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Golden-Esque
2010-04-19, 11:02 PM
{table=head] Waterbender Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special
01 | +0 | +2 | +0 | +2 | Lesser Water Globe
02 | +1 | +3 | +0 | +3 | _
03 | +2 | +3 | +1 | +3 | Water Walking
04 | +3 | +4 | +1 | +4 | New Fundamental
05 | +3 | +4 | +1 | +4 | Water Globe
06 | +4 | +5 | +2 | +5 | _
07 | +5 | +5 | +2 | +5 | Initiate Techniques
08 | +6/+1 | +6 | +2 | +6 | New Fundamental
09 | +6/+1 | +6 | +3 | +6 | Aqua Libertas
10 | +7/+2 | +7 | +3 | +7 | Greater Water Globe
11 | +8/+3 | +7 | +3 | +7 | _
12 | +9/+4 | +8 | +4 | +8 | New Fundamental
13 | +9/+4 | +8 | +4 | +8 | Master Techniques
14 | +10/+5 | +9 | +4 | +9 | Unlimited Fundamentals
15 | +11/+6/+1 | +9 | +5 | +9 | Water Globe Mastery
16 | +12/+7/+2 | +10 | +5 | +10 | New Fundamental
17 | +12/+7/+2 | +10 | +5 | +10 | _
18 | +13/+8/+3 | +11 | +6 | +11 | _
19 | +14/+9/+4 | +11 | +6 | +11 | _
20 | +15/+10/+5 | +12 | +6 | +12 | New Fundamental[/table]

Hit Die: d8.

Skill Points at 1st Level: (2 + your Intelligence modifier) x 4
Skill Points per Level: 2 + your Intelligence modifier

The Waterbender’s class skills (and the key ability for each) are:
Balance (Dex), Bending Lore (Int), Concentration (Con), Craft (Int), Heal (Wis),Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex).

Weapon and Armor Proficiency: Waterbenders are proficient with the club, dagger, quarterstaff, and whip. Waterbenders are proficient with no types of armor or shields.

Fundamentals of Waterbending: Waterbenders have the ability to command and control the water around them, though before they can master the more difficult techniques of Waterbending, they must master the Fundamentals. Fundamentals of Waterbending are powers that function like Supernatural abilities, and each Fundamental can be used three times per day. A 1st Level Waterbender begins play with three Fundamentals of Waterbending, and a Waterbender gains a new Fundamental of Waterbending at 4th Level and at every four levels thereafter. Starting at 14th Level, a Waterbender can use their Fundamentals of Waterbending an unlimited number of times each day. In addition, each time a Waterbender gains a new level, he or she can choose to exchange a Fundamental of Waterbending that he or she knows for a new Fundamental of Waterbending. A Waterbender’s waterbending check is equal to 1d20 + 1/2 of their Waterbender level + their Wisdom modifier.

Waterbending: While many of the powers of the Waterbender may mimic Spells or Powers, a Waterbender’s powers do not use magic whatsoever. Instead, you use ancient techniques to bend water to your command. At 1st Level, you know one Technique and learn a new Technique at every additional class level. Up until 6th Level, you can only learn Apprentice Techniques, but starting at 7th Level, you can begin to learn Initiate Techniques and at 13th Level you can learn Master Techniques. You can choose your new Technique from any category you have access to, including Fundamentals of Waterbending. For example, at 13th Level you can select a Fundamental of Waterbending, an Apprentice Technique, an Initiate Technique, or a Master Technique.

Waterbending progresses in very specific stages. Techniques are organized into specific categories called Styles, and each style consists of several levels of Techniques. In order to learn a Technique other than a 1st Level Technique, a Waterbender must know at least two Techniques of the level prior to the one he or she wishes to learn, and at least one of them must be the Technique that comes before the one the Waterbender wishes to learn. A Waterbender can learn a Technique more than once; each time he or she does so, the Waterbender gains another set of uses of that Technique (see Table: Uses per Technique per Day).

A Waterbender cannot “jump ahead” in a Style, though they need not complete a Style if they do not wish to. This rule only applies within a single category (Apprentice, Initiate, and Master); there are no cross-category requirements to gain access to any Styles even if some Styles thematically seem to build from one another. For example, a Waterbender can learn 4th Level Techniques (Initiator Techniques) without knowing any 3rd Level Techniques (Apprentice Techniques).

Waterbending is completely different from magic, and as such, all Waterbending Techniques are used as Supernatural abilities, and all Waterbending techniques require a material component of a minimum of 1 gallon of water in order to be used. This gallon of water is not used up or destroyed in any way, shape, or form. Some techniques, depending upon their power, may require more water to successfully use. Unless specifically noted, the water used by a Waterbender must visible to the Waterbender and it cannot be inside of any living creatures. As a Waterbender grows more powerful, he or she learns to overcome these restrictions.

Each Technique can be used a certain number of times per day based upon how advanced the Waterbender is with their waterbending (see Table: Uses per Technique per Day, below). The allotments on the table only apply if a Waterbender can utilize Techniques of the appropriate level. For example, if a 5th Level Waterbender only knows 1st and 2nd Level Techniques, then they do not gain any benefit for having one use of 3rd Level Techniques each day. In order to regain uses of their Techniques, a Waterbender must rest for at least eight hours each day, similarly to a Spellcaster. In addition, a Waterbender requires 15 minutes of concentration in order to prepare their Techniques for the day. In order to use a Technique, a Waterbender must have a Wisdom score equal to 10 + the Technique’s level, and like with the Fundamentals of Waterbending, a Waterbender’s waterbending check is equal to 1d20 + 1/2 of their Waterbender level + their Wisdom modifier.

Table: Uses per Technique per Day

{table=head]Waterbender Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
01 | 1 | - | - | - | - | - | - | - | -
02 | 1 | - | - | - | - | - | - | - | -
03 | 1 | 1 | - | - | - | - | - | - | -
04 | 1 | 1 | - | - | - | - | - | - | -
05 | 1 | 1 | 1 | - | - | - | - | - | -
06 | 1 | 1 | 1 | - | - | - | - | - | -
07 | 2 | 2 | 2 | 1 | - | - | - | - | -
08 | 2 | 2 | 2 | 1 | - | - | - | - | -
09 | 2 | 2 | 2 | 1 | 1 | - | - | - | -
10 | 2 | 2 | 2 | 1 | 1 | - | - | - | -
11 | 2 | 2 | 2 | 1 | 1 | 1 | - | - | -
12 | 2 | 2 | 2 | 1 | 1 | 1 | - | - | -
13 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | - | -
14 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | - | -
15 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | -
16 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | -
17 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1
18 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1
19 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1
20 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1[/table]

Water Globe (Ex): All Waterbending uses water as a somatic component, and as such a Waterbender must be able to carry large amounts of water with them. At 1st Level, a Waterbender can store twice as much water in any container that stores water. At 5th Level, a Waterbender can store triple the amount of water that a container can normally hold. At 10th Level, a Waterbender can store quadruple the amount of water that a container can normally hold. At 15th Level, a Waterbender can store quintuple the amount of water that a container can normally hold. The water’s weight is equal to the normal amount of water that the container could contain. For example, at 10th level, a Waterbender can store 20 gallons of water in a 5 gallon container, but the container still weighs as much as 5 gallons would.

Water Walking (Su): A Waterbender can walk across water by forcing the water to compress beneath their feet. Starting at 3rd Level, a Waterbender is always treated as being under the effects of a Water Walking Spell.

Aqua Libertas (Su): A Waterbender is not impeded by the water as others are. A Waterbender of 9th Level is always treated as being under the effects of a Freedom of Movement spell while in or under water or while walking on snow or ice.

Golden-Esque
2010-04-19, 11:06 PM
Waterbending Fundamentals

Bubble: Creates a small case of water to allow you to breathe under the sea.
Flowing Ki: Streams the ki throughout your body, allowing you to resist mind-affecting abilities.
Heat and Cool Water: Increase or decrease the temperature of a liquid.
Icy Skin: Creates a thin layer of ice that protects you.
Manipulate Water: Moves water around.
Manipulate Snow: Moves snow around.
Streaming Water: Pools water for your use from observable places.
Water Shot: Sends a small blast of water at the target.

