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View Full Version : Avatar d20 system creation: suggestions, advice, critques; all are welcome!



Absol197
2011-05-10, 09:59 PM
Okay, some opening remarks: As the title hints, I'm creating an Avatar (the Last Airbender, not blue people) d20 system. I could use some help both with balancing the features I've already come up with, as well as with getting some ideas for new features that I'm missing from my system (such features will be noted in red). Any help is much appreciated, and of course any Avatar fans out there who like what I've come up with are welcome to use it themselves.

So, a couple important things first:

1: I know that there is already an Avatar d20 system out there. I don't like it for various reasons, so I'm creating a different system that fits more what I'm looking for. Please don't link me to it, I know it's there.
2: I, uh, know I had a 2, but I forgot it. When I remember, I'll put it here. Yeah...

So, about the system: it's heavily Pathfinder based (you can find the Pathfinder SRD online), with a couple of modifications from other systems that I liked:
--The first major change is that I'm using the Condition system from Star Wars Saga Edition, but I have added a positive track of Conditions as well as a negative track. Most abilities that would normally give you bonuses now increase your Condition. The Damage Threshold from Saga edition is also present.

Condition System
Condition Track
+5 +15 bonus to AC, saves, attacks, skills, and checks; +1 full-round action.
+4 +10 bonus to AC, saves, attacks, skills, and checks; +1 standard action.
+3 +5 bonus to AC, saves, attacks, skills, and checks; +1 move action.
+2 +2 bonus to AC, saves, attacks, skills, and checks; +1 swift action.
+1 +1 bonus to AC, saves, attacks, skills, and checks.
0 No modifier. This is the standard.
-1 -1 penalty to AC, saves, attacks, skills, and checks.
-2 -2 penalty to AC, saves, attacks, skills, and checks.
-3 -5 penalty to AC, saves, attacks, skills, and checks.
-4 -10 penalty to AC, saves, attacks, skills, and checks; move at half speed.
-5 Unconscious.

A temporary Condition modifier lasts for only a short while: a penalty lasts until it is recovered by the character (see below), a bonus lasts for 1 round. A lasting modifier remains for the indicated amount of time, or until the condition that causes it (poison, disease, etc.) is cured. Lasting Conditions stack with all others, but temporary bonuses and penalties negate each other (a character with a -2 temporary penalty who gains a +3 temporary bonus goes to +1 Condition, and once the bonus goes away one round later is at 0).
Recover Action: A character can spend three swift actions across one or more consecutive rounds to remove a temporary -1 Condition penalty.
Damage Threshold: Equal to 10 + character's Fort modifier. When dealt damage equal to or greater than their damage threshold, a character gains a temporary -1 Condition penalty.

--Obviously, I had to gut anything that used the traditional magic system, and add my own bending system. What I've come up with is a mix of traditional magic and the Force system from, again, Saga Edition.
--I wanted every base class to be a viable option for either a bender or a non-bender. I don't want any bending-specific base classes (although prestige classes can and should be bending/non-bending specific).
--Chi Points: These are basically action points from Unearthed Arcana, except that you get an amount of them each session, as opposed to each level. I'm still trying to work out a good amount; ideas I currently have are 2/session, 5/session, or 1/2 level (min. 1) per session. Suggestions?
--Small base changes: +1 to 2 abilities every 4 levels; max Hit Die + Con score at 1st level; all characters get +2 to one ability of their choice at 1st level, in addition to racial modifiers.
--A roll of a 1 is treated as a -10; a roll of a 20 is treated as a 30. This is a common house-rule, but I'm working it into the foundation of my system.

Okay, now that we've got all that stuff out of the way, I'll start posting what I've got. First are the Nationalities, akin to the races of normal games. I wanted each nationality to have a unique feel, which is why I went with racial traits instead of the standard "everyone is human; all get feat and skill points". I also have implemented something I've done in the past with games, in that each race gets additional racial abilities at 5th, 10th, 15th, and 20th level. Here's what I've got so far for the nationalities:

