender can help to flush the affliction from its body. This use of healing water requires that the waterbender look over an afflicted creature until the effects of the affliction take place (ability damage, secondary effects, etc.). Whenever a creature makes a saving throw against a poison or disease, a waterbender may also make a Waterbending check opposed to the affliction’s DC to negate the effects & remove it from the victim’s body. Conversely, a bender may make a Waterbending check to flush a poison from a creature’s body before the secondary damage takes place, removing the primary damage altogether and stopping the need for a second saving throw. Removing the effects of a poison or disease that has already done secondary damage increases the Waterbending DC by +5.
• Major Wounds (Base DC 40): A difficult technique that few but true healers ever learn to do properly, the healing power of water can extend far beyond those of the body alone. By creating an icy mold of a creature’s lost limb attached to where the body part should be and filling it with water, a waterbender stimulates the body to grow the detached limb again. This process takes a week, at which point the ice cracks to reveal a new and functional limb proportional to the rest of the body. This seed only functions on external body parts and cannot be used to grow internal organs or limbs the creature never had.
Water Shield Base DC: 10
• Plane: By bending a five-foot square of water to hover vertically before her, the waterbender gains a +5 deflection bonus to AC to ranged attacks, as well as concealment (attacks have a 20% miss chance) against opponents more than 5 feet away. This seed does not affect melee attacks in any way. For every 4 points by which the Waterbending check exceeds the DC, the AC bonus increases by 1; and increasing the width of the square by 5 ft. adds +5 to the DC.
• Hemisphere: Conversely, the waterbender can make a complete 360 degrees of water anywhere within her bending range, granting whoever is inside concealment from outside the Hemisphere, and vice-versa. Ranged attacks going in or out suffer the deflection bonus noted above, but any creature may simply walk into or out of the dome. The base DC is for a sphere with a 5-foot radius, though this can be increased by adding +5 for every additional 5-foot increase in radius.
Steady Stance Base DC: 10
By encasing her feet in solid ice, a bender can better resist attempts to move her, or freeze opponents in place.
• Defensive: Stabilizing herself with feet solidly connected to the ground, a waterbender gains a +2 to saves or checks to stay in place, +1 for every point by which the Waterbending check exceeds the DC. The waterbender may also encase the feet of allies within her bending range in this way by adding +2 to the DC per ally. Those affected by this seed can move from their square if they want, but doing so ends the seed.
• Offensive: By surrounding an enemy’s feet in water and freezing it suddenly to the ground, a waterbender may prevent an enemy from advancing. The target of this seed makes a Reflex save to avoid it altogether, or remain frozen in place. Those who failed the Reflex save can make a Strength check equal to ¾ (round down) of the Waterbending check to break free, or may spend a full-round action chipping the ice away with a light weapon. The waterbender may use this seed against multiple opponents, but this adds +4 to the Waterbending DC per additional opponent.
Rise with the Tides Base DC: Varies
• Water Spout (Base DC 10): As a move action you lift water in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of 20 ft. A Water Spout lasts as long as you concentrate (a swift action, up to a maximum number of rounds equal to your level), and you can move up or down as you desire. Your maximum speed increases by 5 ft for every 5 by which your Waterbending check exceeds the base DC.
• Column (Base DC 20): As a standard action you create a column of ice underneath a single medium creature or object, causing it to rise quickly into the air. The column has a height of 20 ft, plus 5 ft for every 5 by which the waterbender’s skill check exceeds the base DC. A waterbender can lift larger creatures by increasing the DC by 10 for every size category of the increase. A waterbender can also lift multiple smaller creatures if they would fit within the space of the largest creature the waterbender can lift, although they must be within 10 ft. of each other. A creature can make a Reflex save to avoid being lifted, and must make a DC 10 Balance check to remain standing. Creatures and objects take 4d6 damage if they are caught between the column and a hard ceiling, and must make a DC 20 Strength or Escape Artist check in order to move.
