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Eighth_Seraph
2009-02-04, 11:46 PM
This is my sanded, polished, and streamlined version of the Firebender from the Avatar project, which frankly got too big to be efficient a few months back. There are a ton of people who deserve credit for this class, including Mephibosheth, AstralFire, ErrantX, Lord Tataraus, Guyr Adamantine, and quite a few others. This is my version. Tell me whatcha think!


Firebending (Wis or Cha; Trained Only)

Certain individuals are born with a very special gift, either passed down from generations past or granted to them by the powers that be. These individuals find that the elemental of fire is subject to their will; that their emotions become manifest in its flickering light, and that the heat from their very bodies can be used to light a flame.

Firebending checks

Firebending can be used in a wide variety of ways, but the difficulty for manipulating fire depends largely upon the size of the fire, as shown on the table below. The type of action required to manipulate the fire depends largely upon what you wish to do. Unless stated otherwise, Firebending checks provoke attacks of opportunity.

Table 1: Base Difficulty Class
{table=head]Fire Size|Example|Damage (per turn)|Approximate diameter| Base DC
Fine | Tindertwig | 1 | < 5 ft. | 0
Diminutive | Torch | 1d3 | < 5 ft. | 5
Tiny | Cooking fire | 1d4 | 5 ft. | 10
Small | Campfire | 1d6 | 10 ft. | 15
Medium | Forge | 2d6 | 15 ft. | 25
Large | Bonfire | 3d6 | 20 ft. | 35
Huge | Burning Tree | 4d6 | 30 ft. | 45
Gargantuan | Burning Camp | 5d6 | 40 ft. | 55
Colossal | Burning Inn | 6d6 | 55 ft. | 65
Colossal+ | Burning Village | 8d6 | 70 ft. | 80[/table]

A fire of Small size or larger grants concealment on ranged attacks made through it, must be created in its own space, and any creature occupying that space gets a Reflex save to avoid the damage and move into an adjacent space. You cannot create a fire where one already exists, though you can manipulate one in its current location.


Play with Fire
The most basic form of firebending is the ability to manipulate an existing fire according to your will. You gain the ability to draw fire from any source (including your own body heat) within your bending range, alter its basic shape, move it from place to place, and hold it in your hands. You can use this ability to warm your tea, create balls of fire to act as torches, start campfires, or other simple tasks. Such mundane tasks generally have a Firebending DC of 5.
Creating a Fire
You may create a fire in your own square or directly adjacent to you as a move action. This has a Firebending DC equal to the base DC displayed on the table above. Note that you take damage for being in the same square as a fire of Small size or larger.
Maintaining a Fire
In order to maintain a fire you have created, or drawn from a larger source, you must make a Firebending check equal to the base DC of the fire each turn as a move-equivalent action. If you make any other action with a fire, such as moving it, you do not need to make an additional check in order to maintain it. Maintaining a fire requires at least one free hand. If you fail the check to maintain a fire, the fire shrinks to the largest size that you could have maintained with your Firebending check.

If you attempt to maintain a fire on a creature, the normal DC 15 Reflex Saving Throw to put it out is replaced by a saving throw against your bending ability (5 + ˝ Hit dice + Wis or Cha). Members of the Firebender class instead use (10 + ˝ class levels + Wis or Cha).

Table 2: Maintaining Fires
{table=head]Firebending DC Modifier|Example Condition

+5|Moderate Winds

+10|Severe Winds

+20|Windstorm

+30|Hurricane

+10|Rain

+20|Heavy rain

+15|Freezing temperatures

+10|High Altitude[/table]
Moving a Flame
Moving fire from place to place requires you to make a Firebending check as a move action. The DC for this check is the fire's base DC + 2 per 5 feet you wish to move the fire. This ability can also be used to draw and manipulate a fire from a larger source. For example, you can draw a Tiny-sized fire from small-sized campfire and move it 10 feet from the campfire by making a DC 14 check.
Increasing the size of a Fire
As a standard action, you may attempt to increase the size of an existing fire (including one that you are maintaining) by one step. The DC for this is equal to the base DC of the fire's new size. If the result of your check is less than the Base DC of the fire's current size, it instead shrinks by one step. If you wish to increase a fire by one more than one size, you must add the DC of all the size increases.