NATIONALITIES
Air Nomads
Racial Traits: A member of the Air Nomads possesses the following racial traits:
+2 Wisdom, –2 Strength: The spiritual nature of the Nomads makes them very sensitive and aware, but their monastic training leaves little time to promote strength. At 15th level, an Air Nomad gains a +2 bonus to Dexterity as well.
Agile: The rigorous training of airbending grants an Air Nomad a +2 racial bonus on Acrobatics checks.
Defensive Training: Air Nomads train in the passive way of air, learning to use violence as defense only. They gain a +1 Dodge bonus to Defense and Reflex rolls. At 5th level, and every 5 levels thereafter, an Air Nomad receives a cumulative +1 bonus on such rolls, as well. This ability relies on the Nomad not being weighed down, so as to take full advantage of her mobility. This bonus is lost if an Air Nomad wears armor of any kind, or carries more than a light load. The Air Nomad must be aware of an attack and not flat-footed in order to apply this bonus.
Evasion: As they become more skilled, an Air Nomad becomes capable of avoiding area-effect attacks with great skill. Whenever an Air Nomad of 10th level or higher makes a Reflex save against an attack that normally deals half damage on a successful saving throw, she instead takes no damage. If an Air Nomad already has evasion from another source, such as class levels, she instead gains improved evasion.
Mastery of Air: An Air Nomad receives the Ride the Wind feat as a bonus feat at 1st level. She need not meet the prerequisites for this feat. Airbending is always a class skill for an Air Nomad. At 10th and 15th level, an Air Nomad adds one Airbending technique to her bending suite.
Meditative Focus: An Air Nomad gains a +2 racial bonus on Concentration checks, due to their meditative training. This bonus increases by +1 at 5th level, and again every five levels thereafter.
Well-Traveled: An Air Nomad gains a +2 bonus on a single Knowledge check of her choice, as their travels expose them to new places, peoples, and ideas. At 5th level, she chooses another Knowledge skill to gain a bonus to.
Needed: Level 20 capstone ability.
Earth Kingdom
Racial Traits: A citizen of the Earth Kingdom possesses the following racial traits:
+2 Constitution, –2 Charisma: the people of the Earth Kingdom are hardy and capable of withstanding much, but they have a hard time relating to others. At 15th level, an Earth Kingdom citizen gains an additional +2 bonus any one ability score they wish, including one that already has a racial bonus or penalty.
Bonus Feats: The Earth Kingdom is home to incredibly diverse peoples with many different backgrounds. An Earth citizen gains a bonus feat at 1st level and another at 10th level. He must meet all prerequisites for these feats in order to select them.
Resilient: The people of the Earth Kingdom are incredible tough. An Earth citizen gains a +2 bonus to their Damage Threshold. This bonus increases by +1 at 5th level and at every 5th level thereafter.
Skilled: A subject of the Earth Kingdom receives a bonus skill rank at each level. At 5th level, he may select a number of skills equal to his Intelligence modifier (minimum 1 skill) and make them class skills. If his Intelligence modifier later increases, he gains another class skill.
Steady Footing: Skilled Earth Kingdom citizens are difficult to knock off their feet. At 10th level, an Earth Kingdom citizen gains a +2 bonus to CMD rolls against bull-rush and trip maneuvers while standing on firm ground. This bonus increases to +4 at 15th level.
Needed: Level 20 capstone ability.
Fire Nation
Racial Traits: A member of the Fire Nation possesses the following racial traits:
+2 Intelligence, –2 Wisdom: the people of the Fire Nation are bright and quick-witted, but they lack awareness and spiritual sensitivity. At 15th level, a person from the Fire Nation gains a +2 bonus to Strength as well.
Bonus Feats: Fire Nation citizens receive a bonus feat at 1st level. She must meet the prerequisites of this feat. At 5th level, she receives the Skill Focus feat as well.
Driven: The people of the Fire Nation have an incredible drive to accomplish their own goals, and are hard to sway from their path. They gain a +2 bonus on Will saves. At 10th level, this bonus increases to +3, and it increases to +4 at 20th level.
Industrious: Fire Nation citizens gain a +2 bonus on all Craft checks and Disable Device checks due to their industrious nature. The bonus to Craft checks increases by +1 at 5th level and every 5 levels thereafter, to a maximum of +6 at 20th level.
Skill Mastery: A member of the Fire Nation chooses one skill, and adds her Intelligence modifier (if positive) to that skill as well as the normally applicable ability modifier (if the normal ability modifier is Intelligence, she adds twice her Intelligence modifier to that skill). The chosen skill is always a class skill for her. At 5th level and every 5 levels thereafter, she gains a cumulative +1 bonus with the selected skill. At 15th level, she can take 10 on this skill, even if it’s not normally allowed. She must still be trained in this skill (or have the appropriate feat, if it is a bending skill) in order to use it, if applicable.
Unstoppable: Starting at 10th level, once per day a citizen of the Fire Nation can ignore a single temporary Condition penalty that she incurs. This is a free action.
Needed: Level 20 capstone ability.
Water Tribes
Racial Traits: A member of one of the Water Tribes possesses the following racial traits:
+2 Charisma, –2 Dexterity: The people of the Water Tribes are friendly and personable, but they lack agility. At 15th level, a Water Tribe member gains a +2 bonus to Wisdom as well.
Bonus Feats: The members of the Water Tribes gain a bonus feat at 1st level. He must meet the prerequisites, if any, for this feat. At 5th level, he gains the Endurance feat, as well.
Diplomatic: A member of one of the Water Tribes gains a +2 racial bonus on Diplomacy checks. This bonus increases to +4 at 5th level.
Hardy: Living in extreme environments has made the people of the Water Tribes able to endure incredible hardships. They gain a +2 bonus on Fortitude saves. At 10th level and again at 20th level, this bonus increases by +1.
Mettle: At 10th level, a member of one of the Water Tribes becomes capable of better resisting unusual attacks. Whenever he succeeds at a Fortitude or Will save against an effect that normally has a partial effect or reduced damage on a successful save, he ignores the partial effect.
Polar Survivor: A member of the Water Tribes gains a +2 racial bonus on Swim checks and Survival checks due to the harsh nature of their homelands. At 5th level and every 5 levels thereafter, he may choose one of these skills to gain an additional +1 bonus.
Spirit Blessed: Blessed children of the Moon and Ocean, the people of the Water Tribes are resistant to the powers of hostile spirits. They gain a +1 bonus on saving throws against special attacks made by spirits and against spirit magic. This bonus increases by +1 at 5th level and at every 5 levels thereafter.
Needed: Level 20 capstone ability.

So, any comments, suggestions, or constructive criticism on balance and/or any needed abilities is most welcome! Other sections (I've got my documents with all this stuff in them split up by chapter, and I'll do something similar here) below will be used for classes, feats, and etc.