Waterbending Techniques

Apprentice Techniques

Cleansing Waters Style
1 - Hastened Healing: Grants a touched creature Fast Healing as long as you channel the technique.
2 - Chi Flow: Grants a bonus to your [[Heal]]] check equal to 10 + half of your bender level.
3 - Refresh: Removes nonlethal damage.

Flowing Stream Style
1 - Water Whip: Forms a dense mass of water to lash at a nearby foe.
2 - Water Bullet: Shoots a quick, accurate bolt of water at a single target.
3 - Water Wave: Crashes a powerful wave into an area, damaging it and possibly knocking it back.

Chill and Chastity Style
1 - Freeze Water: Freezes an amount of water equal to 1 cubic foot per Waterbender level.
2 - Ice Shield: Quickly creates a shield of water to protecting the bender or a nearby ally.
3 - Ice Claws: Sharp, frozen daggers form around the Waterbender's fingers that can be used as weapons or projectiles.

Ichor and Blood Style
1 - Dry Spell: Pools tiny amounts of water from surroundings to bend.
2 - Withering Command: Extracts water from plants and water elementals, generating water.
3 - Drilling Perspiration: Wreck the creature's body by having it destroy itself.

Sailing Horizon Style
1 - Propel: Pushes self along via a mighty current.
2 - Tidal Control: Commands the tides, allowing water to raise or lower at your command.
3 - Current's Flow: Command the currents, granting you bonuses on Swim checks.

Initiate Techniques

Frost and Fever Style
4 - Creeping Ice: Sends a path of ice along the ground to freeze enemies solid.
5 - Frozen Lance: Creates a number of powerful ice lances to skewer foes.
6 - Chilling Breath: Freezes foes with a breath attack.

Raging Rivers Style
4 - Aqua Jet: Hurls either the bender or their foe in a designated direction.
5 - Water Blade: Forms a powerful blade from water, capable of ignoring defenses.
6 - Mantle of Waves: Wraps one's body in water, granting them aquatic tendrils.

Soothing Waters Style
4 - Rapid Recovering: Heals a large sum of damage based on Bender level.
5 - Relieve Hurt: Removes many status conditions, such as paralyze, poison, and disease.
6 - Aquatic Restoration: Heals ability damage.

Sanguine Swamps Style
4 - Compress Water: Compresses water, increasing pressure and damage.
5 - Animate Plants: Use the water within plants to command them about.
6 - Wall of Water: Creates a nearly impassible barrier of water.

Storm of Ships Style
4 - Sleet Storm: Calls down half-frozen rain to hamper foes.
5 - Frozen Fury: Calls down a frozen storm of ice.
6 - Freezing Air: Chills the air, making it difficult to breathe.

Master Techniques

Bleeding Moonlight Style
7 - Blood Paralysis: Lock a creature in place by controlling their muscles.
8 - Bloodbending: Control a creature's blood to influence their actions.
9 - Freeze the Lifeblood: Deals massive damage to a creature by freezing its blood.

Glacier and Guile Style
7 - Frozen Burrow: Travel quickly through ice and snow as if it were water.
8 - Glacier Tomb: Attempts to seal a single creature in a massive prison of ice.
9 - Horrors of Ice: Mass freezes a large area, either trapping or encasing foes in ice.

Renewing Waters Style
7 - Swift Soothing: Heals a large amount of damage in a single creature
8 - Cleanse Soul: Removes negative levels, ability drain, and most conditions.
9 - Brink of Death: Revives a recently slain creature.

Spirit Vessel Style
7 - Water Walking: Allows the bender to move on top of water so long as they concentrate.
8 - Water Spout: Forms a massive column of water to propel the bender along.
9 - Maelstrom: Creates massive whirlpools overtop large bodies of water.

Swirling Seas Style
7 - Razor Waves: Flings a series of razor-sharp rings at several targets.
8 - Octopus Stance: Creates a ring of large water tendrils to grapple and strike foes.
9 - Water Pulse: Fires a beam of high-pressured water, dealing massive damage.



FUNDAMENTALS OF WATERBENDING

Bubble
Waterbending Fundamental
Level: 0
Action: Immediate action
Range: Touch
Effect: Creates a small case of water to allow you to breathe under the sea.
Duration: 1 hour per Bender Level
Saving Throw: None

You bend the air out of water, allowing the creature you touch to breathe underwater

Flowing Chi
Waterbending Fundamental
Level: 0
Action: Standard action
Range: Personal
Effect: Streams the chi throughout your body, allowing you to resist mind-affecting abilities.
Duration: 1 minute per Bender Level
Saving Throw: None

You send waves of chi through your body, purifying your thoughts from invasion. While this Technique is active, you gain a +1 bonus per three Bender Levels on Will Saves against mind-affecting abilities.

Heat and Cool Water
Waterbending Fundamental
Level: 0
Action: Standard action
Range: Touch
Effect: Increase or decrease the temperature of a liquid.
Duration: Instantaneous
Saving Throw: None

You either warm or chill water to your liking. This Technique can warm water up to 370 degrees or chill it as low as 30 degrees. The water will not evaporate or freeze over, though objects inside of it can be heated or chilled as by a Chill Metal or Heat Metal spell.

Icy Skin
Waterbending Fundamental
Level: 0
Action: Standard action
Range: Personal
Effect: Creates a thin layer of ice that protects you.
Duration: 1 minute per Bender Level
Saving Throw: None

You add a layer of icy frost to your skin, protecting you from harm. You gain Damage Reduction 1/fire while this Technique is active. The amount of Damage Reduction you gain increases by 1/fire per six Bender Levels you possess, up to 4/fire.

Manipulate Water
Waterbending Fundamental
Level: 0
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Moves water around.
Duration: Instantaneous
Saving Throw: None; see text

Using this Technique, you can move water around, pooling it into new areas and locations. You can manipulate 1 cubic foot (2 gallons) of water per Bender Level you possess, though you cannot use this Technique to directly perform any hostile actions, such as attacking foes with it. You can use this power to extinguish fires, drench targets for later Waterbending Techniques, and even push Water Elementals back 5 feet per two Water Bender Levels, though doing so allows the Water Elemental a Fortitude Save (DC 10 + your Wisdom modifier) to avoid the effect.

Manipulate Snow
Waterbending Fundamental
Level: 0
Action: Standard action
Effect: Moves snow around.
Duration: Instantaneous
Saving Throw: None

Using this Technique, you can move snow around, even forming it into sculptures and buildings. You can manipulate 5 cubic feet of snow per Bender Level you possess, though you cannot use this Technique to directly perform any hostile actions, such as attacking foes with it. You can form holes in snowy rifts, build walls and structures, and trap others inside of the snow, though the later requires a successful touch attack.

Streaming Water
Waterbending Fundamental
Level: 0
Action: Standard action
Range: 100 feet + 10 feet per Bender Level
Effect: Pools water for your use from observable places.
Duration: Encounter; see text
Saving Throw: None

You stream the water, causing it to move to your whims. Activating this ability is a swift action, and after doing so, it remains active for an entire encounter or for 1 hour per Bender Level; whichever is shorter. While streaming the water, you can move it about with no effort whatsoever; the water effectively weighs zero pounds, and you can carry large quantities of water with this technique. However, after an encounter that you used up at least one other Waterbending Technique has ended, this ability ends and you barely have enough time to push the water into a container if you chose; if not, it splashes to the ground.

Water Shot
Waterbending Fundamental
Level: 0
Action: Standard action
Range: 100 feet + 10 feet per Bender Level
Effect: Sends a small blast of water at the target.
Duration: Instantaneous
Saving Throw: None

You fire a small burst of water at a foe. This burst of water instantly douses any nonmagical flames, and also deals 1d4 points of damage to anything it strikes. Unlike most Waterbending Techniques, Watershot doesn’t require that you have any water as a somatic component; it uses the water in the environment to function.


