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Golden-Esque
2010-05-17, 03:31 PM
{table=head] Earthbender Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special
01 | +0 | +2 | +0 | +2 | Apprentice Techniques, Fundamentals of Earthbending
02 | +1 | +3 | +0 | +3 | _
03 | +2 | +3 | +1 | +3 | Accuracy in Strength
04 | +3 | +4 | +1 | +4 | New Fundamental
05 | +3 | +4 | +1 | +4 | Reveal Secrets
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 | Terra Libertas
10 | +7/+2 | +7 | +3 | +7 | Sense for Secrets
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 | Mastery of Metal
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 Earthender’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), and Sleight of Hand (Dex).

Weapon and Armor Proficiency: Earthbenders are proficient with all simple weapons and the warhammer. Earthbenders are proficient with all types of armor and shields.

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

Earthbending: While many of the powers of the Earthbender may mimic Spells or Powers, an Earthbender’s powers do not use magic whatsoever. Instead, you use ancient techniques to bend air 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 Earthbending. For example, at 13th Level you can select a Fundamental of Earthbending, an Apprentice Technique, an Initiate Technique, or a Master Technique.

Earthbending 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, an Earthbender 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 Earthbender wishes to learn. For example, in the Thousand Stones Style, in order to learn the 6th Level Technique, Spike Wave, an Earthbender must know at least two 5th Level Techniques, one of which must be the Earthen Leap Technique. An Earthbender can learn a Technique more than once; each time he or she does so, the Earthbender gains another set of uses of that Technique (see Table: Uses per Technique per Day).

An Earthbender cannot “jump ahead” in a Style, though they need not complete a Style if they do not wish to. In the example above, an Earthbender cannot learn Spike Wave without knowing Earthen Leap, the Technique Prior to it within the Thousand Stones Style. 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, an Earthbender can learn 4th Level Techniques (Initiator Techniques) without knowing any 3rd Level Techniques (Apprentice Techniques).

Earthbending is completely different from magic, and as such, all Earthbending Techniques are used as Supernatural abilities, and all Earthbending techniques require the Earthbender be in an area with stone, earth, dirt, or some form of mineral. Metal cannot be manipulated by most Earthbenders, except at high levels. Air used in Earthbending is not used up or destroyed in any way, shape, or form. Unless specifically noted, the minerals used by an Earthbender must be visible to the Earthbender and it cannot be inside of any living creatures. As an Earthbender 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 Earthbender is with their Earthbending (see Table: Uses per Technique per Day, below). The allotments on the table only apply if an Earthbender can utilize Techniques of the appropriate level. For example, if a 5th Level Earthbender 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, an Earthbender must rest for at least eight hours each day, similarly to a Spellcaster. In addition, an Earthbender requires 15 minutes of concentration in order to prepare their Techniques for the day. In order to use a Technique, an Earthbender must have a Wisdom score equal to 10 + the Technique’s level, and like with the Fundamentals of Earthbending, an Earthbender’s bending check is equal to 1d20 + 1/2 of their Earthbender level + their Wisdom modifier.

Table: Uses per Technique per Day

{table=head] Airbender 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]

Accuracy in Strength (Ex): An Earthbender finds that their calm, controlled strength lends itself to all the accuracy they could ever require. Starting at 3rd Level, an Earthbender can substitute their Constitution modifier for their Dexterity modifier on ranged attack rolls made with Earthbending Techniques.

Reveal Secrets (Su): As masters of the earth, an Earthbender knows how to find that which the earth conceals. Starting at 5th Level, an Earthbender adds their Earthbender level as an enhancement bonus to Search checks made to uncover objects partially or completely buried underground.

Terra Libertas (Su): An Earthbender is so in tune with the ground they tread upon that they are never impeded by it. Starting at 9th Level, an Earthbender is not impeded by any type of land-based terrain so long as it is natural; for example, an Earthbender is not impaired by walking upon an extremely rocky hill, but they are impaired when treading through a corpse-littered field.

Sense for Secrets (Su): The earth is no hiding place for a creature of the earth against an Earthbender, and they are adapt at sensing intrusions within the earth. An Earthbender of 10th Level gains a secret door sense identical to an elf’s, except that it only functions on secret doors built into stone or into the ground. If the Earthbender would gain this ability from another source, they instead gain an insight bonus on the check equal to half of their Earthbender Level.

Mastery of Metal: Although metal itself is unbendable, all metals are dug from the ground and therefore possess impurities of earth within them. Starting at 14th Level, an Earthbender can manipulate those impurities to overcome certain restrictions. Although the Earthbender cannot manipulate metal without the appropriate Techniques, they draw out the impurities of earth within metal, allowing them to use Earthbending normally when they are near metal.