Absol197
2011-05-10, 10:00 PM
Since the majority of the classes are basically the Pathfinder classes, I'll just post those things that are different, unless I've completely overhauled the class.

One main difference is that each class gains a Base Defense Bonus, in order to make it harder to hit, what with the lack of magic items that increase AC.
It was suggested I go with the armor as DR alternate from Unearthed Arcana, and I think I might decide to do that, too.
Class Defense Bonus
{table=head]Level|Low|Average|High
1st|+0|+0|+0|

2nd|+0|+1|+1|

3rd|+1|+1|+2|

4th|+1|+2|+2|

5th|+1|+2|+3|

6th|+2|+3|+4|

7th|+2|+3|+4|

8th|+2|+4|+5|

9th|+3|+4|+6|

10th|+3|+5|+6|

11th|+3|+5|+7|

12th|+4|+6|+8|

13th|+4|+6|+8|

14th|+4|+7|+9|

15th|+5|+7|+10|

16th|+5|+8|+10|

17th|+5|+8|+11|

18th|+6|+9|+12|

19th|+6|+9|+12|

20th|+6|+10|+13| [/table]


Also, you may notice that each class has two of the bending skills as class skills. I wanted to give each type of bender a fair number of class options to get their skill as a class skill, but not let them just run around willy-nilly. As such, I would like to have a class with each combination of elements as class skills: Air/Earth, Air/Fire, Air/Water, Earth/Fire, Earth/Water, and Fire/Water, along with the Martial Artist (which has no bending skills as class skills), and the sage and shaman (which have them all as class skills). The only one that I don't have right now is Air/Water. Any ideas for what class I could add?

CLASSES
Barbarian
A couple of big changes I've made to the barbarian are:
1: Rounds of rage are now based on Charisma.
2: Rage has been changed into Passion. A barbarian chooses one passion at character creation (basically, what emotion the character draws on to increase their combat potential). In addition to the given bonuses, a barbarian gains a +1 Condition bonus for as long as it is impassioned. When exiting rage, this bonus goes away and becomes a Condition penalty for twice the number of rounds she was impassioned for. She can't become impassioned again while this Condition lasts.
Burning Rage: Drawing upon the passion of anger, raging barbarians are feared wherever whispers of their existence are known.
While in a rage, a barbarian gains a +4 bonus to her Strength and Constitution scores. However, the power of rage leaves her ill-prepared to defend herself, imposing a –2 penalty on Defense rolls. The increase in Constitution grants the barbarian 2 hit points per hit die, but these disappear when the rage ends, leaving the wounds (and damage dealt) behind.
Joyous Surge: Lost in the exaltation of joy in life itself, made even sweeter by the proximity of death, these barbarians seem completely inured to pain.
While in a surge, a barbarian gains a +4 bonus to her Constitution score. This increase grants the barbarian 2 hit points per Hit Die, as normal, but these hit points disappear when the surge ends, leaving any damage taken behind.
Also, a surging barbarian revels in the pain of battle, lost to the knowledge that only the living can feel any pain. Instead of taking a –1 temporary Condition penalty for being dealt damage above her Damage Threshold, a surging barbarian gains a +1 temporary Condition bonus instead. These Conditions last until the end of the barbarian’s next turn.
Serene Grace: While it seems at odds with the ways of most barbarians, those who tap into serenity, the passion of void or nothingness, are powerful and unnerving warriors.
While in a grace, a barbarian gains a +4 bonus to her Dexterity score, and her Initiative score (and position on the Initiative count) increases by 4. A barbarian in a grace is also very difficult to affect emotionally, granting her a +2 bonus on Will saves.
Whirling Frenzy: Combining at once the beauty and grace of a dance and the ferocity and strength of the martial arts, the barbarian who draws upon the thrill and exhilaration of movement are swift and powerful warriors.
While in a frenzy, a barbarian gains a +4 bonus to her Strength and Dexterity scores. In addition, she can make an additional attack per round at her full base attack bonus when taking a full-attack action, but every attack the barbarian makes that round (including attacks of opportunity) takes a –2 penalty.
Passion’s Touch (Replaces Fast Movement): A barbarian can draw upon her passion without having it completely consume her. In this
way, she constantly gains some benefit from her powerful emotions.
Battle Endurance: Barbarians who fight with the joyous surge are especially battle hardened, and gain an additional 2 hit points at 1st level, and an additional hit point at each additional barbarian level.
Enhanced Awareness: Those who draw upon serene grace are intuitively aware of their surroundings, granting them a +4 bonus on Perception checks.
Fast Movement: A barbarian who has chosen the whirling frenzy gains a 10-foot bonus to her base land speed. This bonus applies only when the barbarian is wearing medium or lighter armor, and not carrying a heavy load. Apply the bonus from this ability before altering the barbarian’s speed for armor worn or a load carried.
Shattering Strike: The power of burning rage allows a barbarian to channel their anger towards powerful blows. Such a barbarian ignores 3 points of hardness when attacking an object with a melee attack, including with the Sunder combat maneuver.
Emotion Powers: Most of the rage powers (now called emotion powers) remain the same. A couple have been added to fit the theme. Prerequisites are in parentheses:
Bending Surge (Ability to use a Bending skill): A barbarian chooses a number of bending techniques equal to her Charisma modifier to add to her bending suite. These instances of the techniques can only be used while impassioned. This power can be selected more than once.
Bend with the Passions (Bending Surge): The barbarian chooses one bending technique that she has selected with Bending Surge. While impassioned, the base DC for all instances of that technique decreases by 5, and the barbarian can use any instances of the technique chosen with Bending Surge an additional time (this additional use doesn’t increase the base DC). However, while not impassioned, all instances of that technique in the bender’s bending suite have their base DC increased by 5. The effect of this power stacks with similar effects, such as the Technique Focus feat. This power can be selected more than once, applying to a different technique each time.
Elemental Surge (6th level, 2 or more Bending Techniques, Bend with the Passions): A barbarian gains an advanced technique. This technique must be based on at least one technique selected with Bend with the Passions, and can only be used while impassioned. This power can be selected more than once.
Force of Emotion: While impassioned, a barbarian uses the force of her passion to aid her in battle, dealing extra damage with any melee, thrown, or bending attack equal to her Charisma modifier.
Impassioned Bending: While impassioned, a barbarian adds her Charisma modifier to any Bending skill checks. However, whenever she is not impassioned, she subtracts her Charisma modifier from Bending skill checks.
Needed: I want to have variant abilities for the different types of passions for each of the trap sense, damage reduction, and uncanny dodge abilities (each of those would remain for one of the types of passion, of course). Ideas and suggestions are welcome.