Pressure (template) Base DC: 10
Using massive water pressure, a waterbender pushes an opponent back away from her.
• Repel: Compatible with the Blast seed, the waterbender bends a bubble of compressed water into her hands, then releases it at high speeds towards her opponents. Through this application a waterbender may initiate a bull rush through her blast in place of damage, with the bender’s Intelligence score acting as the blast’s Strength score. Also, for every 2 points by which the Waterbending check beats the DC, the bender gains a +1 on the bull rush attempt. If the blast moves the opponent back more than ten feet, the opponent is also knocked prone.
• Slice: By altering the surface tension of the water she wields, a waterbender can deal full damage to objects when using Water Blast, and her blast deals slicing damage instead.
Water Walk Base DC: Varies
Not a few waterbenders have found the irony in the fact that the very element that the benders claim to control so leaves them completely vulnerable when immersed within. Fewer waterbenders have developed a solution.
• Walk (Base DC 15): A waterbender learns to push up with the water beneath her feet, using its pressure and surface tension to maintain her weight without sinking. By focusing as a move action every round, a waterbender can stand on water as solidly as on land; but should she be knocked prone, she immediately falls into the water and sinks or floats as normal. By increasing the Waterbending DC to 25, the bender can focus as a swift action, and by increasing it to 40, she can focus as a free action each turn. Usage of this seed requires a Waterbending check each turn the bender wishes to use it.
• Surf (Base DC 10): By creating a disk of ice beneath and frozen to her legs as a move action, a waterbender can move quickly across surfaces of water. A waterbender uses her bending abilities to propel this board and gains a speed of 30 feet per round while surfing (essentially, the bender makes a Waterbending check as a move action to propel the board). A bender can take the run action while doing this, so long as she moves in a straight line. The bender’s speed increases by 5 ft for every 5 points by which the Waterbending check exceeds the DC. Because this seed does allow the bender to remain standing and stable, she may use other Waterbending forms at a -10 penalty while moving in this fashion.
Propel Base DC: Varies
You push and pull the water under your boat, gaining a level of control over the craft that is impossible with more mundane methods of propulsion.
• Launch (Base DC 10): Instead of pushing a boat into the water, you bring the water to the boat, pulling waves up underneath the craft and causing the waves to draw the craft into the water. Launching a boat in this manner takes 30 seconds (5 full round actions). For every 2 by which your Waterbending check exceeds the base DC, the time required to launch the boat decreases by 1 round.
• Navigate (Base DC 10): Instead of using sails or a motor, you bend the water underneath the boat to propel it forward, slow it down, and change directions. As a full-round action, you can move a Huge or smaller boat 10 ft/round with Average maneuverability (DMG p. 20 – for the purposes of this form, disregard any movement characteristics that have to do with movement in 3 dimensions, including minimum speed and the ability to hover). You can increase the speed and/or maneuverability of the craft by adding 5 to the DC for every 10 feet of speed or to increase the maneuverability to Good. You can also propel a larger craft by increasing the DC by 10 per size increase. You can also slow and stop a boat using this seed. Each full-round action spent slowing a boat reduces its speed by an amount equal to ¼ of its original speed. Increasing the DC by 5 allows you to reduce speed by an amount equal to ½ of the original speed.
• Slide (Base DC 15): As a standard action you create a wave that pushes a Huge or smaller craft sideways by 10 ft. For every 5 by which your Waterbending check exceeds the DC the craft moves an additional 5 feet sideways. For every 10 by which your skill check exceeds the DC, the maximum size of craft you can push using this seed increases by one increment.
Armor Base DC: 15
The element of water has ever changing and resilient, and if used properly can provide considerable protection.