Golden-Esque
2010-05-17, 03:35 PM
Earthbending Styles

Fundamentals
Burrow: Move through solid earth.
Earth Smash: Shatter earthen materials.
Earth Sculpt: Manipulate the earth's shape to your liking.
Praying Mantis Stance: Use vibrations to 'see' the Earth.
Rock Pelt: Fire fine, jagged stones at a target.


Burrow
Fundamentals of Earthbending
Level: 0
Action: Standard action
Range: Personal
Effect: Gain a burrow speed
Target: You
Duration: 1 minute per Bender Level
Saving Throw: None

You move through the earth and other minerals at frightening speed. You gain a burrow speed equal to your Base Land Speed, and you can move through any type of earthen material (such as soil, sand, clay, solid stone, and crystal) without any penalties to your speed.

Earth Sculpt
Fundamentals of Earthbending
Level: 0
Action: Standard action
Range: Touch
Effect: Manipulate earthen materials you touch
Target: Touched object or area
Duration: Permanent
Saving Throw: None

You warp the land around you, causing earthen materials to move to your whim. This ability functions exactly like a Stone Sculpt spell, but with the following exceptions. First, use the details above when using the spell. When touching a large piece of earth, you can manipulate it out to 50 feet + 5 feet per Bender level you possess. This ability can change the basic composition of the material, but not the physical element. For example, you can turn gravel into solid stone, but you cannot turn gravel into solid gold or obsidian. Third, unlike Stone Sculpt, this ability allows you to manipulate any earthen material. If your use of this ability would target a creature in a way (such as trapping it in manacles), you must succeed on a ranged touch attack in order to affect them, and they are entitled to a Reflex Save (10 + your Constitution modifier) to avoid your effect entirely.

Earth Smash
Fundamentals of Earthbending
Level: 0
Action: Standard action
Range: Touch
Effect: Shatter materials made from earth
Target: Object touched
Duration: Instantaneous
Saving Throw: Fortitude negates (object)

You attempt to rip apart an object made from earthen materials. The object you touch must make a Fortitude Save (DC 10 + your Constitution modifier) or break into fragments roughly the size of an adult human’s fist. Objects only receive a Save if they are magical, and you can only shatter an object with this ability if it is no more than 1 cubic foot of earth per Bender level you possess.

Praying Mantis Stance
Fundamentals of Earthbending
Level: 0
Action: Standard action
Range: Personal
Effect: Gain tremorsense against foes.
Target: You
Duration: Stance
Saving Throw: None

You read the viberations in the ground, allowing you to "see" for as long as you remain in this stance. This ability functions exactly like a Martial Stance, and while you remain in the Praying Mantis Stance in it until cancelled. While you are in the Praying Mantis Stance, you gain tremorsense out to 10 feet per Bender Level.

Rock Pelt
Fundamentals of Earthbending
Level: 0
Action: Standard action
Range: 50 feet + 5 feet per Bender Level
Effect: Strike a target with many hard pelts of stone
Target: One creature
Duration: Instantaneous
Saving Throw: None

You fire many small pebbles and slivers of rock at your foe, damaging it. As part of this Technique, make a ranged attack roll against a single creature. If you succeed, you deal 1d3 points of bludgeoning damage per Bender Level you possess. If the creature has any type of Damage Reduction that this Technique cannot pierce, then all damage done by this Technique is prevented.



Apprentice Techniques

Blind Mantis Style
1 - Farsight: You can "see" what lies in the earth.
2 - Honest Stone: You can read a person's emotions through stone.
3 - Quicker Than Thought: Instantly react in a surprise round.


Farsight
Earthbending, Apprentice Style
Blind Mantis Style
Level: 1
Action: Free action
Range: See text
Effect: See underground using viberations
Target: Area; see text
Duration: 1 minute per Bender Level
Saving Throw: None

You scan the ground around you, searching for things that lie waiting beneath the ground. This Technique can only be used if you have assumed the Praying Mantis Stance, as described under the Praying Mantis Stance Fundamental of Earthbending. After using this ability, you effectively see underground in the area that your tremorsense applies to. This ability cannot detect things that are not directly touching the ground, however, nor can it see into any non-mineral, namely metal, water, air, or magma, though such materials are detected. Effects that block scrying do not block this Technique.