APPRENTICE TECHNIQUES

Chi Flow
Waterbending, Apprentice Technique
Cleansing Waters Style
Level: 2
Action: Standard action
Range: Touch
Effect: Gain a boost to Heal checks.
Duration: 1 round per Bender Level
Saving Throw: None

You stimulate the natural flow of Chi through a touched creature’s body, making it easier for you to heal them. Heal check attempts made on the target of this Technique during its duration gain a bonus equal to 10 + half of your Bender Level. In addition, Spells and Techniques that heal Hit Point damage heal the target creature for one additional Hit Point per three Bender Levels you possess while this Technique is active. This ability has no effect on non-living creatures, such as constructs and undead.

Current’s Flow
Waterbending, Apprentice Technique
Sailing Horizon Style
Level: 3
Action: Immediate action
Range: Personal
Effect: Alter currents to make swimming easier
Duration: 1 hour/level
Saving Throw: None

You alter the currents of the water, making it easier to swim through it. You gain a competency bonus on Swim checks equal to your Bender Level. In addition, you can always take 10 on Swim checks, even in adverse conditions.

Drilling Perspiration
Waterbending, Apprentice Technique
Ichor and Blood Style
Level: 1
Action: Standard action
Effect: Drilling perspiration into target
Duration: Instantaneous
Saving Throw: None

You manipulate the perspiration on a creature’s body, causing it to drill into their flesh. After selecting the creature to be targeted by this Technique, it takes 1 point of damage per Bender Level you possess. In addition to Damage Reduction, reduce the damage dealt by this Technique by an amount equal to a creature’s Natural Armor bonus to Armor Class.

Dry Spell
Waterbending, Apprentice Technique
Ichor and Blood Style
Level: 1
Action: Standard action
Effect: Drilling perspiration into target
Duration: Instantaneous
Saving Throw: None

You pull small amounts of water from your surroundings to increase your store of water. You can use this Technique to generate up to half a cubic foot of water (1 gallon) per Bender Level you possess. Using this Technique does do damage to the environment around you; it merely pulls water from sources such as within the ground, on your skin, and in the air to use to bend.

Freeze Water
Waterbending, Apprentice Technique
Chill and Chastity Style
Level: 1
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Freeze water into ice
Duration: Instantaneous
Saving Throw: Fortitude negates; see text

You freeze a visible source of water, turning it into solid ice. This ability can be used to transform water into ice; you can manipulate one cubic foot of water per Bender Level you possess, transforming it into solid ice. In addition, you can use this Technique to effectively petrify a water elemental. The Water Elemental is entitled to a Fortitude Save (DC 11 + your Wisdom modifier) or become an ice sculpture.

Hastened Healing
Waterbending, Apprentice Technique
Cleansing Waters Style
Level: 1
Action: Standard action
Range: Touch
Effect: Grant Fast Healing to a creature
Duration: Concentrate
Saving Throw: Will negates (harmless)

Using water as a catalyst, you promote healing within a creature, allowing it to recover more quickly from battles. While you concentrate on this Technique and touch a creature, it gains Fast Healing. The amount of healing done is equal to 1 per three Bender Levels you possess. This ability has no effect on non-living creatures, such as constructs and undead. Using this ability consumes 1 cubic foot of water (2 gallons) per five rounds concentrated.

Ice Claws
Waterbending, Apprentice Technique
Chill and Chastity Style
Level: 3
Action: Standard action
Range: Personal
Effect: One set of ice claws
Duration: 1 minute per Bender Level
Saving Throw: None

You wrap a small amount of water around your fingertips, creating claws from frozen water. Unlike most Waterbending Techniques, this Technique does not require you to have any water as a material component; it uses the water in the air and within your own body to form the claws. You are treated as armed while using the claws, and they deal 1d4 piercing or slashing damage (your choice). In addition, you can choose to use the claws as a projectile; if used this way, you fire them at a creature, dealing 1d4+5 points of damage on a successful ranged touch attack. If this attack critically hits, it deals x5 damage. If you fire your claws at a target, the attack ignores all Damage Reduction and the Ice Claws effect automatically ends on you.

Ice Shield
Waterbending, Apprentice Technique
Chill and Chastity Style
Level: 2
Action: Standard action
Range: Personal
Effect: Frozen shields raise your AC
Duration: 1 minute per Bender Level
Saving Throw: None

You form barriers of ice around you, deflecting opposing blows. This Technique gives you a +1 deflection bonus to your Armor Class per four Bender Levels you possess. Attacks that deal fire damage ignore this deflection bonus to Armor Class.

Propel
Waterbending, Apprentice Technique
Sailing Horizon Style
Level: 1
Action: Immediate action
Range: Personal
Effect: Push self along water
Duration: Instantaneous
Saving Throw: None

By manipulating the water, you can push yourself or an object you are riding short distances. You can move yourself 5 feet plus 1 foot per Bender Level you possess. You can move objects you ride 1 foot per Bender Level you possess. If you or the object is floating in a body of water, the distance you can move is doubled. You still provoke attacks of opportunity for moving through the spaces of other creatures.

Refresh
Waterbending, Apprentice Technique
Cleansing Waters Style
Level: 3
Action: Standard action
Range: Touch
Effect: Heals all of the subject’s nonlethal damage
Duration: Instantaneous
Saving Throw: Will negates (harmless)

Healing minor bruises and damage is much easier then bleeding wounds, and a trained Waterbender can heal these wounds quickly. The touched creature is instantly healed of all nonlethal damage it has taken. This ability has no effect on non-living creatures, such as constructs and undead. Using this ability consumes 1 cubic foot of water (2 gallons) per 20 Hit Points healed.

Tidal Control
Waterbending, Apprentice Technique
Sailing Horizon Style
Level: 2
Action: Standard action
Range: 10 feet + 1 feet per Bender Level
Effect: Manipulate the tides
Duration: Instantaneous
Saving Throw: None

You raise or lower the tides for a brief period of time, causing water to flood the area or sink away. You can use this Technique to either lower or raise the tidal level of water. If you raise the water’s level, an area of up to 5 feet (1 square) per Bender Level floods with released water. If you lower the water’s level, 5 feet (1 square) of water lowers, sinking back into the ground. This benefit lasts for 1 hour, then the water automatically returns to its proper levels.

Water Bullet
Waterbending, Apprentice Technique
Flowing Streams Style
Level: 2
Action: Standard action
Range: 50 feet + 5 feet per Bender Level
Effect: One projectile
Duration: Instantaneous
Saving Throw: None

You fire a lightning-fast bolt of water at the target. This bullet deals 1d4 damage +1d4 damage per three Bender Levels. This bullet strikes unerringly under all conditions, just like a Magic Missiles spell.

Water Wave
Waterbending, Apprentice Technique
Flowing Streams Style
Level: 3
Action: Standard
Range: 10 feet + 1 foot per Bender Level
Effect: One wave of water
Duration: Instantaneous
Saving Throw: Reflex half

You form a giant tidal wave to knock down foes. This Technique creates a wave effect 5 feet in width plus1 additional foot per Bender Level you possess. When using this Technique, you direct the wave in a straight line from you; any creatures in the wave’s path must make a Reflex Save (DC 13 + your Wisdom modifier). If the creature fails its Save, it takes 2d6 points of damage pus 1d6 points per five Bender Levels you possess, is knocked prone, and pushed along with the wave up to its maximum distance. The wave travels in a line starting at you and up to 10 feet plus 5 feet per Bender level; any creatures it picks up are dropped off at the end of this distance in unoccupied squares. On a successful Save, the creature takes half damage, isn’t knocked prone, and is only pushed back 5 feet.