For example, increasing a candle flame (Fine-sized) to the size of a campfire (small-sized) would have a DC of 15. See Table 2: Maintaining Fires for modifiers on increasing the size of a fire.
Quenching a Fire
As a standard action, you may attempt to shrink a fire or put it out completely. The DC for shrinking a fire by a single step is equal to base DC of the fire's current size. If you wish to shrink a fire by more than one size in a single action, you must add the DCs of all the size changes. Once a fire becomes smaller than Fine, it is extinguished. Note that if you are maintaining a fire without the use of any fuel, you may extinguish it simply by ceasing to maintain it.

Table 3: Quenching Fires
{table=head]Firebending DC Modifier|Example Condition

+10|Fire is burning on wood or kindling

+20|Fire is burning on oil or other flammable substance

+5|Extremely low humidity

-5|Extremely high humidity

-10|Rain

-20|Heavy Rain OR fire's fuel is wet

Special*|Quench another firebender's fire[/table]
*When attempting to put out a fire which another firebender is maintaining, you must make a normal Firebending check to quench the fire. Your opponent may oppose this check as an immediate action. If your check is higher, resolve the roll normally.
Quickening an action
If you wish to make a Firebending check using a quicker action than the standard one, then you may do so by increasing the Firebending DC of the action, as displayed on the table below.

{table=head]Firebending DC modifier|Original action|New Action


+20|Standard|Move

+20|Move|Swift[/table]
Taking 10 - You can always take 10 on Firebending checks, unless you are rushed or threatened. You cannot take 10 on a Firebending check during combat.

Taking 20 - You may take 20 on a Firebending check by concentrating on the action you want to take for 3 straight rounds before executing the action. If your concentration is broken (see the Concentration skill), you must start over again.

Synergy - Having 5 or more ranks in Knowledge (Bending) grants a +2 bonus to the Firebending skill.

Armor check penalty - Because of the complex motions involving firebending, this skill incurs a penalty equal to double the normal armor check penalty.

Encumbrance - Firebending requires strong, clearly-defined motions. You take a -1 to this skill for each 5 pounds of encumbrance you have over a light load.

Eighth_Seraph
2009-02-04, 11:47 PM
Firebender

http://i64.photobucket.com/albums/h197/Mephibosheth85/Firebender.gif

There are some who are content to be granted the gift of firebending at birth, and to treat it as a toy to play with and enjoy. However, there are others who appreciate their gifts for what they are, and these strive to develop their simple abilities into powerful tools and weapons of peace or destruction. These devoted few, for good or ill, are known as true Firebenders.

Special - You must have access to the Firebending skill before taking levels in this class (see the Born Firebender feat, below)

Hit Dice – d8

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

{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|Special|
Forms Known|
Defense Bonus

1st|+0|+0|+2|+2|Fire Blast 1d6, Play with Fire, Child of the Sun|1|+3

2nd|+1|+0|+3|+3|Deflect Attack|2|+3

3rd|+2|+1|+3|+3|Improved Unarmed Strike|2|+4

4th|+3|+1|+4|+4|Fire Blast 2d6|3|+4

5th|+3|+1|+4|+4|Endure Elements|3|+4

6th|+4|+2|+5|+5|Firestorm|4|+5

7th|+5|+2|+5|+5| Fire Resistance 5|4|+5

8th|+6/+1|+2|+6|+6|Fire Blast 3d6|5|+5

9th|+6/+1|+3|+6|+6|Bonus Feat|5|+6

10th|+7/+2|+3|+7|+7| |6|+6

11th|+8/+3|+3|+7|+7||6|+6

12th|+9/+4|+4|+8|+8|Fire Blast 4d6|7|+7

13th|+9/+4|+4|+8|+8|Bonus Feat|7|+7

14th|+10/+5|+4|+9|+9||8|+7

15th|+11/+6/+1|+5|+9|+9| Fire Resistance 10|8|+8

16th|+12/+7/+2|+5|+10|+10|Fire Blast 5d6|9|+8

17th|+12/+7/+2|+5|+10|+10|Bonus Feat|9|+8

18th|+13/+8/+3|+6|+11|+11||10|+9

19th|+14/+9/+4|+6|+11|+11||10|+9

20th|+15/+10/+5|+1|+12|+12|Fire Blast 6d6|11|+9[/table]


Class Abilities

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

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

Child of the Sun

Firebenders draw much of their power from the sun, the ultimate source of fire. During the day, firebenders gain a +2 circumstance bonus on Firebending checks due to the influence of the sun (whether the sun is visible or not).