• Liquid Armor: By covering her entire body in a thick layer of liquid water, a waterbender gains DR 3/piercing, and +2 to AC (including touch AC) against bending attacks as a move action. For every 3 points by which the waterbender exceeds the base DC, the damage reduction increases by 1. Maintaining the liquid armor for more than two rounds gives a -4 penalty to all Waterbending checks until the waterbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes a waterbender to fail a Waterbending check, she may choose to end the seed and remove the penalty at that time.
• Ice Armor: The waterbender may also choose to fashion actual solid armor from water molded around her body and frozen into place as a full-round action. The waterbender may fashion any type of armor she is familiar with, and it has all the properties of that armor type, except it does not give spell failure, those based on the armor’s material, and normally metallic armors weigh half as much as usual. Adding spikes to the armor increases the Waterbending DC by +4. The armor melts to the point of becoming useless in five minutes unless the ambient temperature is below freezing.
Wave Base DC: 15
By accentuating the normal fluctuations in water levels, a Waterbender can make standing water or ice accelerate forward in a wave, crashing into all in its path.
• Breaker: The wave created by this seed travels in a straight line from a large source of water (such as a river, the ocean, or standing on a glacier) within the waterbender’s bending range as a standard action, and can move 10 ft/ level of the waterbender. The wave initiates a bull rush against any creatures in its path, counting as a Large creature (with a 10-foot face) with a Strength score equal to the bender’s Intelligence score + 2 for the purposes of resolving bull rush attempts. The waterbender may increase the wave’s size to Huge (Giving an additional +4 size bonus and a 15-foot face) by adding +10 to the DC. A waterbender may try to turn the wave 45 degrees two times during its motion, but because of the great mass of water used; each requires another Waterbending check at the same DC as the one to make the wave turn. Any creature pushed back more than 10 feet by the wave is also knocked prone. The waterbender may move with the wave at its crest, ending her movement wherever the wave moves. Water used in this way may not be maintained.
• Transport: Rather than make a destructive force against her opponent, a waterbender may make a smaller wave to carry her quickly from one place to another as a standard action. This wave moves at 10 ft/waterbender level and can make four 45 degree turns during its motion, without requiring additional Waterbending checks.
Golem Base DC: 15
By molding a large mass of water, snow, or ice into a vaguely human-shaped structure, a waterbender can create a powerful proxy to fight in her place.
• Creation and control: As a full round action, a Waterbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of compacted snow, ice, and/or water. The waterbender must direct its actions in combat by making a Waterbending check equal to the original Waterbending DC as a full-round action, with the golem essentially mimicking the actions taken by the waterbender. If the waterbender does not concentrate on maintaining and directing the golem or fails the Waterbending check to control it, the golem collapses. The golem's attack rolls use the waterbender’s base attack bonus and are modified by the waterbender's Intelligence modifier instead of the golem's Strength modifier. Also, a golem made primarily of water or snow has no hardness, but has double the usual hit points for an animated object of the same size. A waterbender can control a golem she can't see, but the golem is considered blind. Additionally, the earthbender cannot see through the golem, and thus is limited to the vision range of her current location.
• Attacks: Because the golem is essentially a reflection of its bender’s actions, it can use its slam attack at the same rate as the bender’s unarmed strikes, along with whatever extra modifiers gained therein (Weapon Focus, etc.).
• Size: The waterbender can increase the size of the golem by adding 5 to the DC for every size increase desired, creating an animated object of the appropriate size. For example, increasing the DC to 35 allows the waterbender to create a Gargantuan golem.
• Reach: A waterbender with the Water Whip seed can increase the reach of her golem by adding +4 to the Waterbending DC for every 5 ft of reach she wishes to add.
• Enhancement: A waterbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The waterbender cannot increase the golem’s ability scores by an amount greater than her Intelligence modifier. A waterbender with an Intelligence modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Waterbending check) scores by a maximum of 5, increasing the Waterbending DC by 10 in the process.
Feel the Flow Base DC: 20
The element of water is fluid and continuous, and those in tune with the element can learn to sense objects obstructing its flow.