Water Whip
Waterbending, Apprentice Technique
Flowing Streams Style
Level: 1
Action: Standard
Range: 10 feet + 1 foot per Bender Level
Effect: One ranged touch attack
Duration: Until dismissed; see text
Saving Throw: None

You create a whip from the water surrounding you, lashing your foes with devastating force. As part of this Technique, make a ranged touch attack against a single creature within this Technique’s range. If the attack succeeds, the creature takes 1d6 points of damage, plus 1 point of damage per three Bender Levels. The Water Whip remains in effect until you cancel it (a free action), but you cannot use any other Techniques while focusing on the Water Whip. You can use the Water Whip to deal nonlethal damage at no penalty if you choose so, and it can be used to make trip attempts as if you had the Improved Trip feat. Finally, the Water Whip can be used as part of a disarm attempt, and you gain a +2 bonus on a disarm attempt if you use a Water Whip.

Withering Command
Waterbending, Apprentice Technique
Ichor and Blood Style
Level: 2
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Draws water from plants
Duration: Instantaneous
Saving Throw: Fortitude negates

You use your command of water to pull it from plantlife around you. You can generate up to 1 cubic foot of water (2 gallons) per Bender Level you possess with this Technique. Doing so kills the plantlife in question. In addition, if you use this Technique on a plant type creature or a water elemental it is entitled to a Fortitude Save (12 + your Wisdom modifier). If you succeed, the creature looses half of its total Hit Points, and you generate 1 cubic foot of water (2 gallons) per 5 points of damage done to it.


INITATE TECHNIQUES

Animate Plants
Waterbending, Initiate Technique
Sanguine Swamps Style
Level: 5
Action: Standard action
Range: 100 feet + 10 feet per Bender Level
Effect: Entangle creatures with plants
Duration: 1 round per Bender Level
Saving Throw:

You manipulate the water within living plants, causing them to obey your commands. This Technique functions like the Entangle spell, only it uses the information provided above when necessary. However, if there are any plant type creatures within the area of this spell, they must make a Fortitude Save (DC 15 + your Wisdom modifier) or become paralyzed for the duration of this Technique, though they are allowed a new Fortitude Save each round. If they succeed on a Fortitude Save, this effect ends.

Aqua Jet
Waterbending, Initiate Technique
Raging Rivers Style
Level: 4
Action: Standard action
Range: See text
Effect: Pushes Bender or foe
Duration: Instantaneous
Saving Throw: Reflex negates

You attempt to push either a foe or yourself away or towards something. If you select yourself as a target, you propel up to 1 foot per two Bender Levels away from you. If you select another creature as a target, it is entitled to a Reflex Save (DC 14 + your Wisdom modifier). On a successful check, the creature is pushed directly away from you up to 1 foot per two Bender Levels. If a creature (Including the bender) being pushed by this maneuver collides with a wall or another sturdy object or terrain, the creature takes 1d6 points of damage per foot that wasn’t travelled. For example, if a creature is 2 feet from a wall and this Technique would push them 10 feet, the creature gets pushed back 2 feet and takes 8d6 points of damage. If this Technique is used while in a large body of water, such as a pond or lake, the distance travelled is increased to 5 feet per two Bender Levels.

Aquatic Restoration
Waterbending, Initiate Technique
Soothing Waters Style
Level: 6
Action: Standard action
Range: Touch
Effect: Heals ability damage
Duration: Instantaneous
Saving Throw: Will negates (harmless)

You send waves of water coursing through the touched creature, healing its body of its wounds. The creature you touch is healed of 1d4 points of Ability Score damage from each of your damaged Ability Scores. This ability has no effect on non-living creatures, such as constructs and undead. Using this ability consumes 1 cubic foot of water (2 gallons) per Ability Score healed.

Chilling Breath
Waterbending, Initiate Technique
Frost and Fever Style
Level: 6
Action: Immediate action
Range: 10 feet + 1 foot per Bender Level
Effect: One cone breath attack
Duration: Instantaneous
Saving Throw: Fortitude partial

You unleash an icy breath in a cone in front of you. As part of using this Technique, creatures in this Technique’s area must make a Fortitude Save (DC 16 + your Wisdom modifier). On a successful check, a creature takes 1d8 points of cold damage per four Bender Levels and has their speed reduced by half for 1d4 minutes. On a successful Save, this damage is halved and there is no speed reduction. `

Compress Water
Waterbending, Initiate Technique
Sanguine Swamps Style
Level: 4
Action: Immediate action
Range: 10 feet + 1 foot per Bender Level
Effect: Compresses water
Duration: See Text
Saving Throw: None

You pressurize the water near you, making it as hard as stone. After using this Technique, increase the amount of damage you do with a single Technique by half. This Technique does not increase cold damage; only physical (piercing, slashing, or bludgeoning) or untyped damage.

Creeping Ice
Waterbending, Initiate Technique
Frost and Fever Style
Level: 4
Action: Standard action
Range: 50 feet + 5 per Bender Level
Effect: Burst of ice centered on you
Duration: 1 round per Bender Level
Saving Throw: Reflex negates

You send a ripple of ice across the floors, freezing all in its path to the ground. As part of using this Technique, all creatures in the Technique’s area must make a Reflex Save (DC 14 + your Wisdom modifier) or become immobilized for the duration of this Technique.

Freezing Air
Waterbending, Initiate Technique
Style
Level: 6
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Chills the air around a subject
Duration: 1 round per Bender Level
Saving Throw: Fortitude

You chill the air around a subject, making it difficult for them to breathe. The subject of this Technique must begin making Saving Throws as if they were at a high peak altitude. However, the subject must take Fortitude Saves each round instead of each six-hour period against this effect. The subject stops taking damage after this Technique’s duration ends, but any Ability Damage dealt persists until healed.

Frozen Fury
Waterbending, Initiate Technique
Storms and Ships Style
Level: 5
Action: Standard action
Range: 50 feet + 5 feet per Bender Level
Effect: One ice storm
Duration: Instantaneous; See Text
Saving Throw: None

You form giant bursts of ice and snow to bury your foes in. This Technique functions exactly like the Ice Storm spell, except where noted above.

Frozen Lance
Waterbending, Initiate Technique
Frost and Fever Style
Level: 5
Action: Standard action
Range: 50 feet + 5 feet per Bender Level
Effect: One ice lance
Duration: Instantaneous; see text
Saving Throw: Fortitude partial

You hurl a giant, frozen missile at your foe. As part of this Technique, make a ranged touch attack against a single creature. If your attack is successful, it takes 1d6 points of damage per three Bender levels you possess. Half of this damage is piercing damage and the rest is cold damage. In addition, the struck creature must make a Fortitude Save (DC 15 + your Wisdom modifier). If your check is successful, the creature is stunned for 1d4 rounds. If your check fails, the creature is not stunned, but takes the damage normally.

Mantle of Waves
Waterbending, Initiate Technique
Raging Rivers Style
Level: 6
Action: Standard action
Range: Personal
Effect: Two aquatic tendrils form on your arms
Duration: 1 minute/Bender Level
Saving Throw: None

You wrap your arms in water, creating a mantle of tendrils. These tendrils form over two of your arms and even if you have more than two arms, you only form two tendrils. These tendrils allow you to make touch attacks with a reach of up to 10 feet. You are considered armed with your aquatic tendrils and you also gain the benefit of the Improved Unarmed Strike feat while cloaked in the Mantle of Waves. In addition, your unarmed strikes have their base damage die increased by one die size per six Bender Levels (for example, a d6 improves to a d8, a d8 to 2d6, so on and so forth).

Rapid Recovering
Waterbending, Initiate Technique
Soothing Waters Style
Level: 4
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Heals allies of their damage
Duration: Instantaneous
Saving Throw: Will negates (harmless)

You pour healing waters into multiple subjects, removing their worldly pains. You can target a number of creatures with this Technique equal to half of your Bender Level. Each creature that you target must be no more than 10 feet away from each other. Creatures you target with this Technique are healed for 1d6 Hit Points per four Bender Levels you possess, plus one additional Hit Point per Bender Level you possess. This ability has no effect on non-living creatures, such as constructs and undead. Using this ability consumes 1 cubic foot of water (2 gallons) per 10 Hit Points healed, as the water is used up as a catalyst to promote healing.