Honest Stone
Earthbending, Apprentice Style
Blind Mantis Style
Level: 2
Action: Free action
Range: 10 feet + 1 foot per Bender Level
Effect: Detect lies
Target: Creatures within range.
Duration: 1 minute per Bender Level
Saving Throw: None

When mortals lie, their hearts beat faster and they become shifty. Using your tremorsense ability, you can detect lies in other creatures. While this ability is active, you gain a +1 enhancement bonus to your Sense Motive checks per Bender Level you possess. If the creature is of a different subtype then you, this Sense Motive bonus reduces to a +1 enhancement bonus per three Bender Levels. If the creature is of an entirely different creature type, this Sense Motive bonus reduces to a +1 enhancement bonus per five Bender Levels.

Quicker Than Thought
Earthbender, Apprentice Style
Blind Mantis Style
Level: 3
Action: Immediate action
Range: Personal
Effect: Act before anyone else in combat.
Target: You
Duration: Instantaneous
Saving Throw: None

You sense the movement of another, allowing you to react before they do. You can only use this Technique when a surprise round is initiated, even if it is against you. You automatically act first, regardless of the initiatives of any other combatant.


Earth's Ward
1 - Stonefoot Standing: Firm grip on the earth makes it difficult to knock you over.
2 - Stone Defense: Raise a wall of stone in between two squares.
3 - Stone Shield: Bring up a quick shield of earth to block an attack


Stonefoot Standing
Earthbending, Apprentice Style
Earth’s Ward Style
Level: 1
Action: Swift action
Range: Personal
Effect: Tough grip makes it difficult to move you
Target: You
Duration: See text
Saving Throw: None

Using the earth, you root yourself to the ground, making yourself completely immobile. This Technique lasts indefinitely; only using a Move action to move one or more squares ends this effect. While you use this Technique, you add your Bender Level to any checks, Saves, or to your Armor Class or Combat Maneuver Defense to resist effects that would knock you prone or move you any number of spaces. Ending this Technique requires no action, and if an ability forces you to move ends the effect immediately.

Stone Defense
Earthbending, Apprentice Style
Earth’s Ward Style
Level: 2
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Raise a wall of stone
Target: Area; see text
Duration: Permanent
Saving Throw: None

You raise an area of earth to use as a wall. The wall’s height depends on your size modifier; a Medium Creature’s Stone Defense is two feet tall, and each size category larger you are doubles the wall’s height, while each size category smaller you are halves it. This wall appears in a square, and the wall can be formed from a number of squares equal to you Bender level. All of these squares must be adjacent to at least one other square manipulated by this Technique. The squares the wall forms in are treated as difficult terrain, and if used as such they can provide cover and block line of sight.

Stone Shield
Earthbending, Apprentice Style
Earth’s Ward Style
Level: 2
Action: Immediate action
Range 10 feet + 1 foot per Bender Level
Effect: Protect yourself or an ally with a stone defense
Target: One creature
Duration: See text
Saving Throw: None

You pull up a wall of stone just in time to protect an ally. This wall serves to heavily throw attacks off balance. The wall appears directly between two squares, then spreading out to occupy a space of your choice in between the point selected. Any creature in the space you choose to occupy must make a Reflex Save (DC 12 + your Strength modifier) or be pushed backwards one square. The wall is tall enough to completely protect the target creature, and any ability that designates the target creature as a target (including melee attacks, ranged attacks, spells, powers, or maneuvers) has a 5% chance to fail per Bender Level you possess. This failure chance is calculated separately from other failure percentages, such as from cover or concealment. This ability can block powers that are normally unerring, such as Magic Missile, as the wall appears directly in the projectile’s path before it can steer out of the way.


Fury of Stone Style
1 - Jagged Spike Trap: Form spikes under the target’s feet.
2 - Stone Hammer: Throw hammers of stone at a creature.
3 - Impaling Spire: Fires a pointed spire at the target, dealing heavy damage.


Jagged Spike Trap
Earthbending, Apprentice Style
Fury of Stone Style
Level: 1
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Creates a jagged bed of caltrops
Target: One creature; area
Duration: Permanent
Saving Throw: Reflex negates

You form a bed of caltrops under the target’s feet. This Technique transforms the entire square that the target creature stands in into a bed of caltrops. The creature is entitled to a Reflex Save (DC 11 + your Constitution modifier) to avoid the caltrops, but if they fail this Save, make 1d6 attack rolls per Bender Level against the creature. These attacks are made by the caltrops and they add your Bender Level to all attack rolls they make. Each successful attack roll resolves as a mundane caltrop, dealing 1 point of damage and reducing the creature’s Base Land Speed by half. The creature gains a +2 bonus to their Armor Class if they are wearing shoes, and regardless of the number of times it is struck by the caltrops, its speed can never be reduced by half more than once. Subsequent creatures that step into your Spike Trap have 1d6 attack rolls per Bender Level made against them as well, but the caltrops do not gain your Bender Level as a bonus to their attack rolls; that bonus only applies when you originally use this Technique.