• River Sense: If a waterbender is in contact with moving water, she may begin focusing on feeling the water’s flow and anything not in sync with it as a move action that doesn’t provoke attacks of opportunity. The waterbender senses (automatically pinpoints) anything within the river not moving along at its same pace in a 30-foot radius of her. For example, a waterbender could sense a rock jutting beneath the surface of the water, fish swimming against a river’s current, or an assailant hidden behind a bend in a stream; but not a floating log or fish swimming downstream, since they flow with the river. A waterbender may use this seed as a swift action, but doing so adds +10 to the Waterbending DC, and she can choose to continue sensing the water’s flow in this way by focusing as a standard action each round to feel how things move within her perception.
• Lake Sense: Even still bodies of water have a specific flow to them, though it is fundamentally different to that of moving water. A waterbender sensing a still body of water does so as above, only that she senses anything that has moved within the water in the past round, and by continuously focusing, anything that moves within it.
Bend Plants Base DC: Varies
Because of the high percentage of water in plants, a waterbender can theoretically exert complete control over them, as with water. However, few waterbenders ever learn more than the basics of this as the use of plants extend to an art within itself.
• Entangle (Base DC 10): A waterbender takes basic control of plants in 20 ft radius within her bending range. Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. A creature caught can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. For every 5 points by which the Waterbending check exceeds the DC, the radius of this seed increases by 5 feet.
• Entwine (Base DC 25): By taking control of larger or larger quantities of plants, a waterbender can actually crush opponents within the writhing flora she controls. This seed bends vines and similar plants and seemingly brings them to life. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the seed’s radius must make a grapple check, opposed by the grapple check of the vines. Treat the vines attacking a particular target as a Large creature with a base attack bonus equal to the waterbender’s level and a Strength score equal to her Intelligence score. Thus, its grapple check modifier is equal to the bender’s level + Intelligence bonus + 4. The plants have hardness 2 and 10 hit points.
Blizzard Base DC: Varies
By rapidly cooling the moisture in the air above him, the waterbender may alter the weather to a small, localized degree, provided there is enough water in the air.
• Snow (Base DC 25): The waterbender takes control of the ambient moisture in the air or a nearby water source and forms into a blanket of heavy white snow. The waterbender may bring down a curtain of snow which grants all within the waterbender's bending range decreased movement and visibility. The first four rounds of this seed's use creates the weather condition of snow (-4 on Spot and Search checks, -4 to ranged attacks, requires 2 squares of movement to enter a snow covered square) in the bending radius, while subsequent rounds of use increase this to heavy snow (same as snow, requires 4 squares of movement to enter a heavy snow square, restricts visibility further as per fog). The bender may add +5 to the DC of this technique to increase the range half again for every +5 added. This seed can only be used in exceptionally humid areas or if some form of precipitation is already falling.
• Ice Storm (Base DC 35): A favored offensive move by powerful waterbenders in the poles, this technique is similar to snow-making, the waterbender violently swirls the snow and ice around her. In a space within her bending range, the waterbender may create an ice storm with a radius of 20 ft. everything within this radius takes 5d6 points of cold damage from the intense cold, slivers of ice, and freezing rain that composes this storm. The bender may move this cloud at a rate of 20ft per round upon a successful DC 30 check. Damage may be increased by increments of +1d6 by increasing the DC of the Waterbending check by +2 per increase. The waterbender must have at least a 20ft range of existing snow, roughly a foot deep, in the surrounding area to use this technique. If she doesn't, then she may use the Snow technique to create it first.
Bloodbending Base DC: 50
The bodies of all living creatures, humans especially, are composed primarily of water. One of the most powerful waterbending seed ever designed, the puppet seed allows a waterbender to make use of this, bending the water in a creatures body to the extent of controlling its actions.