Additionally, during the passage of a comet near the planet, Firebenders gain an additional +20 circumstance bonus to Firebending checks and are treated as 10 levels higher to determine the damage dealt by their Fire Blast. However, the close link between the sun and firebending has its drawbacks. During a solar eclipse, firebenders are unable to use any firebending abilities.

Fire Blast
Base DC: 5
The first ability a firebender learns is Fire Blast. You generate fire using the heat inside his body and propel it at great speeds toward his foe using a quick jab with his fist. A blast deals 1d6 damage at 1st level (dealing half damage to non-flammable objects) and increases in power as you gains levels, as shown above. A blast is a ranged attack, and you can use a number of blasts in one round equal to the number of iterative attacks he can make (as determined by his BAB).

In addition to using his Fire Blasts to attack from range, you can unleash a blast as a free action whenever he executes an unarmed strike, dealing Fire Blast damage in addition to unarmed strike damage upon a successful hit.

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

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

A flat-footed firebender (alliteration!) cannot make use of this ability.

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


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

Bonus Feats - At 9th, 13th, and 17th levels, you may take any feat for which you qualify as a bonus feat.

Firestorm – Of all the bending disciplines, firebending is the most offensive, truly embodying the belief that the best defense is a good offense. Beginning at 6th level, whenever you 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 you must make at least two Fire Blasts in a turn in order to use this ability. When using a Firestorm, you take a -2 penalty to all attacks made that round.

Passive Control – Powerful firebenders are capable of redirecting heat around their bodies without any conscious effort, effectively shielding them from burns. At level 7, you gains Fire Resistance 5. At level 15, this increases to Fire Resistance 10. In addition, you naturally intensify the fire he manipulates, so that all of his firebending forms overcome Fire Resistance up to the value of his own.


[b]Firebending Seeds

Farflame (Template)
Base DC: +10
By using quick and powerful kicks to propel his firebending, you can greatly increase the range and power of his abilities.
• Applications: Applying this template to a firebending seed doubles your effective bending range for the purpose of that firebending seed.
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: You makes a sudden explosion at the end of his hands, pushing opponents back with the force of the attack. Through this application, you may initiate a bull rush through a firebending form, with the bender’s Wisdom score acting as the blast’s Strength score. For every 5 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 must make a Reflex save or be knocked prone. If used on a standing fire, the bull rush check is granted a size bonus (or penalty) according to the size of the fire, as if it were a creature.

Additionally, by turning her fire into a forceful explosion, you can deal full damage to even non-flammable objects when firebending, and deals double damage to flammable objects.
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:you is able to channel his internal heat into any melee weapon he wields as a move action. You may attack with a melee weapon and have that attack deal Fire Blast damage in addition to the weapon damage. you 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. You can apply this seed with two weapons at a time by adding +15 to the Firebending DC.
• Create: Alternatively, you can use this seed to create a weapon completely out of fire. This weapon deals no damage of its own, but rather deals your Fire Blast damage, but also allows you to apply weapon-based feats. This seed can be used to make any weapon that you is familiar (not necessarily proficient) with, though reach weapons increase the base DC by +5 per 5 feet of reach.
Intensity (Template)
Base DC: +10
• Intensify: Oftentimes, from your point of view, a fire is simply not hot enough. By focusing on an already existing source of fire as a standard action, you can increase the damage it deals by 1d6. By an additional 1d6 for every 5 points by which the Firebending check exceeds the DC, up to your Blast damage.