Stone Hammer
Earthbending, Apprentice Style
Fury of Stone Style
Level: 2
Action: Standard action
Range: 50 feet + 1 foot per Bender Level
Effect: Throws rock hammers at the creature
Target: One creature
Duration: Instantaneous
Saving Throw: None

You create and hurl hammers forged from pure stone at the creature. These hammers are treated as ranged attacks and you can throw one hammer per three Bender Levels you possess, though all hammers must share the same target. Each hammer deals 1d8 points of bludgeoning damage, plus your Strength modifier. After striking its target or missing, the hammer crumbles into shards of stone.

Impaling Spire
Earthbending, Apprentice Style
Fury of Stone Style
Level: 3
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Impales a creature with a deadly spire
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text

You throw a stalagmite at the target, attempting to fatally wound it. This Technique allows you to make a ranged touch attack against a single creature; if your attack is successful, the creature takes 2d6 piercing damage per three Bender Levels you possess. In addition, the struck creature must make a Fortitude Save (DC 13 + your Constitution modifier) or become stunned for 1d4 rounds. The creature can attempt a new Fortitude Save at the start of each of its turns. The creature is also pinned to the earth on a failed Save, causing them to bleed for 1 point of Constitution damage per round. While pinned, they are also immobilized. A DC 15 Heal check removes both of these conditions. On a successful Save, the creature is not stunned, wounded, or immobilized, but they take damage normally.


Shifting Sands Style
1 - Sink Pitt: Sinks creatures in the Technique’s area into the mud.
2 - Sand Whip: Strikes a foe with a loose whip of gravel and sand.
3 - Sand Gust: Irritate the earth into a mighty, flesh-peeling gust.


Sand Pitt
Earthbending, Apprentice Style
Shifting Sands Style
Level: 1
Action: Standard action
Range: 50 feet + 5 feet per Bender Level
Effect: Immobilizes target by sinking them
Target:
Duration:
Saving Throw: Reflex negates

You coax the ground a creature is standing upon to loosen, swallowing them. The creature is entitled to a Reflex Save (DC 11 + your Constitution modifier), and on a successful Save this Technique has no effect. If they fail their save, the creature sinks up to their waist in earth, sand, or a similar mineral substance. The creature must be standing on such a material for this Technique to have any effect. The creature becomes immobilized and they become flat-footed. In order to be freed, the creature must be dug out, hard work that takes a number of minutes equal to half of the creature’s height. In addition, this Technique can be used to free someone who is immobilized by an effect similar to this one; it can turn substances into sand briefly to allow the subject to remove or crawl out of bonds of earth.

Sand Whip
Earthbending, Apprentice Style
Shifting Sands Style
Level: 2
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: One sand whip strikes target
Target: One creature
Duration: Instantaneous
Saving Throw: None

You lash out at a creature with a tendril of gravel, dirt, and sand. This attack is treated as a ranged touch attack. On a successful attack, you deal 1d8 points of bludgeoning damage, plus 1 additional point of nonlethal damage per Bender Level you possess.

Sand Gust
Earthbending, Apprentice Style
Shifting Sands Style
Level: 3
Action: Standard action
Range: 50 feet + 5 feet per Bender Level
Effect: Force targets back
Target: Area
Duration: Instantaneous
Saving Throw: Reflex negates

By spinning many fine particles of earth in the air, you can force the wind to blast your foes. This effect is a wave that spreads out in front of you, occupying no more than one square per three Bender Levels you possess. The wave continues forward until it meets the Technique’s maximum range or strikes a solid object, such as a piece of terrain or building. Creatures that are within the area of this Technique must make a Reflex Save (DC 13 + your Constitution modifier) or be bull rushed by the wave. Your Wave has a Strength score equal to your Constitution score for the purpose of the bulrush check. If you succeed, the creature is forced back the full distance of the Gust. If at any point the creature collides with an object that would end the gust’s effect, such as a wall, the creature takes 1d6 points of damage per five feet remaining on the Technique’s range.


Stoneforce Style
1 - Stone Shot: Lift a boulder and fire it at a creature.
2 - Block and Bash: Protect yourself with a stone block, then smash it into your foe.
3 - Double Shot: Fire two boulders in a one-two succession.


Stone Shot
Earthbending, Apprentice Style
Stoneforce Style
Level: 1
Action: Standard action
Range: 50 feet + 5 feet per Bender Level
Effect: Strike a creature with a boulder
Target: One creature
Duration: Instantaneous
Saving Throw: None

You launch a boulder at a creature, attempting to bludgeon it. As part of using this Technique, make a ranged attack roll against a creature; if it hits, it takes 1d8 points of bludgeoning damage per three Bender Levels you possess.