• Puppet: As a full-round action, a waterbender may attempt to control the movements of one creature within her bending range. The target must make a Fortitude save or have his body move unwillingly at the waterbender's control. Creatures gain a +4 bonus to their saving throws for each size category larger than Medium when targeted by this seed. The waterbender may make the target move, attack or any other action he is capable of using the target’s modifiers, but may not access the target's feats, knowledge or force him to use any sort of bending. In terms of movement, targets of this form may be moved using their own base land speeds or through the use of the Manipulate seed, as far as the waterbender may control the targets with a move action during a turn (this does not actually take any action other than the standard full round for this seed). This seed takes the bender's full turn and she may not perform any other physical action on her turn except controlling her opponent, though she may take purely mental actions. A controlled opponent may make a new saving throw on its own turn. A waterbender may control additional opponents by adding +5 to the Waterbending DC per target.
Feats
Feats
AIRBENDING STUDY [Bending]
The flows of the wind may influence all elements, and an astute bender may learn power by understanding this.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Earth - Air flows around all obstacles, and the earthbender who learns this understands a new way to mold his stubborn element. By breaking down his earth blast into dozens of pebbles, he may negate a foe's cover. Reduce a foe's cover bonus by one step (full to partial, partial to none), but reduce the earth blast by 1d6 due to the loss of solid mass.
Water - Air currents mass and swell around an airbender, aiding their movements. The insightful waterbender learns that while air exists around the body, water exists inside of it. With this understanding, the waterbender may use his water to aid his equilibrium, gaining his intelligence modifier as a circumstance bonus to Balance and Tumble checks.
Fire - With similiarly insubstantial elements, the firebender learns ways to manipulate his flame to increase it's defensive capabilities, as befits an airbender. By learning to channel his flame's currents through the air around him, he makes a better defense for himself. The firebender's penalty to Deflect Attack is reduced to +0.
CHANNEL BLAST [Bending]
Through practice with your bending and weapon of choice, you learn to use both at the same time.
Prerequisites: Base attack bonus +5, Weapon Focus (weapon chosen), the ability to use a bending Blast
Benefit: When wielding a weapon with which you have the Weapon Focus feat, you may use your bending Blast as if you had two free hands.
Normal: Your hands must be free in order to bend
DISPERSE ATTACK [Bending]
Prerequisites: Deflect Attack as a class ability, 8 ranks in any Bending skill
Benefit: You have mastered the defensive techniques presented by your element, allowing you to avoid even the most ferocious of attacks. In addition to being able to deflect attacks as normal, you can negate the effects of area of effects elemental attacks as well. As an immediate action that uses up one of your Deflect Attack opportunities; if you succeed, you negate the effects of the form for the 5-foot square you occupy. For every 5 by which you win the opposed check, you can negate the effect of the form for an additional 5-foot square, which must be adjacent to another square you are able to effect with this ability. For example, if you win the opposed check by 10, you can negate the area of attack form in three 5-foot squares.
Normal: You can only negate or deflect effects requiring an attack roll with your Deflect Attack
DISRUPT BENDING [General]
You accurately strike crucial points on a bender’s or caster 's body, making it difficult to bend or cast.
Prerequisites: Improved Unarmed Strike, Stunning Fist, BAB +6, Int 13+
Benefit: At the cost of a Stunning Fist attempt, you may make a precisely-placed strike at a weak point on your opponent’s body, blocking the flow of his/her chi and disrupting his/her ability to bend. If you hit with an unarmed strike, the target must make a Fortitude save (DC 10 + half your character level + your intelligence modifier) or take a penalty to all Bending checks equal to half your character level, or for using spells the target must roll a concentration check DC 20 + half your level or lose the spell. If you miss with your unarmed strike or the target successfully saves, you still count as having expended the Stunning Fist attempt. Unlike the Stunning Fist feat, you can use this feat multiple times in a single round, and multiple uses on the same target stack. You can only use this feat against foes of the Humanoid type. The effects last for your intelligence modifier in minutes.
