Eighth_Seraph
2009-05-23, 04:07 PM
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
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 | 5 ft. | 15
Medium | Forge | 1d6 | 10 ft. | 25
Large | Bonfire | 2d6 | 15 ft. | 35
Huge | Burning Tree | 2d6 | 20 ft. | 45
Gargantuan | Burning Camp | 2d6 | 30 ft. | 55
Colossal | Burning Inn | 2d6 | 45 ft. | 65
Colossal+ | Burning Village | 2d6 | 70 ft. | 80
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 + ½ Hit dice + Wis or Cha). Members of the Firebender class instead use (10 + ½ 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 oil or other flammable substance
+5|Extremely wet environment
-5|Extremely dry environment
-10|Rain
-20|Heavy Rain OR fire is burning on wet fuel
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.
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.
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.
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
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 | 5 ft. | 15
Medium | Forge | 1d6 | 10 ft. | 25
Large | Bonfire | 2d6 | 15 ft. | 35
Huge | Burning Tree | 2d6 | 20 ft. | 45
Gargantuan | Burning Camp | 2d6 | 30 ft. | 55
Colossal | Burning Inn | 2d6 | 45 ft. | 65
Colossal+ | Burning Village | 2d6 | 70 ft. | 80
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 + ½ Hit dice + Wis or Cha). Members of the Firebender class instead use (10 + ½ 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 oil or other flammable substance
+5|Extremely wet environment
-5|Extremely dry environment
-10|Rain
-20|Heavy Rain OR fire is burning on wet fuel
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.
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.
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.