Block and Bash
Earthbending, Apprentice Style
Stoneforce Style
Level: 2
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Earthen shield defends you, then strikes foe
Target: One creatire
Duration: 1 turn
Saving Throw: None

You pull a small block of stone to defend yourself with. Using the stone like a shield, you gain a +4 deflection bonus to your Armor Class until the start of your next turn. If you are declared as the target of any ability that you are not caught flat-footed against, you can use an immediate action to launch this shield at the creature that targeted you. This is treated as a ranged attack that deals 1d8 points of damage per four Bender Levels you possess. This attack resolves before any other ability, so spellcasters and manifesters struck by the attack must make checks to ensure they do not loose their spells if they targeted you with one. After using the shield this way, its duration automatically ends.

Double Shot
Earthbending, Apprentice Style
Stoneforce Style
Level: 3
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Two stones damage target
Target: One creature
Duration: Instantaneous
Saving Throw: None

You fling two boulders at a single target, attempting to use one to fake out your target. As part of using this Technique, make two ranged attack rolls against a creature. Before the results of those rolls are declared, select one of them to be your primary attack. On a successful attack, the boulder does 1d8 points of bludgeoning damage per three Bender Levels you possess. If you selected the lower of the two results to be your primary attack, you automatically do an additional 1d8 points of bludgeoning damage. If you selected the higher of the two results of they were the same, you gain no bonuses to damage.


Initiate Techniques

Alabaster Gleam Style
4 - Crystal Shot: Forms a crystal that shatters on impact like shrapnel.
5 - Crystal Devourer: Living crystal slowly seeks out a creature to attack.
6 - Shardling Rounds: Many tiny projectiles of crystal strike foes in a cone.


Crystal Shot
Earthbending, Initiate Technique
Alabaster Gleam Style
Level: 4
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: One crystal spire that explodes on impact
Target: One creature; see text
Duration: Instantaneous
Saving Throw: Reflex partial; see text

You fire a delicate but deadly crystal shard at your target, which explodes on impact and damages nearby targets. Make a single ranged touch attack against your target. If your attack succeeds, the creature takes 1d8 points of damage per three Bender Levels you possess. In addition, creatures near the struck creature may take damage. This secondary effect strikes all creatures within a foot of the original target per Bender Level they possess. Affected creatures must make a Reflex Save (DC 14 + your Constitution modifier) or take 1d6 points of piercing damage per four Bender Levels you possess. On a successful Save, this damage is halved. The original target is never targeted by this secondary effect.

Crystal Devourer
Earthbending, Initiate Technique
Alabaster Gleam Style
Level: 5
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Crawling earth creates crystal caltrops
Target: One five foot square
Duration: See text
Saving Throw: See Text

You form a moving tunnel of crystal that attempts to attack your foes. After using this Technique, select one square to place the effect on. The selected square bursts into crystal spikes, which deal 1d6 points of damage per two Binder Levels to any creature standing in the space unless it makes a successful Reflex Save (DC 15 + your Constitution modifier) to negate the damage. Succeeding on this Reflex Save also moves the creature to an adjacent, unoccupied square; if no such square exists, they automatically fail their Reflex Save. Following this explosion, the space is treated as difficult terrain and is treated as having regular caltrops spread throughout it.

For one round per Bender Level you possess, you can move this effect. To do so, select a single square that it adjacent to the square you selected last round and repeat the process; any creature standing in that space must make a Reflex Save or take damage, and the square becomes difficult terrain and is treated as being covered in caltrops. You cannot move the Crystal Devourer diagonally.

Shardling Rounds
Earthbending, Initiate Technique
Alabaster Gleam Style
Level: 6
Action: Standard action
Range: 50 feet + 5 feet per Bender Level
Effect: Rapid-fire many crystals at a creature
Target: One creature
Duration: Instantaneous
Saving Throw: None

You form a barrage of crystals, firing all of them at a single creature in a hail of earth. As part of this Technique, make a ranged touch attack against a single creature. If your attack roll is successful, roll 1d4 per five Bender Levels you possess. The number rolled is the number of projectiles you strike your mark with. Each projectile deals 1d4+1 points of piercing damage to the creature.


Hills and Valleys Style
4 - Wall of Stone: Creates a stone wall.
5 – Carve the Land: Attempts to knock targets prone by pulling the Earth from their feet.
6 – Encase: Attempts to encase the subject in stone.