EARTHBENDING STUDY [Bending]
Hard and unyielding, the earthbender's element is as resilient as he is. A truly perceptive bender glean an epiphany with his own element by understanding this.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Air - The resolute and unyielding earth defies the changing winds, and the airbender that learns this, learns that his element too may be unyielding it's strength. The airbender may now oppose bull rush attempts by utilizing his airbending, using an airbending skill check instead of the normal bull rush resistance roll.
Water - Water may carve canyons into the earth, but the hardest earth directs where this water flows. By learning how to form harder ice, the waterbender learns to be unyielding. The waterbender may add his intelligence modifier to the hardness of his ice and twice his intelligence modifier to the ice's hit points, and he may increase the break DC on immobilizing ice constructs by +2.
Fire - The stubborn and tenacious nature of earth aids the firebender in learning to stand tough against any onslaught. The firebender adds his intelligence modifier to Fortitude saves.
EXTRA BENDING SEED [Bending]
Through careful practice, you have learned more bending techniques in your studies.
Prerequisites: The ability to use a bending Blast, Knowledge (Bending) 6 ranks.
Benefit: You may add one additional bending seed to your list of seeds known.
FOCUSED BENDING [Bending]
You become more competent at bending a specific way.
Effects: Choose one Bending seed. You gain a +4 competence bonus to the appropriate bending skill when using a form with that seed.
Special: You may take this feat multiple times. Its effects do not stack, but must be applied to different seeds.
FIREBENDING STUDY [Bending]
The breath of the dragon is the power of the firebender, and by learning this principle a bender may find that the breath can bring strength to his own element.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Air - Breath is the airbender's territory, for it is the element itself that they bend. By manipulating air currents, the bender may reduce some of the sting of a firebender's breath. So long as the airbender is aware of the incoming fire and he is taking a defensive action, he gains a Fire Resistance equal to his intelligence modifier.
Water - The natural antithesis of fire, the waterbender learns that strength of fire lies in its intensity. With this knowledge, the waterbender may increase the force of his water blast by adding his intelligence modifier to the damage.
Earth - For the earthbender, the ways of fire may teach a lesson of haste and passion. The earthbender may increase the speed of his earth blasts by reducing the size and power of the blast. When making a full attack action, the earthbender receives an extra attack at his highest attack bonus. The damage of the blasts are reduced by 1d6 and all attacks receive a -2 penalty.
POINT BLANK BLAST [Bending]
You are skilled at aiming with your bending abilities at close range
Prerequisites: Base attack bonus +6, the ability to use a bending Blast
Benefit: You can apply precision-based damage with your Blast when targeting an opponent within 30 feet of yourself. This does not work on forms using any seed other than the bender's Blast, only the Blast itself.
Normal: You can't apply precision-based damage to a Blast.
REDIRECT CHARGE [Bending, Fighter]
Prerequisite: 6 ranks in Airbending, Earthbending, or Waterbending
Benefit: You are able to redirect the movements of a charging opponent, causing it to pass over or around you. To use this maneuver, you must ready an action, similar to setting a weapon against a charge. When a charging opponent enters your threat range, you make a Bending check opposed by the charging opponent’s attack roll. If you succeed, the target continues on in a straight line for the remainder of its movement. The target of a successful Redirect Charge attempt must move its entire allowable distance. It does not provoke an attack of opportunity for leaving any squares you threaten, but it does provoke attacks of opportunity as normal from other creatures. If you are an earthbender or a waterbender, you and the charging creature must be standing on a bendable surface (earth, soil, stone or similar for an earthbender, water, ice or snow for a waterbender) to use this feat.
Special: A fighter may select Redirect Charge as one of his fighter bonus feats.
SUPERIOR REDIRECTION[Bending, Fighter]
Prerequisite: 10 ranks in Airbending, Earthbending, or Waterbending, Redirect Charge Feat
Benefit: Your superior training in your bending art is tempered by your extensive combat training. You are able to use your Redirect Charge Feat as a Deflect Attack action, so you do not have to ready an action to use it.