Relieve Hurt
Waterbending, Initiate Technique
Soothing Waters Style
Level: 5
Action: Standard action
Range: Touch
Effect: Removes paralyze, poison, and disease
Duration: Instantaneous
Saving Throw: Will (harmless)

You channel healing waters through another, revitalizing their bodies. This Technique cures the target of the following conditions: paralyze, poison, disease, immobilize, and any status that can be cured with a Heal check. This ability has no effect on non-living creatures, such as constructs and undead. Using this ability consumes 1 cubic foot of water (2 gallons).

Sleet Storm
Waterbending, Initiate Technique
Style
Level: 4
Action: Standard action
Range: 50 feet + 5 per Bender Level
Effect: Forms a sleet storm
Duration: 1 round per Bender level
Saving Throw: None

You force a massive sleet storm to form, hampering your foes. This Technique functions exactly like the Sleet Storm spell, except that the storm created by this Technique is not born of magic; the Bender uses water present in their environment to form a real storm.

Wall of Water
Waterbending, Initiate Technique
Sanguine Swamp Style
Level: 6
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: One wall of water
Duration: Concentration + 1 round per five Bender Levels
Saving Throw: None

You forge a massive wall of water in the designated location. You can use up to 2 cubic feet per Bender Level you possess to form this wall, making it as deep, tall, or long as you like so long as it doesn’t exceed the Bender’s maximum amount of water usage. The Wall of Water must abide by all existing terrain rules; it cannot be manifested into an area that is already occupied by any structures or difficult terrain. Creatures can move through the water, though doing so uses up movement equal to half of the creature’s Base Land Speed. Attempting to attack through the Wall of Water or shoot through it suffers from the same rules as attempting to attack an underwater target.

Water Blade
Waterbending, Initiate Technique
Raging Rivers Style
Level: 5
Action: Standard action
Range: 50 feet + 5 feet per Bender Level
Effect: Creates a dagger of water that slices through defenses
Duration: 1 round per Bender Level
Saving Throw: None

You create a small, highly compressed razor of water that can slice through most materials. After this blade as been created, you will it to hover around you as a small, compressed globe for its duration. As a standard action, you can make attacks with the Water Blade equal to the number of normal attacks you would be allowed to make in a single round. Attacks dealt with the Water Blade are ranged touch attacks that ignore all Damage Reduction. The Water Blade deals 1d4 points of damage and if it critically hits, it deals x5 damage. If you make a full attack with the Water Blade, it can be used to make a number attacks per round equal to your maximum number of attacks.

MASTER TECHNIQUES

Blood Paralysis
Waterbending, Master Technique
Bleeding Moonlight Style
Level: 7
Action: Standard action
Range: 100 feet + 10 feet per Bender Level
Effect: Paralyze a creature
Duration: 1d4 rounds per six Bender Levels
Saving Throw: Fortitude negates

You bend the blood within a creature’s veins, causing it to become completely unable to move. This Technique has no effect on a non-living creature, such as a construct or undead. As part of using this Technique, the target creature must make a Fortitude Save (DC 17 + your Wisdom modifier). If the creature fails its save, it is paralyzed for 1d4 rounds per six Bender Levels you possess. At the start of each of your turns, the creature is entitled to a new Saving Throw to attempt to throw off the effect. If the creature succeeds on a Saving Throw, this effect immediately ends.

Bloodbending
Waterbending, Master Technique
Bleeding Moonlight Style
Level: 8
Action: Standard action
Range: 100 feet + 10 feet per Bender Level
Effect: Controls a creature
Duration: Concentration
Saving Throw: Fortitude negates

You bend the blood within a single creature’s veins, causing it to become your helpless puppet. This Technique has no effect on a non-living creature, such as a construct or undead. As part of using this Technique, the target creature must make a Fortitude Save (DC 18 + your Wisdom modifier). If the creature fails its Save, the creature becomes dominated by you. You can force the creature to attack and perform any number of movements, but you cannot force it to use supernatural, spell-like, or psi-like abilities, spells, psionics, maneuvers, or any other effect that requires focus or effort on the initiator’s part. You can force the creature to make attacks, to move, and to use any extraordinary abilities it might have. At the start of each of your turns, the creature is entitled to a new Saving Throw to attempt to throw off the effect. If the creature succeeds on a Saving Throw, this effect immediately ends.

Brink of Death
Waterbending, Master Technique
Renewing Waters Style
Level: 9
Action: Standard action
Range: Touch
Effect: Revives recently slain creature
Duration: Concentration
Saving Throw: None

You attempt to use the power of water to heal the wounds of a recently departed person, as well as get their blood flowing once more. This Technique must be used within 2 rounds per point of Constitution the target possessed in life in order to revive them; once this time limit has passed, the creature cannot be revived by this Technique. The Waterbender must spend 1 round concentrating per point of Constitution that the slain creature possesses in order to successfully revive it. This concentration period can exceed the time limit that restricts when this Technique can be used, but if your concentration is broken, the Technique fails and the creature cannot be revived via Waterbending. A creature revived with this ability takes no penalties to their Constitution, experience, or levels, but they do not come back with Spell Slots prepared, a charged Power Point pool, any Maneuvers Readied, or similar abilities. This ability does not create a new body; it merely revives the original one. This ability has no effect on non-living creatures, such as constructs and undead. Using this ability consumes 1 cubic foot of water (2 gallons) per five Hit Dice the creature possesses.

Cleanse Soul
Waterbending, Master Technique
Renewing Waters Style
Level: 7
Action: Standard action
Range: Touch
Effect: Removes negative conditions
Duration: Concentration
Saving Throw: Will negates (harmless)

You can masterfully remove even the most deadly and life-threatening of conditions. For each round that you maintain Concentration, the touched creature is cured of 1d4 points of Ability Drain, 1 negative level, and a single adverse condition of your choice. This ability has no effect on non-living creatures, such as constructs and undead. Using this ability consumes 1 cubic foot of water (2 gallons) per round Concentrated, as the water is used up as a catalyst to promote healing. This ability has no effect on non-living creatures.

Freeze the Lifeblood:
Waterbending, Master Technique
Bleeding Moonlight Style
Level: 9
Action: Standard action
Range: 50 feet + 5 per Bender Level
Effect: Deal massive damage to a creature by freezing its blood
Duration: Instantaneous
Saving Throw: Fortitude half

Blood is little more than impure water, and you use your powers to freeze the blood in your foe’s veins. As part of this Technique, the target creature makes a Fortitude Save (DC 19 + your Wisdom modifier). If the creature fails its Save, you deal 4d6 damage per Bender Level to the target creature. On a successful Saving Throw, this damage is reduced by half. This Technique has no affect against non-living creatures, such as constructs or undead.

Frozen Burrow
Waterbending, Master Technique
Glacier and Guile Style
Level: 7
Action: Immediate action
Range: Personal
Target: You
Effect: Move through ice at swim speed
Duration: One round
Saving Throw: None

You dive into ice or snow, moving throw it as if you were swimming. This ability can only be used while the bender is standing on ice, snow, or sleet. The ice, snow, or sleet must have a minimum depth equal to half of the bender’s height. Until the end of the round that this Technique is activated on, the bender can move through ice or snow as if it were water, using their normal swim speed to determine if they move successfully. In most situations, a bender doesn’t have to make Swim checks to move through ice or snow, as there are no natural obstructions in the ice that would make travel difficult. A bender must end their turn upon the ice or snow, using it as land instead of water.

Glacier Tomb
Waterbending, Master Technique
Glacier and Guile Style
Level: 8
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Target: One creature
Effect: Entombs a single creature within a glacial prison
Duration: Permanent
Saving Throw: Reflex partial

You surround a foe with water and ice, attempting to seal them within. As part of using this Technique, make a ranged touch attack against a single creature, and if it succeeds, the creature must make a Reflex Save (DC 18 + your Wisdom modifier). If the creature fails its Save, the struck creature becomes frozen in ice. A frozen creature can take no actions whatsoever except for immediate actions. In addition, the frozen creature cannot perform any abilities that require somatic components. The ice has a hardness of 10 and 150 Hit Points. Each round that the victim remains within the ice, they use up more and more of their limited air supply; use the normal rules for suffocation to determine the rate that the creature begins to suffocate. If the creature succeeds on its Save, it becomes immobilized instead. If your bending check failed by 10 or more, the creature suffers no ill effects.