Wall of Stone
Earthbending, Initiate Technique
Hills and Valleys Style
Level: 4
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Creates a solid wall.
Target: One square per Bender Level
Duration: Permanent
Saving Throw: None

You force the earth in an area up, making a crude wall of stone. This ability can only be used on squares that are completely made from mineral materials. When using this Technique, the Bender designates a number of squares made from any type of earthen minerals equal to their Bender Level to form their wall on. All squares must be adjacent to at least one other square, and they cannot be connected diagonally. The wall formed has a height equal to double the Bender’s own height, and it is made from the same material as the square is. For example, a wall made from crystal would shatter on the effects of a Shatter spell, but he difficult to climb because of its smooth surface and jagged edges. Different areas of the wall can be made from different materials, so long as the respestive squares are adjacent to each other.

Carve the Land
Earthbending, Initiate Technique
Hills and Valleys Style
Level: 5
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Attempts to knock creatures prone
Target: One creature and all creatures in a spread
Duration: Permanent; see text
Saving Throw: Reflex negates

You carve the land beneath a single creature into a small valley, causing them to fall down. In addition to the targeted creature, any creatures within 1 foot of it per Bender Level you possess are also affected. Affected creatures must make a Reflex Save (DC 15 + your Constitution modifier) or fall prone. Creatures other then the targeted creature gain a +2 bonus to their Reflex Save, as the land isn’t as deeply cut at any other area. The land is permanently altered into an impression after using this Technique, and all affected squares are treated as difficult terrain.

Encase
Earthbending, Initiate Technique
Hills and Valleys Style
Level: 6
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Trap a creature in stone
Target: One creature
Duration: Permanent
Saving Throw: Reflex negates

You envelop a creature in stone, preventing it from being able to move. The target creature must make a Reflex Save (DC 16 + your Constitution modifier) or become permanently addled. An addled creature cannot take any actions except for free actions, swift actions, and immediate actions. The stone never covers a creature’s mouth, so it runs no risk of suffocating, but it cannot move until freed. Freedom of Movement does not free a creature trapped by this Technique, as even with such a spell, the creature cannot move through stone. However, if affected by a spell such as Gaseous Form or another ability that allows a creature to move through solid objects, it can easily escape this Technique. In addition, if an Earthbender is trapped by this Technique, they can use their Earthbending Techniques normally. A creature affected by this Technique can be flanked, but there is no bonus on attack rolls for doing so. In addition, the trapped creature gains a +10 circumstance bonus to their Armor Class, as an attacking creature is much more likely to strike the stone then the creature itself.


Rage of Rock Style
4 - Gaiarage Hammer: Creates a compressed earthen hammer for you to fight with.
5 - Rock Explosion: Exploding stone damages creatures.
6 - Tremor: Shakes the earth, knocking nearby creatures prone.


Gaiarock Hammer
Earthbending, Initiate Technique
Rage of Rock Style
Level: 4
Action: Standard
Range: Personal
Effect: Creates a stone weapon for your use
Target: You
Duration: 1 round per Bender Level
Saving Throw: None

You forge together loose dirt and rock to form a powerful weapon. This weapon is a two-handed warhammer. It has the same statistics as a warhammer for your size category. Unlike normal weapons, you take no penalties to your Earthbending while wielding the Gaiarock Hammer. Because of its construction, the Gaiarock Hammer deals triple damage when it critically hits, and you add your Constitution modifier as an enhancement bonus on all damage rolls done with the Gaiarock Hammer (this bonus damage is not multiplied in a critical hit). After this Technique’s duration ends, the hammer instantly crumbles into loose dirt and gravel once more.

Rock Explosion
Earthbending, Initiate Technique
Rage of Rock Style
Level: 5
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Fire a stone at a creature and force it to explode
Target: Area
Duration: Instantaneous
Saving Throw: Reflex half

You fire a condensed stone at an area, and then force it to explode, skewering those nearby with fragments of rock. Select a single creature within this Technique’s range in order to use this Technique. All creatures within 20 yards of that creature must make a Reflex Save (DC 15 + your Constitution modifier) or take 2d4 points of damage per Bender level you possess. The creature you originally targeted takes a -4 circumstance penalty on this Save, but all other creatures make it normally.

Tremor
Earthbending, Initiate Technique
Rage of Rock Style
Level: 6
Action: Standard action
Range: 10 feet + 1 foot per Bender level
Effect: Shake the ground, knocking creatures prone
Target: Area; centered on you
Duration: Instantaneous
Saving Throw: Reflex negates

You slam your feet into the ground, shaking the very foundations of the earth. All creatures within this Technique’s range of you must make a Reflex Save (DC 16 + your Constitution modifier) or be knocked prone. You are never subjected to your own Tremor Technique, and other Earthbenders gain a +4 competence bonus on this Save. In addition, a Dwarf’s racial bonus against Bullrush attempts applies to this Technique, as well as the bonuses of another race with a similar racial ability.