Special: A fighter may select Superior Redirection as one of his fighter bonus feats.
SUNDERING BLAST [Bending]
Prerequisites: Ability to use any bending Blast, Point Blank Shot, BAB +6
Benefit: You can use your bending blast to make a sunder attack against an opponent's weapon or armor. Your blast must be able to deal direct damage in order to be used for sundering. Blasts count as one-handed weapons for the purpose of resolving sunder attempts. You must be within 30 ft of the target to use this feat.
Normal: You can only make a sunder attack with a slashing or bludgeoning melee weapon.
TEMPLATE MASTERY [Bending]
Choose a single template bending seed that you know.
Prerequisites: 8 ranks in any bending skill
Benefit: Whenever you use a form that can have the chosen template applied to it, the template is automatically applied with -5 taken away from its base DC. The base DC added by a template seed can never go below 5.
Special: This feat may be taken several times. Its effects do not stack; instead, it may be used to apply to different templates.
WATERBENDING STUDY [Bending]
By studying the arts of the ebb and flow of the tides like a waterbender, a bender may use those principles in bending their own element.
Prerequisites: Knowledge (Bending) 9 ranks.
Benefit: Depending on one's bending class, this feat grants the following:
Earth - The earthbender learns that water may carve canyons and may apply this technique to his earthbending. The earthbender may add his intelligence modifier to rolls to overcome another bender's Deflect Attack attempts.
Air - By studying the effects of pressure on water, an airbender may learn to better focus his energies with pressurized air. The airbender may now make an air blast attack as if he were a waterbender of equal level. The damage from this attack is non-lethal. If the airbender possesses the Air Scythe seed, he may now do lethal damage with that attack, regardless of whether or not he has a staff.
Fire - Redirect Lightning: A firebender can use a Deflect Attack action to redirect any lightning bolts (natural or otherwise) passing within 5 feet of the firebender. Because the bender is essentially letting the lightning hit him, this seed does not require an attack roll, as opposed to Deflect Attacks. It does, however, require a DC 35 Firebending check to initiate the maneuver.
The firebender must make a DC 15 Concentration check to ensure that the lightning doesn’t pass through his heart as he channels it to his other hand. Failure indicates that the firebender takes the appropriate damage for the lightning, and he fails to redirect it. On a successful check, the firebender channels the lightning to the other side of his body, redirecting it as he desires.
WHERE THERE IS LIFE, THERE IS WATER [Bending]
One of waterbending’s greatest weaknesses is its dependence on an external supply of water. However, powerful waterbenders know that water can be found in many places, if only you know where to look.
Prerequisites: Waterbending 12 ranks, Manipulate
Benefit: With a successful DC 20 Waterbending check, you can use the Manipulate ability as a move action to draw water from the air. Enough water can be drawn from the air to use the Water Blast, Water Whip, Ice Shards, or Healing Water seeds.
Alternatively, you can use the Manipulate ability as a move action to draw water from a single plant or creature within your bending range. Creatures affected by this ability take 2d6 points of Constitution damage. Creatures can make a Fortitude Save (DC 10 + half your class level + your intelligence modifier) to negate this damage and cause the drawing of water to fail. A waterbender can only use this ability on a single creature or plant at a time, and each Medium-sized creature or plant produces the equivalent of one 5 ft cube of water.
Finally, by increasing the Waterbending DC of a seed by +15, you can use this feat as part of using the seed.
Normal: A Waterbender must have some source of water, snow, or ice nearby to perform her bending.
Special: When in dry are such as a desert, the Waterbender must make a DC 30 Waterbending check to collect water from the air. Additionally drawing out water in such an area while executing any form increases the DC by +35. In an area of high moisture such as a swamp or seacoast, drawing out water in such an area while executing any form increases the DC by +5.
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