Horrors of Ice
Waterbending, Master Technique
Glacier and Guile Style
Level: 9
Action: Standard action
Range: 100 feet plus 10 feet per Bender Level
Effect: Ice crawls around the floor, immobilizing all creatures.
Targets: One creature per two Bender Levels; see text
Saving Throw: Reflex negates

You send waves of ice along the ground, freezing any who are caught inside of it. All creatures that are affected by this ability must make a Reflex Save (DC 19 + your Wisdom modifier). On a successful check, a creature is paralyzed as ice completely roots them to the ground. On a successful Save, the creature suffers no ill effects. When using this Technique, first measure the distance between their first target, then their first target to their second target, so on and so forth. This total distance cannot exceed this Technique’s maximum Range. Essentially, Horrors of Ice connects each target together via a swerving line of ice that cannot exceed the Technique’s maximum distance.

Maelstrom
Waterbending, Master Technique
Spirit Vessel Style
Level: 9
Action: Full-round action
Range: 100 feet plus 10 feet per Bender Level
Effect: Giant whirlpool of water captures foes
Area: 5 feet per Bender Level
Duration: Concentration
Saving Throw: Reflex partial

You bend a large body of water into a swirling, devastating whirlpool. This ability can only be used on bodies of water with at least 20 cubic feet of water, being no less than 4 feet deep as anything less is not sufficient enough to create the whirlpool. To use this ability, select a point within the body of water to use as the center of the maelstrom. Then, all creatures within the Maelstrom must make a Reflex Save (DC 19 + your Wisdom modifier). On a successful check, the creature is dragged within the whirlpool, taking 10d4 points of bludgeoning damage and being dragged 1d10x10 feet towards the center of the maelstrom. A creature adds their Size modifier to Armor Class to their Reflex Save against this Technique, as it is more difficult to trap larger creatures within the maelstrom and easier to trap smaller creatures. On a successful Save, the creature does not move and takes only half damage from this Technique.

Octopus Stance
Waterbending, Master Technique
Swirling Seas Style
Level: 7
Action: Standard action
Range: Personal
Effect: Ring of tendrils that the bender commands
Duration: Concentration
Saving Throw: None

You pull the water surrounding you into the form of up to eight Large tendrils that form a wall between you and all opponents. These tendrils manifest in any squares directly adjacent to yours, and if a creature is within one of those squares, it is pushed 5 feet away in any direction away from you that you choose. During your turn, you can make a single melee attack with each tendril using your Base Attack Bonus. These attacks are considered touch attacks and deal 1d6 points of damage per Bender Level you possess. You can also make Attacks of Opportunity with these tendrils, but you can only make a total number of Attacks of Opportunity with the eight tendrils equal to your own normal number of Attacks of Opportunity. Each tendril has 2 HP per Bender Level you possess and damage reduction 1/cold per four Bender levels you possess, though you can reform all destroyed tendrils with another use of this Technique. While concentrating on this Technique, you cannot use any other abilities or Techniques other then swift or immediate actions. You can choose to stop Concentrating on this technique as a free action, at which point the water collapses to the ground, ready to be bended once more. While you are using this Technique, you cannot move from your space, nor can your tendrils move from their spaces either.

Razor Waves
Waterbending, Master Technique
Swirling Seas Style
Level: 8
Action: Standard action
Range: 50 feet plus 5 feet per Bender Level
Target: 1 per three Bender Levels
Duration: Instantaneous
Saving Throw: Reflex halves

You unleash a series of dense, high-velocity waves of water at your targets, slicing through them like bread. As part of using this technique, select a number of targets equal to the number of waves this Technique allows you to generate (you can select the same target more than once). Make a separate ranged touch attack against each target (even if one was selected more than once), and if your attack hits, the creature must make a Reflex Save (DC 18 + your Wisdom modifier). If the creature fails its Save, the subject takes 1d10 points of slashing damage and 1d10 points of cold damage per three Bender Levels you possess. If a subject succeeds on its Saving Throw, the damage dealt from each source (cold and slashing) is halved.

Swift Soothing
Waterbending, Master Technique
Renewing Waters Style
Level: 7
Action: Standard action
Range: Touched
Effect: Heals Hit Point damage
Duration: Instantaneous
Saving Throw: Will negates (harmless)

You channel water throughout the subject’s body, promoting healing. The touched creature instantly gains 1d6 hit points per Bender Level you possess. This ability has no effect on non-living creatures, such as constructs and undead. Using this ability consumes 1 cubic foot of water (2 gallons) per 20 Hit Points healed, as the water is used up as a catalyst to promote healing. This ability has no effect on a non-living creature.

Water Pulse
Waterbending, Master Technique
Swirling Seas Style
Level: 9
Action: Standard action
Range: 10 feet plus 1 foot per Bender Level
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex halves

You concentrate a high-velocity stream of water, unleashing its devastating effects upon your foes. As part of using this Technique, make a single ranged touch attack against a foe within range of this ability. If your attack hits, the creature must make a Reflex Save (DC 19 + your Wisdom modifier). If the creature fails its Save, you deal 2d6 points of damage per bender level you possess, and if the creature survives, it becomes shaken for 2d6 rounds. Half of the damage done is bludgeoning damage and the other half is cold damage.

Water Spout
Waterbending, Master Technique
Spirit Vessel Style
Level: 8
Action: Standard action
Range: Personal
Effect: One column of water
Duration: Concentration
Saving Throw: None

You pull a giant pillar of water around you, lifting yourself into the air. This pillar of water keeps up above the ground at exactly 1 foot per two Bender levels. While you are upon the column, your movement increases by 10 feet per four bender levels and you automatically succeed on Jump checks when jumping a distance equal to or less then the height of your column. While you are using the Water Spout technique, you cannot attack, but whenever you pass over or near a space that is occupied by a creature, you can deal damage to it. If you only pass adjacent to a creature or partially through its occupied spaces (for example, two of a Large creature’s four spaces),the creature is entitled to a Reflex Save (DC 18 + your Wisdom modifier). If you pass entirely through all of a creature’s spaces, the creature does not gain a Saving Throw. A creature that fails its Save takes 1d6 points of bludgeoning damage and 1d6 points of cold damage per 2 Bender Levels you possess. This damage is halved on a successful Save. The swirling waters make it impossible to strike the Waterbender in melee combat unless their weapon has sufficient reach. Regardless, the Waterbender gains a +4 deflection bonus to their Armor Class while using this Technique.

Water Walking
Spirit Vessel Style
Level: 7
Action: Immediate action
Range: Personal
Target: You
Duration: 2 rounds/level

You focus the pressure of the water, causing it to push your body to the surface. This effectively allows you to walk across any liquid for the duration of the ability. You can extend this benefit to additional creatures within 10 feet of you, but each creature consumes an additional round of your maximum allotment. Also, any creature that is larger then you consumes an additional round per Size Category larger it is, and any creature that is smaller then you requires one less round per two Size Categories, to a minimum of zero rounds (representing zero effort). When the effect ends, if you are not on land, you fall into the water. This power cannot be used to walk across liquids that do not contain water, such as molten lava.

Golden-Esque
2010-04-19, 11:10 PM
Part 2: Earthbending (http://www.giantitp.com/forums/showthread.php?p=8511229&posted=1#post8511229)

Author's Note:Okay, well, here's the Author's note. I just finished watching Avatar: The Last Airbender, and I really love the concept of elemental manipulators. After working on my entry for the Prestige Class contest, coupled with my viewing of this show, I realized that the Shadowcaster progression was a very effective method for advancing the Benders. So, if anyone wants to take a look at the Waterbender class, I'd be heavily appreciative. If Project: Waterbending is a success, I want to do a class for each of the four elements.