Bard
The bard has remained pretty much the same, with the exception of spellcasting. Instead of spells, a bard gets a bonus feat (anything it wants) at every level it would gain a new spell level normally.
Base Attack: I lowered the bard's BAB to the low progression.
Defense: The bard gets the low Defense bonus.
Skills: Bards get Airbending, Concentration, and Firebending as class skills.
Weapon and Armor: Bards no longer have light armor proficiency.
Bardic Performance: Mostly the same. The bard must spend the necessary action to both activate and maintain a performance, but it goes down to a move/swift action at the same levels. Anything I don't mention remains the same.
Countersong: This ability is gone, because it doesn't have many applications anymore. The other one that protects from visual illusions is gone, too.
Inspiration: The bard makes a DC 15 Perform check. If he succeeds, all allies gain a +1 lasting Condition bonus that ends one round after the bard stops playing. For every 10 by which the bard exceeds 15, the Condition bonus increases by 1.
Dirge of Doom: The bard makes a DC 25 Perform check, imposing a lasting -1 Condition penalty, -1 for every 10 above 25. The range, duration, and other effects don't change.
Inspire Greatness: This functions like inspiration, but also grants the targets 1d10+Con modifier temp. hp per +1 Condition bonus, and increases BAB by the same amount, and refreshes a Bending Technique. The range and number of targets remains the same.
Frightening Tune: The target takes a -1 Condition penalty as long as it flees. Otherwise unchanged.
Inspire Heroics: As inspire greatness, but the target is immune to negative Conditions (but doesn't lose any he already has) and gains DR 5/--, and refreshes an additional Bending Technique.