Alternatively, a bender could increase the size of the damage dice in one of his own forms one step per each +10 added to the base DC.
• Quench: A little-used form among most firebenders, you can prepare an action to negate a single Fire Blast passing within his bending range.
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, you 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, you gain a bonus on his Jump equal to his Firebending check, and the jump is not limited by your 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, you 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 you incredible resilience to harsh outer cold.
• As a full-round action that doesn’t provoke attacks of opportunity, you 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, you maintain your body temperature at normal levels and are immune to nonlethal damage by exposure to cold environments. After letting out his breath, you cannot use this seed for at least five minutes.

For every point by which the Firebending check exceeds the DC, you hold his breath one additional round.

For every 10 points you increases the Base DC, he may use this form again one minute sooner.
Fire Sight
Base DC: 20
All life is kindled by an inner flame, and is thus plainly visible those that can perceive the hidden element.
• By taking a move action to reach out with your mind, you perceive every source of fire within a 10-foot radius of yourself. In addition, you automatically pinpoint the location of any living creatures within the area (plants, constructs, undead and other such creatures are not visible). When using this ability, you also perceive whether any creature in the affected area is capable of firebending.
Incandescence
Base DC: Varies
• Heat Substance (Base DC 10): As a full-round action that provokes attacks of opportunity, you can heat an object within his bending range. On the first round this form is used, the object becomes warm and uncomfortable to touch but deals no damage. During the second round, intense heat causes damage equal to half your Fire Blast damage. In subsequent rounds, the metal is searing hot, dealing damage equal to your Fire Blast. This damage does not affect the object itself unless it is particularly flammable or easy to melt. Flammable substances do not light until they have lost all HP.

Attended objects get a Reflex save to avoid damage; if they make their Reflex Save they take no damage and your next use of the ability has to start over from scratch.
• 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. You 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. You can affect one additional 5-foot cube of stone for every 5 points by which the Firebending check exceeds the DC.

This seed can be used to affect ice or water instead of metal or stone. When doing so, the Firebending DCs are halved.
Breath of the Dragon (Template)
Base DC: +25
• Applications: By adding +25 to a Firebending DC, you 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: 20
By, quite simply, lighting himself up like a torch, you can ignite everything around him in a conflagrant display.
• Whirlwind: Using this seed, you creates a whirlwind of fire surrounding him, extending a 5-foot radius around him. All creatures and objects in the area are affected by your Fire Blast damage. Creatures within the area take half damage on a successful Reflex save. you can increase the radius of this seed by increasing the base DC by 5 for every 5-foot increase in the radius. You 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.
• Application: By adding 20 to the DC of a fire blast, you may choose to create an explosion of fire around the target of the attack, igniting your blast in a ball of fire as it approaches your destination. When doing this, you may choose to target a square rather than a creature, and you create an explosion with a 10-foot radius, dealing damage equal to your fire blast. Creatures caught in the radius receive a Reflex save for half damage. This ability can also be used in conjunction with Play with fire in order to create bursts around standing fires.
Wall of Fire
Base DC: 20
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 damage equal to your Fire Blast to creatures within 10 feet and half that 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.

By default, the wall is a 10-foot square, but you can add another 10-foot square by adding +5 to the base DC.

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).
• Ring: Essentially the same as a plane, except that the wall is made in the form of a 10-foot-tall ring of fire with a radius of 10 feet.

You may increase the radius of the ring by 5 feet by adding +5 to the Firebending DC.
Lingering Flames (template)
Base DC: Varies
Even the most agile of opponents gets worn down under your assault if they don't know when to move, as the air itself begins to heat up.
• [ color=red]Heat Wave:[/color] For the next round, anyone who ends their turn in a square that you targeted with Heat Wave must make a Fortitude save or become fatigued for the duration of the encounter. (It will not make them exhausted, however.) If applied to a standing fire or a fire burning on a creature, Heat Wave afflicts anyone damaged by the fire who fails their Fortitude save that round.
•[ color=red]Ignite:[/color] If you successfully affects a target with a firebending attack (either by a successful attack roll or a failed save), the target catches on fire.
Flamethrower (template)
Base DC: 25
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.
•[ color=red]Application:[/color] Using this seed, you affects all creatures or objects in a line with his Fire Blast damage, out to his bending range. Creatures caught within the line take half damage on a successful Reflex save.
Pyrotechnics (Template)
Base DC: +15
By learning to change the color and brightness of his flame, you can awe and blind her opponents.
• Application: Your flames dance in bright dazzling colors. Anyone damaged by a flame with this template applied is dazzled for 1d4 rounds, and must make a Fortitude Save or become blinded for 1 round.
Immolate
Base DC: 30
A firebender’s strongest flame comes from within his own body. How much more powerful can this flame be when coursing over it?
• Personal: Your inner flame billows out from his pores and rages across his body. As a standard action, you may completely surround himself in flames. As long as he is covered in flames, his unarmed strikes and attacks made with light weapons deal additional damage equal to his Fire Blast and any adjacent opponent striking him in melee takes Fire Blast damage.