So please, let the P.E.A.C.H.ing begin :).

EDIT: If you see anything about Bending checks versus Saves, please let me know. Its part of a homebrewed house rule me and a friend are testing out. I made two copies of this, though some errors might have slipped through :).

The Tygre
2010-04-20, 01:45 AM
Y'know, I've seen a lot of d20 Avatar stuff, but as an individual class, this is probably my favorite. Couldn't give you a specific reason why, but if you forced me to pin it down it's probably how flavorfully the techniques are organized. I don't know. I'll let the experts tackle the mechanical stuff. :smallcool:

Golden-Esque
2010-04-20, 07:01 AM
Y'know, I've seen a lot of d20 Avatar stuff, but as an individual class, this is probably my favorite. Couldn't give you a specific reason why, but if you forced me to pin it down it's probably how flavorfully the techniques are organized. I don't know. I'll let the experts tackle the mechanical stuff. :smallcool:

Thanks! One of the challenges of this class was to organize everything in a way that would make sense to fans, but also be balanced and orderly to actual players. I didn't want this to be a class that you had to be a fan of Avatar itself it play.

EMU
2010-04-20, 07:29 AM
Wauw, I'm in love whit this class (also i huge fan of avatar).

The only thing i could think of, that I think would make it more "avatar like" is to make it use some kind of power point system...
And maybe make them regain the powerpoints automatic at x pp per turn.
That way they would never ran out of spells, they just need alitle rest depending on how aggrasive they have been.
From a ballanceing point it probarly would be kinda overpowered, but i could totaly see this work in a all bender world.

just my to cp

Kobold-Bard
2010-04-20, 12:16 PM
Saving this for future reading.

With regard to waterbending, is there a difference between level 1-3 techniques eg. can a 1st level Waterbender take Refresh, or are they limited like spells are?

Sorry if this is addressed, I just can't see it.

Hyooz
2010-04-20, 12:55 PM
This looks vaguely reminiscent of the Shadowcaster mechanics. Your recent foray into shadow magic paid off, eh?

I kid, I kid. I do recommend invesitgating this (http://sites.google.com/site/avatard20/) however. Some of the Avatar d20 work that's been done by this site and Brilliant Gameologists. A fun, unique system. I highly recommend it.

FishAreWet
2010-04-20, 01:09 PM
What tier are you going for? It need to be stronger. One of it's high level abilities is a worse Dominate Monster with a duration of Concentration for example.

I also suggest more at will abilities. You'll run out of things to do at low levels. And it looks like even at high.

Jack of Spades
2010-04-20, 01:57 PM
Flowing Ki
Not sure, but I'm believe "Chi" and "Ki" are two ways of spelling the same term... If so, you should choose one and go with it :smallwink:

Heat and Cool Water
Unless the waterbender is making huge changes to water pressure as well as temperature, water is required by the laws of nature to stop gaining/losing heat at 212/32 degrees unless it undergoes phase change.
Yeah, I'll shut up.

Freeze Water
You should specify how much damage being frozen does to the elemental.

Propel
Could one use this to fly?

Water Wave
Nitpick, but the name “Water Wave” seems a bit redundant.

Aqua Jet
Once again, can I fly with this?

In general, you should put caps on level-dependent variables.

Overall, love the idea, keep up the good work :smallsmile:

The Rose Dragon
2010-04-20, 02:10 PM
Not sure, but I'm believe "Chi" and "Ki" are two ways of spelling the same term... If so, you should choose one and go with it :smallwink:

They are the same term, but not the same language. Qi (pronounced chi) is the Chinese term, while ki is the Japanese one.

EDIT: Since Avatar uses Chinese, however, you should probably go with Qi.

TheYoungKing
2010-04-20, 02:33 PM
Bloodbending is a bit off. All examples of it are jerking the person around unsteadily. As such, a Bloodbender should not be able to do anything but move and attack with their puppet (and the puppet should get negs to hit)

Golden-Esque
2010-04-20, 03:22 PM
The only thing i could think of, that I think would make it more "avatar like" is to make it use some kind of power point system...
And maybe make them regain the powerpoints automatic at x pp per turn.
That way they would never ran out of spells, they just need alitle rest depending on how aggrasive they have been.
From a ballanceing point it probarly would be kinda overpowered, but i could totaly see this work in a all bender world.

Yeah, I could have done something like that, but I kept the Shadowcaster Mechanic because the Path system was pretty easy to convert into Styles, which bears an auditory resemblance to martial arts.


With regard to waterbending, is there a difference between level 1-3 techniques eg. can a 1st level Waterbender take Refresh, or are they limited like spells are?

No, as the Waterbending section describes, you need to know at least two 2nd Level Techniques to learn a 3rd Level one, and you need at least two 1st Level Techniques to learn a 2nd Level one. Since you get one Technique per level, you need to be at least 5th Level to learn any 3rd Level Techniques.


What tier are you going for? It need to be stronger. One of it's high level abilities is a worse Dominate Monster with a duration of Concentration for example.

I also suggest more at will abilities. You'll run out of things to do at low levels. And it looks like even at high.

While individual abilities might be weak and in need of tuning, I'm happy with the system itself. There are over 50 abilities total, and you can get about 30 of them in all. I think that the limited number of abilities fits the source material quite well, as most Benders in the T.V. show have generally the same repertoire of techniques among them, even if they come from dramatically different areas. Naturally, there are exceptions to this such as Bloodbending and Plantbending, but there's only so many ways you can attack with a pure element :).


Not sure, but I'm believe "Chi" and "Ki" are two ways of spelling the same term... If so, you should choose one and go with it.

They're different depending on the languages, but I went back and changed the two 'Ki's to 'Chi's. Like someone else pointed out, Avatar has a strong Chinese element to it, so Chi makes more sense.


Can I fly with X?

If you have multiple uses of Propel, you could, in theory, use it to stay afloat as long as you use it every round, but it'd be difficult, as you'd essentially be bouncing yourself along. For Aqua Jet, the water needs to be touching the ground, so you can sort of kinda hover 10 feet in the air. I'll go edit those two if there's anything indicating that you might be able to fly.


You should specify how much damage being frozen does to the elemental.

I'll check, but if its the one I'm thinking of, being frozen only petrifies the elemental; it does no actual damage. If its not the one I'm thinking of, I'll get back to you.


Water Wave is kinda redundant.

Well, when I eventually get around to Burning Wave, it won't seem so redundant :smallwink:. Kidding! I haven't thought that far ahead yet, but while it is a little redundant, I think it works since you can't call it 'Tidal Wave' without implying ocean. I could call it Aqua Wave, but that's redundant too. And 'Wave' just sounds boring to me.


Bloodbending is a bit off. All examples of it are jerking the person around unsteadily. As such, a Bloodbender should not be able to do anything but move and attack with their puppet (and the puppet should get negs to hit)

I'll give it a peak, but if I remember right, the one that actually lets you Bloodbend doesn't allow you to use any abilities or special powers except physical ones. The idea was that if a Bloodbender decides to use bloodbending on, say, a porcupine, they could in theory bend their blood and muscle to manipulate their pins and gain that bonus. I know it wasn't shown in the show or anything, but I felt that it was an interpretation that was needed to keep the Waterbending Techniques balanced with ordinary D&D abilities.

Thank you so much for your comments so far, everyone. I'm still looking for more feedback, but this was a lot more popular then I expected, so after I get my Prestige Class for the contest up, I'll do another Bender. Probably either Earthbending or Firebending, as they have a lot of Techniques shown in the show as well (Airbending is going to be the harder of the three). And yes, I have something in mind for the Avatar :).

EDIT: If you give me some time, I'll also get some nice fluff up there for the Waterbender.