Everything else is the same.
Fighter
Except for the additions below, exactly the same as Pathfinder.
Defense: Fighters get the good Base Defense Bonus.
Skills: Fighters gain Earthbending and Firebending as class skills.
Weapon Training: Fighters can now choose the bending weapon group.
Martial Artist
This is a varient on the monk class. It's meant to be mostly a non-bending class.
Defense: Martial artists get the low Defense bonus (however, they still get the standard monk AC bonus, so that helps).
Skills: Martial Artists add Concentration to their class skills.
Stunning Fist: Because most of these conditions don't exist anymore, martial artists now get:
4th: Impose a temporary -1 Condition penalty (this stacks if the martial artist deals damage greater than the target's damage threshold).
8th: Impose 1 level of fatigue (fatigue is a lasting -1 Condition penalty that requires 1 hour of rest per level of fatigue to remove).
12th: Impose a temporary -2 Condition penalty.
16th: Permanently blind or deafen. This is the same as normal.
20th: Impose a temporary -5 Condition penalty. If this lowers the target's Condition to -5, he is paralyzed for 1d6+1 minutes.
Still Mind: Grants a static +2 on Will saves.
Chi Pool: Most of these abilities remain the same. Every time a martial artist uses a bending technique, she loses a point from her chi pool. The idea being that the two abilities draw from the same pool of inner energy, and so using one stops you from using the other.
Can spend a use of chi pool to overcome damage reduction.
Can spend a use of chi pool to use stunning fist.
At 16th level or higher, as long as you have a use left, you can ignore the hardness of objects.
Purity of Body: Now requires a use of the chi pool, and only gives a +10 bonus on one save, not innate immunity.
Diamond Body: Like Purity of Body, but for poisons.
Resilient Chi (Replaces Diamond Soul): the martial artist can spend a use of her chi pool as a swift action to remove a temporary -1 Condition penalty. She also now only needs to spend 2 swift action to use the recover action.
Chi Disruption (Replaces Abundant Step): The martial artist spends a use of her chi pool as a swift action to empower an attack. If it hits, the target takes a penalty on all bending skill checks equal to the damage dealt, or the target loses a daily use of a class ability that has limited daily uses (such as Chi pool), or a number of uses for abilities like passion and bardic performance equal to damage dealt. The lost abilities return or the penalty goes away when the target uses the recover action to remove them.
Fortified Chi (Replaces Empty Body): The martial artist spends 3 uses of her chi pool as a swift action to cure all Condition penalties (temporary and lasting) and become immune to Condition penalties for 1 minute.
Perfect Self (Need a new name for this ability) The martial artist gains DR 10/-- and her Chi pool increases to martial artist level + Wis (instead of 1/2 martial artist level + Wis).
Ranger
As is becoming a theme, the ranger hasn't changed much. The biggest change is that spells have gone away, replaced by the hunter's tricks from the PAthfinder Advanced Player's Guide. I don't think they're Open Gaming Content, so I can't reprint them here, but they work pretty well with the "magicless" Avatar verse. Other changes:
Defense: Rangers get the middle Base Defense Bonus.
Skills: Rangers get Earthbending and Waterbending as class skills.
Combat Styles: Rangers now have a Bending Combat Style. If the ranger selects bending, he can choose from the following list whenever he gains a combat style feat: Bend the Elements, Extend Bending, Quicken Bending, X. At 6th level, he adds Technique Focus and X to the list. At 10th level, he adds Technique Mastery and X (I, uh, haven't come up with enough bending feats yet. Hey, I'm working on it!)
Hunter's Bond: A ranger's choice of animal companions is altered based on the odd fauna of the Avatar-verse. I've made most of the creatures that should be necessary, but I haven't gotten the chance to decide what the ranger can and can't have yet.
Rogue
As usual, basically the same.
Defense: Rogues get the middle Base Defense Bonus.
Skills: Rogues add Airbending and Earthbending to their list of class skills.
Rogue Talents: Some new talents, because of bending:
Bending Trick: A rogue who selects this talent chooses a bending technique and adds it to her Bending Suite. A rogue must be able to make Bending skill checks in order to select this talent.
Elemental Training: A rogue who selects this talent adds a number of bending techniques to her Bending Suite equal to her Intelligence modifier. If her Intelligence modifier increases at a later point, she gains an additional bending technique. A rogue must have the bending trick rogue talent in order to before choosing this talent.
Advanced Talents: New and altered advanced talents because of bending.
Advanced Techniques: A rogue who selects this talent chooses an advanced bending technique and adds it to her Bending Suite. A rogue must have the elemental training rogue talent in order to select this advanced talent.
Disrupting Attack* (Replaces Dispelling Strike): Opponents that are dealt sneak attack damage by a rogue with this ability cannot make Bending skill checks for 1 round per die of sneak attack damage, and all techniques the target is maintaining cease. An affected character can use the recover action to remove this effect.
Sage
Ostensibly a cleric, the sage required a major overhaul. The idea behind the sage is someone who seeks enlightenment and inner peace, as well as mastery over the spiritual (different from the spirits; that's the domain of the shaman). As a guide, the spiritual deals with the human, while spirit magics deal with the actual beings of the natural and spirit worlds.
Hit Die: d6.
Base Attack: Low progression.
Base Defense: Low progression.
Base Saves: Good Fort and Will.
Skills: The sage’s class skills are Appraise (Int), Airbending (Wis), Concentration (Wis), Craft (Int), Diplomacy (Cha), Earthbending (Wis), Firebending (Wis), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Waterbending (Wis).
Skill Ranks per Level: 6 + Int modifier.
Weapon and Armor Proficiencies: Sages are proficient with simple weapons, as well as a single martial weapon of their choice. They are also proficient with light armor, but not with shields.
Bonus Feats: A sage trains to perfect himself, learning many esoteric skills and abilities. At 1st level, and every 3 sage levels thereafter, a sage may select a bonus feat. These feats may be any feat for which the sage meets the prerequisites.
Insights: As a sage learns about himself, he comes to valuable insights that allow him to exceed the normal limits of his body, mind, and spirit. At 1st level, a sage gains one insight. He gains an additional insight for every 2 levels of sage attained after 1st level. A sage cannot select an individual insight more than once unless it specifically says he can in the insight’s description.
Several insights are based off of the sage’s restoration ability (see below). The sage can use these insights in any combination on any one character a number of times per day equal to the number of times he can use restoration on himself (using these insights does not expend a use of restoration), but an individual insight can only be used once per character per time the sage has selected it.
Advanced Technique: The sage learns an advanced bending technique and adds it to his bending suite. He must still meet all the normal prerequisites for learning an advanced technique (see Bending, Chapter 8). This insight can be selected more than once.
Bending Insight: The sage chooses one bending technique that he knows. The DC for each use after the first for every instance of the specified technique that the sage knows decreases by 5. This insight can be selected more than once. The DC for additional uses cannot go below the normal base DC for the technique.