In addition, the flames burst outwards and push air away, granting +2 deflection bonus to AC. This bonus increases by 1 for every 4 points that the Firebending check exceeds the DC.

Maintaining this seed for more than two rounds subjects you to a cumulative -2 to all Firebending checks for each round it is maintained. If this penalty actually makes the difference that causes you to fail a firebending check, he may choose to end the seed and remove the penalty at that time.
Cold Fire
Base DC: 45
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 you with sufficient inner balance.
• Cold fire: 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 requires a full-round action as you performs a complicated series of motions to separate the two energies, provoking attacks of opportunity as normal. At the end of this full-round action (but still during the same turn), you releases the contained energy in the form of a lightning bolt dealing 1d8 electricity damage per firebender level to a single target; this is a ranged attack with a -5 penalty. If the attack hits, it is automatically considered a critical hit, and the victim must also make a Fortitude Save or be paralyzed for one round. Deflect attempts against cold fire suffer a -10 penalty due to the raw power and speed behind the attack. This seed deals normal damage to objects.
Note
All firebending abilities set fire to combustibles and damage objects they affect. Natural fire deals 1d6 points of fire damage per round. A creature that catches on fire can make a DC 15 Reflex save each round to extinguish the fire. Dousing the fire with water or smothering it automatically extinguishes the fire.

Eighth_Seraph
2009-02-04, 11:48 PM
Upon taking a level in the Firebender class, things get a bit more complicated...


Bending Overview

Creating Basic 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.

Forms are bending abilities which are custom-made by combining one or more compatible seeds, as explained in each seed's description.

Combining seeds with different bending times creates a form that uses the longest bending time among all the seeds used. When making a form using more than one seed, the DC for the form is calculated by adding the Base DCs for each seed +4 for each seed after the first. Also, most seeds have options to magnify their effects by increasing the bending DC.

However, there are some seeds, known as templates, which do not have a specific action of their own, but rather alter some aspect of an existing form. When applying a template seed, you do not incur the +4 to the bending DC normally applied when making forms.

For example, let's say that Kuzon the firebender wants to burn down a forest. However, he wishes to do so quickly, and a simple fireblast will only light one tree aflame at a time. In order to solve this dilemma, he applies the Fire Sweep template seed to his blast, creating a 15-foot cone of fire. The DC for this form is 5 (blast) + 15 (fire sweep) = 20.

If Kuzon really needed to get his burning forest fix, he could choose to increase the DC of this form by 10, which would instead create a 25-foot cone with a Firebending DC of 30.

Other combinations are possible, so be creative!
Creating Advanced Forms
It is possible to combine seeds in such a way that their thematic elements are achieved without utilizing the mechanics given in the seeds' descriptions. This can be a complex matter and each advanced form should be discussed ahead of time with your DM to ensure that your use of each seed is acceptable.

Calculating the DC for and advanced form is the same as that of any other form. However, certain miscellaneous bonuses or penalties may be added to the bending DC at DM discretion.

For example, let's say that Sikkun the waterbender has both the Water Whip and Ice Shards seeds. He is facing a particularly dangerous opponent, and his normal water whip just isn't enough. Having discussed this form before with his DM, he combines the two seeds (DC 10 + 10 + 4 = 24), forcing jagged shards of ice into his fluid whip. He calls this new weapon a Glacier Chain and for all intents and purposes, it is a spiked chain.

The format for advanced forms is shown below, using the Glacier Chain as an example.