Kushōsaku
2010-04-20, 06:28 PM
I really like it :smallsmile:
Can't wait to see how the other bender-types turn out!
*subscribe*
Well, not much constructive criticism from me, but encouragement also has to be worth something, am I right? :smallwink:

Golden-Esque
2010-04-20, 07:27 PM
Well, not much constructive criticism from me, but encouragement also has to be worth something, am I right? :smallwink:

You are indeed right, sir :).

waterpenguin43
2010-04-20, 10:29 PM
I'm not a fan of Avatar, but the idea of manipulating water is too awesome for me to resist loving.

Golden-Esque
2010-04-21, 09:06 AM
I'm not a fan of Avatar, but the idea of manipulating water is too awesome for me to resist loving.

The idea was that if you're a fan, this class will scream awesome and nostalgia at you, and if you're not a fan, well you're not penalized at all for not liking Avatar, and maybe it'll inspire you to tune in once or twice :).

Silverscale
2010-04-21, 12:02 PM
Just got done reading through the entire thread and overall I love the idea.

One Nit-Pick: One of the 7th level teckniques is walking on water and I thought it was stated that after a certain level all Waterbenders are treated as being constantly under the effects of a Water-Walk Spell.

Golden-Esque
2010-04-21, 05:38 PM
Just got done reading through the entire thread and overall I love the idea.

One Nit-Pick: One of the 7th level teckniques is walking on water and I thought it was stated that after a certain level all Waterbenders are treated as being constantly under the effects of a Water-Walk Spell.

Good catch, but while the Waterbender is always under the effects of a Water Walking spell at 3rd Level, the 7th Level Technique allows the Waterbender to apply that benefit to other creatures that touch them, which is its main purpose :). Its a lot harder to keep a group of people above the water then yourself ^_^.

endoperez
2010-04-23, 02:41 PM
Good catch, but while the Waterbender is always under the effects of a Water Walking spell at 3rd Level, the 7th Level Technique allows the Waterbender to apply that benefit to other creatures that touch them, which is its main purpose :). Its a lot harder to keep a group of people above the water then yourself ^_^.

Wouldn't the Waterbender be able to freeze the water instead, thus creating a walkable path? Or creating a large "vessel" from ice, and then using Manipulate Water or Manipulate Snow to push it around.
Ability to separate massive amounts of air and bring a group of people underwater with it would be more interesting, but still probably too weak in a generic D&D setting.
Perhaps ability to move freely on and through water and snow and ice, combining burrowing (ice and snow only) and water-breathing and water-walking, and being able to share the ability with others?

Golden-Esque
2010-04-23, 05:19 PM
Wouldn't the Waterbender be able to freeze the water instead, thus creating a walkable path?

I don't want to picture the massive number of Balance checks needed to get multiple people across a bridge of ice.


Or creating a large "vessel" from ice, and then using Manipulate Water or Manipulate Snow to push it around.

The Propel technique (Apprentice Technique) can do this with any type of floating apparatus.


Ability to separate massive amounts of air and bring a group of people underwater with it would be more interesting, but still probably too weak in a generic D&D setting.

Which is why "Bubble," a fluff-wise less impressive feat then Katara uses but conceptually the same thing, is a Fundamental.


Perhaps ability to move freely on and through water and snow and ice, combining burrowing (ice and snow only) and water-breathing and water-walking, and being able to share the ability with others?

I could fold the parts about moving freely through ice and water to Frozen Burrow, I suppose. However, I think I'm going to give Waterbenders a class feature that treats them as being under a Freedom of Movement spell if they are in water or on ice. Thanks for the feedback :).

EDIT: Aqua Libertas is now up. You gain it at 9th Level.

Deathdarken
2010-04-26, 10:53 AM
when will we see the other bending classes?

Golden-Esque
2010-04-26, 03:36 PM
when will we see the other bending classes?

Well, I don't normally go flaunting about my personal life, but for you, Deathdarken, I'll make an exception.

This week (April 26th to the 30th) I plan on finishing up my Prestige Class Contest entry; its gotta be in by the 30th.

Next Week (May 3rd to the 7th) is my Finals Week, so while I might get some work in on the next class here and there, it won't be anything to write home about, and I certainly won't be able to share it with all of you by the 7th.

May 9th is my 21st Birthday ... so ... um ... yea, be creative :).

I'd like to have the (SPOILERZ) Firebender up for the week of the 10th, but nothing's in stone. Just being reasonable :).

Deathdarken
2010-04-26, 04:50 PM
Well, I don't normally go flaunting about my personal life, but for you, Deathdarken, I'll make an exception.

This week (April 26th to the 30th) I plan on finishing up my Prestige Class Contest entry; its gotta be in by the 30th.

Next Week (May 3rd to the 7th) is my Finals Week, so while I might get some work in on the next class here and there, it won't be anything to write home about, and I certainly won't be able to share it with all of you by the 7th.

May 9th is my 21st Birthday ... so ... um ... yea, be creative :).

I'd like to have the (SPOILERZ) Firebender up for the week of the 10th, but nothing's in stone. Just being reasonable :).

alright its understandable, have fun for your 21

Golden-Esque
2010-05-05, 12:48 PM
Thought I'd give a quick update on what's going on so far.

I decided to save the Firebender class for the third one, as I instead decided to make the classes in accordance to the Avatar Cycle. Poetic of me, right? :-P

Anyway, that means that the Earthbender, and not the Firebender, is next. I'm just about done making the Apprentice-Level Techniques for the class, so as of now, everything's on schedule as planed. Just with Earth instead of fire.

Anyways, enjoy yourselves :).

Kobold-Bard
2010-05-05, 01:07 PM
...

I decided to save the Firebender class for the third one, as I instead decided to make the classes in accordance to the Avatar Cycle. Poetic of me, right? :-P

...

I approve of this, though I is sad because I'm a firebending nut.

Make sure to stick a link to it in here so I don't have to go traipsing through Homebrew to find it.

Golden-Esque
2010-05-05, 01:21 PM
I approve of this, though I is sad because I'm a firebending nut.

Make sure to stick a link to it in here so I don't have to go traipsing through Homebrew to find it.

Will do :).

sscheib
2010-05-05, 06:11 PM
You know, I read everything that there was to read about the Avatar d20 system done on this forum, and while I think it's an amazing system, this looks fantastic.

I absolutely love this waterbending class! I can't wait for the others!

Golden-Esque
2010-05-07, 06:13 PM
You know, I read everything that there was to read about the Avatar d20 system done on this forum, and while I think it's an amazing system, this looks fantastic.

I absolutely love this waterbending class! I can't wait for the others!

Can you drop a link to the Avatar D20 system here on this forum? Maybe after I'm done all the Bending classes I can work to make these variants backwards-compatible with the existing system as well :).

And I'm glad everyone likes the Waterbender! Hopefully you'll be as happy with what I do with Earthbending, which is similar, yet different at the same time.

Kobold-Bard
2010-05-07, 06:18 PM
Can you drop a link to the Avatar D20 system here on this forum? Maybe after I'm done all the Bending classes I can work to make these variants backwards-compatible with the existing system as well :).

And I'm glad everyone likes the Waterbender! Hopefully you'll be as happy with what I do with Earthbending, which is similar, yet different at the same time.

Original Thread (http://www.giantitp.com/forums/showthread.php?t=28763)

Second thread with stuff formatted properly (http://www.giantitp.com/forums/showthread.php?t=54063)

Homemade bending forms people made up for the system (http://www.giantitp.com/forums/showthread.php?t=64182)

There's also a link to the outside compendium (basically the same stuff in the second link) in post #8 of this thread.

Golden-Esque
2010-05-17, 03:45 PM
As was asked, this Thread is being updated with a news warning about the incoming Earthbender page. You'll be happy to know that the Earthbender is just about done; close enough that I'm willing to put what what I do have done on the Earthbender Thread. You can find a link to the Earthbender thread in this thread, under the author's note.

Please refrain from discussing the Earthbender in this thread; this is for the Water-Lovers =). Also, I will warn you in advanced that the Earthbender is not 100% done; I just felt bad that I wasn't completely on my own personal schedule, so I thought I would share what is done with you all. Enjoy!