Deep Breath: The sage’s breath control is so good that he is capable of holding his breath twice as long as normal (up to 4 times his Constitution score in rounds).
Disrupt Bending: As a standard action, a sage with this insight can make a melee touch attack against a foe. If the foe is hit, it takes no damage, but becomes unable to make Bending skill checks for 1 round per 4 levels the sage possesses, and all techniques the target is maintaining cease. An affected character can use the recover action to remove this effect, but the number of swift actions needed is equal to 1/4 the sage’s level, instead of the normal 3. Any one character can be affected by this insight only once per day. A sage must possess the restoration class feature in order to select this insight. This insight may be selected multiple times—each time, the number of times a particular character can be affected increases by 1, to a maximum of the number of times the sage can use restoration on himself.
Elemental Dance: A sage with this insight can use a bending technique without expending a use of the technique a number of times per day equal to his Wisdom modifier.
Endure Elements: By using his breath to control his body temperature, the sage can exist comfortably in very hot or cold environments without taking damage. The sage can exist in areas of Severe Heat (up to 140°) or Extreme Cold (down to –50°) without penalty. This ability does not allow a firebender to ignore the penalty for cold environments.
Inner Power: By making a DC 25 Concentration check as a full-round action, a sage with this ability can unleash tremendous spiritual power in himself. The sage gains a temporary +1 Condition bonus. For every 10 by which the Concentration check exceeds 25, the Condition bonus increases by +1. The sage can use this insight a number of times per day equal to his Wisdom modifier. The sage must have the restful meditation insight in order to select this insight.
Resilient Constitution: A sage with this insight adds his Wisdom modifier to Fortitude saves against disease and poison.
Restful Meditation: With a DC 20 Concentration check, a sage with this insight can meditate instead of sleep in order to refresh himself for the new day. He need only meditate for 4 hours in this fashion, and he heals twice as much damage as normal when he does so.
Restorative Touch: A sage with this insight can use knowledge of the flow of the human body’s chi in order to heal others with his restoration ability. By touching another character and taking a full-round action, he can give that character the benefit of his restoration ability. Using this insight does not expend a use of restoration that the sage can use on himself, but he can only use this ability on a particular character once per day. A sage must have the restoration class feature in order to select this insight. This insight can be selected multiple times—each time it is selected, the number of times it can be used on a particular character per day increases by one, to a maximum of the number of times the sage can use restoration on himself.
Sage Assistance: When a sage with this insight uses the aid another action, he grants a the normal bonus or a bonus equal to his Wisdom modifier, whichever is higher (a sage with a Wisdom modifier of +3 would grant a +3 bonus if he rolled a 10 on aid another, or a +4 bonus if he rolled a 20).
Skill Focus: The sage gains Skill Focus for a skill in which he has at least 1 rank. This insight can be selected multiple times.
Skill Mastery: Through constant practice and repetition, the sage can use certain skills reliably even under adverse conditions.
Upon gaining this ability, the sage selects a number of skills in which he has at least 5 ranks equal to his Wisdom modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A sage may gain this advanced talent multiple times, selecting additional skills each time. If his Wisdom modifier later increases, he gains an additional mastered skill for every time he has taken this insight.
Skill Perfection: Once per day, a sage with this insight can take 20 on a skill he has mastered with skill mastery, without increasing the time required, even if he is rushed or threatened. This insight can be selected multiple times, allowing the sage to take 20 on a mastered skill an additional time per day.
Touch of Death: Any sage knows that the ability to give life and to take it away are different aspects of the same skill. A sage with this talent can make a melee touch attack against a target as a standard action. If the attack hits, the sage uses his knowledge of the human body to disrupt the target’s life force, dealing an amount of damage equal to the damage his restoration ability heals. If this attack deals 3d8 damage or more, the target also takes a temporary –1 Condition penalty. A sage must have the restoration class feature in order to select this insight.
This ability can only be used once per day on any particular character. This insight can be selected multiple times—each time it is selected, the number of times per day it can be used on a particular character increases by one, to a maximum of the number of times the sage can use restoration on himself.
Equilibrium: At 2nd level, a sage gains a balance between his mind, body, and spirit, which allows him to use his abilities in one instead of another. A number of times per day equal to 1/2 his sage level + his Wisdom modifier, a sage can, as a free action, use a physical ability modifier instead of a mental ability modifier (or a mental ability modifier instead of a physical ability modifier) when making any die roll. He may switch Strength and Charisma, Dexterity and Intelligence, or Constitution and Wisdom.
Uncanny Dodge: Starting at 4th level, a sage can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed as long as he still has reflexive actions left for the round. He is still flat-footed if he is immobilized or otherwise helpless, or if an opponent successfully uses the feint action (see Chapter X) against him.
If a sage already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Mettle: At 6th level, a sage becomes capable of better resisting attacks against his mind and body. Whenever he succeeds at a Fortitude or Will save against an effect that normally has a partial effect or reduced damage on a successful save, he ignores the partial effect.
Restoration: Beginning at 8th level, a sage gains the ability to heal his own body through nothing but his own spiritual power. As a reflexive action once per day, he can heal himself 1d8 points of damage + his Wisdom modifier for every four sage levels he has attained, and apply that many actions towards the recover action (for example, a sage that heals 3d8 damage applies 3 swift actions towards recovering, and so removes a –1 Condition penalty). He can use this ability an additional time per day for every 4 sage levels after 8th, to a maximum of 4 times per day at 20th level.
Improved Mettle: At 12th level, a sage’s mettle ability improves. While he still takes no effect on a successful Fortitude or Will save against an attack that has a partial effect on a successful save, he henceforth takes the partial effect even on a failed save.
Improved Uncanny Dodge: A sage of 14th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least 4 more rogue levels than the target has sage levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Inner Peace: Upon reaching 20th level, a sage reaches enlightenment. He now may use equilibrium on any die roll, always using he higher of the two ability modifiers on every die roll (Strength/Charisma, Dexterity/Intelligence, Constitution/Wisdom). He also gains damage reduction 10/—.
Needed: As this class is completely home-brewed, serious balance issues may occur. It would be greatly appreciated if you could point out any obvious or standout problems you see. Other advise or critique are, of course, welcomed as well.