FormatName of Form (Recommended Level)
Seeds Used + other factors = Bending DC

Fluff Description

Mechanical description
Glacier Chain (level 4)
Water Whip + Ice Shards = DC 24
Silas takes a step back from the fight. Clearly the lashes from his liquid whip could not penetrate his opponent's armor. Unfortunately, it seems that he'll be unable to be merciful today.

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

If a waterbender is already holding a Water Whip, it may be converted to a glacier chain as a move action, rather than a standard action.
Note: Things can get pretty crazy here, so be reasonable when making advanced forms. As a limiting factor, a DM may decide that a firebender can only design a number of advanced forms equal to his Wisdom modifier, and require that the rest be learned from scrolls or a bending teacher.
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 opposed by the damage received or be unable to execute the form (but still using the action).

Bending forms cannot be used while pinned, but a bender can attempt to use a form while grappling by adding +20 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 (such as a stone knife wielded by an earthbender) can be spontaneously converted to use in forms.
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. Also, effects such
Bending Range
The distance from which a bender can draw or extend any of her forms is 30 ft + 5 ft/2 levels. Bending at greater distances is possible, but every 5 feet beyond this range adds +2 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.).

A form whose difficulty class exceeds the bender’s check without reaching its target dissipates at that point and acts naturally.
Taking 10
Benders may choose to take 10 on any bending check, unless rushed or threatened. For the purposes of this, combat does not count as being rushed, though an opponent threatening a bender in combat does prevent her from taking 10 on bending checks.
Contested Bending
If you wish to bend an element actively controlled by another bender, you must make a bending check opposed by your opponents bending modifier + 10 (the type of action depends on what you are trying to do). If your bending check exceeds your opponent's by at least 5 points, you gain control of the element and may use it as you wish. If neither bender wins the opposed check by 5 or more points, the element remains in its current location until one opponent releases it or wins the check by 5 points.
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.

Note that Bending blasts provoke attacks of opportunities by nature of being ranged attacks, regardless of whether you bend defensively or not.
Saves
Any saves in response to a bending form has a DC 10 + half the bender’s class level + the bender’s Wisdom or Charisma modifier.
Fatigue
A fatigued bender takes a -4 to all bending checks, in addition to the other effects of fatigue. An exhausted bender takes an addition -4 to all bending checks, for a total of -8.
Overbending
Upon failing a bending check, a bender has a choice to do the attempted action 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 (use the highest value), though the Constitution drain does stack with the damage.


{table=head]Failed By|
Effect
1-5|Fatigue1
6-9|1d4 Con damage
10-14|2d4 Con damage
15-19|3d4 Con damage, Exhaustion2
20-24|4d4 Con damage
25-29|Unconsciousness1, 1 point Con drain
>30|Death[/table]
1 A fatigued bender that overbends treats his overbending as 5 points higher than it actually is. Therefore, overbending by 1 point would cause 1d4 Constitution damage to a fatigued bender.
2 An exhausted bender that overbends treats his overbending as 10 points higher than it really is.
3 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.

A bender can only overbend by a number of points equal to his ranks in his bending skill.
Quickened Bending
Powerful benders learn techniques intended to improve their economy of motion and allow them to bend more quickly. In order to execute a bending form more quickly, a bender must increase the bending DC, as shown in the table below.

{table=head]Bending DC modifier|Original action|New Action


+10|Full-Round|Standard

+20|Standard|Move[/table]

Unless otherwise stated in the seed's description, no form can be performed as a swift, free, or immediate action. If you attempt to quicken a bending form but fail to meet the necessary DC, you fail to execute the form, though you can attempt to execute the form a second time with any remaining actions.

Eighth_Seraph
2009-02-04, 11:50 PM
Firebending Feats

Born Firebender [Origin]
You were born with a special gift, perhaps as the legacy of your lineage, or maybe the whim of God. Whatever the case, flames subject themselves to your will, and you find that your very body exudes the heat of your legacy.
Prerequisites: Character level 1
Benefits: You can take ranks in and use the Firebending skill. Firebending is always considered to be a class skill for you.
Special: This feat can only be taken at first level.
Dragonfire
The more ancient and powerful dragons of the world unlock a spectrum of color which few people ever imagine. The greatest firebenders learn these patterns and become as the dragons themselves.
[b]Prerequisites: Firebending 12 ranks, Intensify seed
Benefits: This feat works much like a template seed in that it adds effects to your firebending forms by raising the Firebending DC.