Stoneskin Style
4 - Counterstone: Counter an enemy’s abilities with a quick strike.
5 - Stoneskin: Reduces the damage you take for a short time.
6 - Stone Dome: Form a small, impenetrable dome around you.


Counterstone
Earthbending, Initiate Technique
Stoneskin Style
Level: 4
Action: Immediate action
Range: 10 feet + 1 foot per Bender level
Effect: Strike before an ability is used
Target: One creature; see text
Duration: Instantaneous
Saving Throw: None

You hurl a boulder at a creature that attempts to target you. This Technique can only be used when you are targeted by an ability that you are aware of. Before that ability is used, you hurl a boulder at the target as a ranged attack; if your attack is successful, you deal 1d6 points of damage per four Bender levels and any Concentration checks that the creature must take because of the damage is increased by 1 per four Bender levels you possess.

Stoneskin
Earthbending, Initiate Technique
Stoneskin Style
Level: 5
Action: Standard action
Range: Personal
Effect: Reduces the damage you take
Target: You
Duration: 1 hour per Bender Level
Saving Throw: None

You use the earth around you to toughen your own skin against attack. This Technique functions exactly like the Stoneskin spell, except as noted above. In addition, the protection granted is not considered supernatural or spell-like. It is an extraordinary ability, as real earth covers your body.

Stone Dome:
Earthbending, Initiate Technique
Stoneskin Style
Level: 6
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Protects an ally with a stone dome
Target: One allied creature
Duration: Permanent
Saving Throw: None

You form a protective barrier around a single creature. This barrier is made entirely of stone, but with the following exceptions. First, even though the stone appears to be but several inches think, it is deeply compressed, and is treated as being one inch thick per Bender level you possess. Second, the Stone Dome uses the profile for steel instead of stone when determining the barrier’s hardness and Hit Points. Finally, this Technique may only be used on friendly creatures, and while the barrier has no opening, it will always be large enough to allow the creature to maintain a sitting position. Also, air is not an issue while inside of the stone dome, as air can still pass into the dome.


Thousand Stones Style
4 - Column of Earth: Raises a single square up high into the air.
5 - Earthen Leap: Leap from one square to another one.
6 - Spike Wave: Sends a shockwave of spikes in front of you.


Column of Earth
Earthbending, Initiate Technique
Thousand Stones Style
Level: 4
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Raises a column of earth from the ground
Target: One square
Duration: Permanent
Saving Throw: See text

You raise a column of earth from the ground, either to shake or lift the person on it. This ability can only be used on a single square of earthen material, though you need not be able to see it. This Technique raises the designated square a number of feet into the air equal to 10 ft. + 1 ft. per Bender level you possess. The earth is not merely levitated; a spire is essentially crafted. You can choose to make a creature standing on the square take a Reflex Save (DC 14 + your Constitution modifier); if this Save is failed, the creature falls to the ground prone and takes the appropriate amount of damage for the fall. Creatures that take up multiple spaces (Large-Sized or larger creatures) never take this damage, though the force from the summoned spire can still knock them prone.

Earthen Leap
Earthbending, Initiate Technique
Thousand Stones Style
Level: 5
Action: Standard action
Range: Personal
Effect: Leap from one square to another
Target: You
Duration: Instantaneous
Saving Throw: None

Using the earth as both a propeller and a buffer, you leap into the air and land safely in another square. You can use this ability to jump from a single square made completely of earthen materials to another square made of earthen materials. You must be standing on the first square to use this ability, and the second square can be no more than 10 feet away + 1 foot per Bender Level + 1 foot per rank in Jump you possess. In addition, you may use some of this jump distance to land in a space that is either higher or lower than the square you started in. Doing so costs you one foot of movement for every two feet higher or lower than your starting square is.

Spike Wave
Earthbending, Initiate Technique
Thousand Stones Style
Level: 6
Action: Standard action
Range: 10 feet + 1 foot per Bender Level
Effect: Shockwave hurls spikes at all in range
Target: Cone; see text
Duration: Instantaneous; see text
Saving Throw: Fortitude partial

You slam yourself into the ground, sending rippling waves of stone spikes at all creatures.in front of you. This ability affects all creatures in a cone in front of you. Make a single ranged touch attack roll against each of these creatures; you do 1d6 points of damage per four Bender levels you possess to creatures in this area. In addition, each creature in the affected area must make a Fortitude Save (DC 16 + your Constitution modifier) or become stunned for 1d3 rounds. If a creature fails this Save, they may attempt a new Fortitude Save at the same DC at the start of each of their rounds. If they succeed on the Save, the creature is not or is no longer stunned.