Shaman
This is where I run in to a problem. I've got a great idea for a shaman class, but I can't get a good system going. Some example abilities I want to try to work in are below. The basic idea was to create something similar to a standard spellcaster. This would be the most "magical" of the base classes. The abilities need to be kept low-powered, obviously. I was thinking of the shaman being able to use them at will (sort of like a warlock), with the number of "spells" he knows and the amount of time needed to use them being what keeps them from being spammed too often. I was also thinking of a tree system, like "you need one ability of a lower level to choose an ability of the next higher level." Some bare bones descriptions of those I've come up with are below.

Sense:
Level 1:
Detect Spirits: The shaman develops a keen sense for spiritual energy, allowing her to sense the presence of spirits, Bridges, and portals.
Spirit Sight: The shaman can see into the Near Spirit World, allowing her to see spirits that are dwelling there.
Spirit Tongue: The shaman can communicate with spirit-beings in the way that is typical for them—by touching a spirit, the shaman can sense any thoughts the spirit wishes her to, as well as send the spirit any of hers.
Level 2:
Commune: The shaman can commune with the spirits of the area, learning much about the local terrain, geography, animal and plant life, and recent events in the area.
Spirit Eyes: By attuning her vision to the Spirit World, the shaman can see twice as far in dim light, and see in darkness within 60 feet.
3:
Level 3:
Spirit Projection: The shaman can project her spirit-form into the Spirit World, allowing her to interact with the other world as though she were there herself. However, in order to reunite with her body, she must return to it.
2:
3:
Level 4:
Detect Bending: A bender’s spirit rings with a certain resonance. The shaman can sense this power, and determine if a character is a bender.
Find the Path: The shaman can sense the shortest route through the Spirit World to a given location.
3:
Level 5:
Farseeing: The shaman can gaze through the Spirit World in order to see people and places from far away.
Mind Link: The shaman can send a message in the form of thought to another creature far away.
Spirit Bond: By using the sympathetic connection that people with a deep connection create in the Spirit World, the shaman can locate one person anywhere in the world simply by touching the other.

Alter:
Level 1:
1:
2:
3:
Level 2:
Life Surge: By making a deal with local Life Spirits, the shaman can heal a creature’s wounds.
2:
3:
Level 3:
1:
2:
3:
Level 4:
1:
2:
3:
Level 5:
Spirit Bending: A shaman is capable of bending the spiritual aspects of the spirit world that reflect her normal bending element. She is capable of making Bending skill checks, albeit at a –20 penalty, in the Spirit World.
Spirit Walk: The shaman creates a temporary Bridge to the spirit world, allowing them to explore the other side, as well as travel extremely quickly.
3:

Control:
Level 1:
Conjure Least Spirit:
2:
3:
Level 2:
Conjure Minor Spirit:
2:
3:
Level 3:
Conjure Lesser Spirit:
2:
3:
Level 4:
Conjure Moderate Sprit:
2:
3:
Level 5:
Bind Spirit:
Conjure Greater Spirit:
3:

Yes, I stole the Sense, Alter, Control schtick from Star Wars, but I think it works here. Probably need new names, though.

Needed: I would like an additional class, one that fits both the Air Nomads and the Water Tribes best. Any thoughts on what that might be? Any obscure base classes I don't know about that have an archetype not covered here?

Absol197
2011-05-10, 10:01 PM
Skills are pretty easy: for the most part, they're exactly like Pathfinder.

Basic skills changes:

I returned synergy bonuses, because I like them and I think they make sense. However, the bonus is no longer a +2 for 5+ ranks. It is now a +1 for every 5 ranks you have in the associated skill.
{table=head]5+ Ranks In…|Grants a Bonus To…
Airbending|Acrobatics checks
|Fly checks
Bluff|Diplomacy checks
|Intimidate checks
|Sleight of Hand checks
|Disguise checks made to act in character
Craft|Related Appraise checks
Earthbending|Climb checks
|Craft checks made with earth
Firebending|Craft checks made with metal
|Intimidate checks
Handle Animal|Ride checks
|Wild Empathy checks
Knowledge (bending arts)|Airbending checks
|Earthbending checks
|Firebending checks
|Waterbending checks
Knowledge (dungeoneering)|Survival checks in underground terrain
Knowledge (engineering)|Perception checks to locate secret doors or chambers
Knowledge (geography)|Survival checks to avoid getting lost
Knowledge (local)|Diplomacy checks to gather information
Knowledge (nature)|Survival checks in aboveground terrain
Knowledge (nobility)|Diplomacy checks.
Perception|Survival checks to follow tracks
Sense Motive|Diplomacy checks
Survival|Knowledge (nature) checks
Waterbending|Heal checks
|Swim checks[/table]
Aid Another: When you aid another, you grant a +2 bonus per 10 of your check result. So if you roll a 10, you grant a +2. If you roll a 30, you grant a +6. I do this because in my group, we constantly get people saying, "hey, you have the highest modifier, you be the primary, and I'll assist you." And then the assistor rolls a nat. 20. If the assistor does really well, I think it should be worth a higher bonus.