All dragonfire does damage which is half fire damage, and half untyped force damage. The initial application of this template adds +10 to the DC, but each color has its own value added to the base DC. You may apply as many colors as you wish to your dragonfire at one time.

Each time you take this feat, you gain access to one color of dragonfire. You may only apply the Dragonfire template to fire produced from your own body heat.

Red (+10): Red dragonfire exudes heat on all sides. Any creature that passes within five feet of red dragonfire takes half of the form's normal damage. This damage applies to all creatures within five feet of the target of a Fire Blast (whether it hits or not), all creatures within five feet of a Flamethrower form, etc.
Orange (+5): All damage done by orange dragonfire is non-lethal, and any firebending that uses orange dragonfire gains one extra die of damage. One extra die can be added by Firebending DC by +10.
Yellow (+10): Any creature hit by yellow dragonfire that fails a Fortitude save is dazed for one round. By further increasing the DC by 10, the target must make a second saving throw or be blinded for 1d3 rounds.
Green (+10): Any creature damaged by green dragonfire takes half that amount of damage again at the beginning of its next turn.
Blue (+5): Blue dragonfire grants a +4 bonus to Deflect attempts and incurs a -4 penalty to attempts made to deflect it. You may increase this bonus by +1 by adding 4 to the Firebending DC.
Violet (+5): All saves made against forms using purple dragonfire increase their DCs by 2. You may increase this bonus by +1 by adding 5 points to the Firebending DC.
White (+20): White dragonfire does half again as much damage as normal fire. In addition, white dragonfire treats Fire Immunity as Fire Resistance 30, before factoring in any class abilities.
Special: This feat may be taken multiple times. Each time this feat is taken, you may choose a new color of dragonfire to learn.
Blast Shape
For a firebender, there are few things that cannot be solved with gratuitous amounts of flame. However, gratuitous amounts of flame is rarely appreciated when it burns allies.
[B]Prerequisites - Firebending 6 ranks, Fire Blast class ability, Any ONE of the following Firebending seeds: Flamethrower, Fire Burst, or Fire sweep
Benefit - When making a fire blast with a template applied that changes its shape, you may choose to exclude a part of the blast's area from its effects. You may exclude one 5-foot cube from the area by adding +5 to the form's DC.
Lightburst [Bending]
Your flames burn bright, branding the flash of light into your opponents' eyes.
Prerequisites: Pyrotechnics seed, Fire Blast 3d6
Benefit: Whenever you execute a firebending form using the Pyrotechnics seed, you may lower the damage done by the form by 2d6. By doing so, you affect everyone in your bending range with Pyrotechnics, though not with any other effect of the form.
Normal: The Pyrotechnics template seed usually only affects creatures damaged by the firebending form.
Disjointed Flames [Bending]
Too many warriors brace and grit themselves to defend against their opponent, not realizing that the danger comes from a different angle altogether...
Prerequisites: Fire Blast class ability, Firebending 9 ranks
Benefit: Your fire blasts no longer need to come from your own body heat. Instead, you may choose to have them originate from any source of fire of Diminutive size or larger within your bending range. The blast must still travel in a straight line, and it deals damage according to the source of the fire, and not according to your Fire Blast damage.
Scorch the Soul [Bending]
Within every living creature lies a seed of flame, the very flame that you tap into and manipulate within yourself. The masters, however, Take it one step further. By tapping into the body heat of an opponent, you can light it aflame from the inside out.
Prerequisites: Firesight and Intensify firebending seeds, Firebending 9 ranks
Benefit: You gain a certain degree of control over the heat emanating from other creatures. You may target any creature within your bending range and attempt a Firebending check with a DC equal to the base DC of a fire of the creature's size. If you are successful, the creature must make a Fortitude save (10 + half your HD + Wis or Cha) or become fatigued.

If your Firebending check equals at least the double DC, you may choose to light your opponent on fire. This fire deals 1d6 fire damage per round (as a normal fire). However, if the target of this attack is a firebender, he instead takes damage equal to his Fire Blast damage on the first round, and each round you focus on the fire.