Master Techniques

--In Progress--

Golden-Esque
2010-05-17, 03:42 PM
Part 1: Waterbending (http://www.giantitp.com/forums/showthread.php?t=149722)

Author's Note: Well, I'm late with the Earthbending Class. A lot later then I wanted to be, actually, but I guess that's one of the fun things about life, eh? You ever really quire know what its going to throw at you =).

Now, about this class. First off, I'm still working on both the Fundamentals and the Master Techniques. Nothing's there for the Masters, and there's only one little Fundamental actually written up, so let me give you a quick idea of what's still to come. First off, you're going to a Style based around the Dia Lee's fighting; with the rock fists and electromagnetism and stuff. You're also going to see a style based around Metalbending. You'll also see a style that refines Sandbending, as there's not a whole lot of Sandbending going on in this class just yet. You will not see anything that involves magma or lava or whatever; to me, magma is a combination of fire and earth and so neither bender can bend magma alone; that's Avatar-Level stuff (hint hint).

Deathdarken
2010-05-17, 03:46 PM
look at the magma like this water benders can control the temperature of water why not control the temperature of rock? also they used it to create fog and such so its just another principle of that yeah

Golden-Esque
2010-05-17, 03:52 PM
look at the magma like this water benders can control the temperature of water why not control the temperature of rock? also they used it to create fog and such so its just another principle of that yeah

Compared to solid stone, its fairly easy to alter the temperature of water. On the Fahrenheit scale, water boils at about 210 degrees and freezes at about 32 degrees. Compare that to stone, which takes hundreds of thousands of degrees to move from its solid form to its liquid form, and it would take the heat of the sun itself to move it from liquid to gas; if such a feat is even scientifically possible. Its simply too much heat for someone with no ability to manipulate heat to muster.

Also, this is maintaining with the source material; the only character in the show ever shone manipulating magma is the Avatar. Simply put, an immense source of heat (firebending) and the ability to control the stone itself (earthbending) are needed to control magma.

EDIT: My bad; kinda sleepy. Typed 120 degrees instead of 210 degrees for water's boiling point :smalleek:.

Deathdarken
2010-05-17, 04:25 PM
Compared to solid stone, its fairly easy to alter the temperature of water. On the Fahrenheit scale, water boils at about 210 degrees and freezes at about 32 degrees. Compare that to stone, which takes hundreds of thousands of degrees to move from its solid form to its liquid form, and it would take the heat of the sun itself to move it from liquid to gas; if such a feat is even scientifically possible. Its simply too much heat for someone with no ability to manipulate heat to muster.

Also, this is maintaining with the source material; the only character in the show ever shone manipulating magma is the Avatar. Simply put, an immense source of heat (firebending) and the ability to control the stone itself (earthbending) are needed to control magma.

EDIT: My bad; kinda sleepy. Typed 120 degrees instead of 210 degrees for water's boiling point :smalleek:.could a master bender not do that?

The Tygre
2010-05-17, 04:56 PM
The Epic Destiny for this class is simply called 'Toph'.

IcarusWings
2010-05-18, 01:30 AM
The Airbender’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), and Sleight of Hand (Dex).


Minor nitpick, emphsasis mine

Golden-Esque
2010-05-18, 01:31 PM
Minor nitpick, emphsasis mine

Yeah ... I kinda made a template for the rules, since the Bending is basically the same across all four of the classes .... Good catch :).


could a master bender not do that?

Toph can't, and as Tygre put it, if Toph can't do something, then no normal Earthbender can :). But like I said, only the Avatar is ever shown truly bending magma; even Sozin, arguably one of the most powerful non-Avatar Firebenders portrayed, could do little more then bend the heat out of the magma, turning it back into stone. He couldn't control where it was going, but he could cool it off.

Heat = Firebender
Stone = Earthbender
Magma = Heat + Stone = Avatar or a Firebender and an Earthbender working together.

EDIT: Next batch of Fundamentals is up. There's only, like, four more. Then we go on to the fun stuff ... =).

Deathdarken
2010-06-16, 12:32 AM
where is part 3 and 4?

Temotei
2010-06-16, 12:35 AM
where is part 3 and 4?

I imagine part three will come around in a couple weeks.

Deathdarken
2010-06-16, 12:44 AM
I imagine part three will come around in a couple weeks.

think its been a while sense he posted this

Temotei
2010-06-16, 12:46 AM
think its been a while sense he posted this

So it has. Right then. Indeed.

Ah well. Part three will come in time. :smallwink:

Deathdarken
2010-06-16, 12:55 AM
So it has. Right then. Indeed.

Ah well. Part three will come in time. :smallwink:
lets hope so