SKILLS
Airbending (WIS; Armor Check Penalty)
You have the mystical ability to control the air, directing air currents, creating gusts of wind, and even flying through the sky.
Check: This skill gives you access to several minor abilities:
Hand of the Zephyr: You can use small gusts of air to manipulate small objects as a standard action. For instance, you could levitate and twirl a marble in the sky, blow away an annoying insect, or even pick up and throw a rock. The DC of the Airbending check to manipulate an object is 10 + the object’s weight in pounds.
You can manipulate multiple objects at once using this ability: the DC is 10 + the total weight + the number of objects to be manipulated.
Objects manipulated with this ability can be moved at a speed of 30 feet. They can also be used as projectiles. Hitting with such objects requires a ranged touch attack, and has a range increment of 10 feet from the location of the object, with a maximum range of 5 range increments.
Sense Air: You have an innate sense of the presence of the element of air. While you can normally affect any air with which you have line of effect and is within your range (see Bending, Chapter 8), you can use this ability to connect to air that you do not have line of effect to, such as air on the other side of a wall from you. As a swift action, make a DC 15 Airbending check. If you succeed, you can sense all air within your bending range, allowing you to bend it.
Action: Varies, depending on the effect you are attempting.
Special: If you have 5 or more ranks in Airbending, you gain a synergy bonus on Acrobatics and Fly checks. If you have 5 or more ranks in Knowledge (bending arts), you gain a synergy bonus on Airbending checks.
Restriction: You must possess the Ride the Wind feat in order to use this skill or put ranks into it. If you have this feat, Airbending can be used untrained.
Concentration (WIS)
Concentration is back! And this time, it's actually useful for non-"casters." It has alternate uses, such as meditation, that allow you to do various things. Some of Autohypnosis has been worked in, too. I don't actually have it written up yet; I'll get back to you on that...
Earthbending (WIS; Armor Check Penalty)
The rocks and stone beneath your feet are an extension of yourself, and you can use them to build tremendous structures, or lash out with brutal strikes against your enemies. For the purposes of this skill, “earth” means rock, stone, soil, dirt, sand, crystal, ore, or any other naturally occurring substance of a similar nature. Worked metals cannot be manipulated with Earthbending. Because of its shifting nature, sand is difficult to bend. Any attempt to bend sand imposes a –10 penalty on an Earthbending check.
This skill gives you access to several minor abilities:
Move a Rock: You may manipulate earth on a small scale by concentrating. You can move or lift an amount of earth by succeeding on an Earthbending check (DC 10 + the weight of the earth in pounds).
You can manipulate multiple objects at once using this ability: the DC is equal to 10 + the total weight of the items + the number of items being manipulated.
Sculpt Earth: You can work the shape of any earthen object. If you can touch the object, the DC is 15; if not the DC is 20. You can shape the earth however you desire. This ability takes 1 minute per 10 cubic feet to be shaped. Creating a work of art, you may need to make an appropriate Craft check in addition to an Earthbending check.
Sense Earth (DC 15): You have an innate sense of the presence of the element of earth. You are automatically considered connected to any earth that you can see, as well as all earth that is contiguous with any earth you are standing on and is within your bending range. Using this ability, however, allows you to connect with earth that is beyond your line of sight or not contiguous with the ground at your feet, allowing you to bend it.
Special: You must possess the Soul of Stone feat in order to use this skill. If you have this feat, Earthbending can be used untrained. If you are trained in Earthbending, you may take the Bend the Elements feat in order to use Earthbending to learn and perform more advanced techniques.
In areas with fault lines or similar places with a build-up of tectonic energy, you gain a bonus on Earthbending checks from +1 to +5, depending on the area.
If you have 5 or more ranks in Earthbending, you gain a synergy bonus on Climb checks and Craft checks made with earth.
If you have 5 or more ranks in Knowledge (bending), you gain a synergy bonus on Earthbending checks.
Firebending (WIS; Armor Check Penalty)
A burning passion glows within you, granting you the ability to direct and control fire itself.
This skill gives you access to several minor abilities:
Flickering Flames (DC 15): You can manipulate active flames nearby as a standard action. You can move or extinguish a fire of a size based on your Firebending check result, moving it at up to 30 feet per round. Such a fire deals fire damage based on its size if it is moved into an object, which requires a ranged touch attack with a range increment of 10 feet (to a maximum of 5 range increments) from the fire’s location.

{table=head]Check DC|Fire’s Size|Fire’s Area|Damage
10|Fine|1/2 ft. square|1
11|Diminutive|1 ft. square|1d2
12|Tiny|2-1/2 ft. square|1d3
15|Small|5-ft. square|1d4
20|Medium|5 ft. square|1d6[/table]

Sense Fire (DC 15): You have an innate sense of the presence of the element of fire. as a swift action, you can detect any active fires within your bending range, whether or not you have line of effect to it. You may bend any fire you can sense.
Special: You must possess the Burning Heart feat in order to use this skill. If you have this feat, Firebending can be used untrained. If you are trained in Firebending, you may take the Bend the Elements feat in order to use Firebending to learn and perform more advanced techniques.
If you are exposed to direct sunlight, you gain a +2 bonus on Firebending checks.
You gain a bonus or penalty on Firebending checks based on the current ambient temperature:

{table=head]Temperature Band|Temperature|Firebending Modifier
Extreme heat|140° or more|+4
Severe heat|110° to 140°|+2
Hot|90° to 110°|+1
Warm|60° to 90°|+0
Moderate|40° to 60°|+0
Cold|40° to 0°|–2
Severe cold|0° to –20°|–4
Extreme cold|–20° to –50°|–8
Unearthly cold|–50° or less|–16[/table]

During a solar eclipse, it is impossible to make Firebending checks. Any attempt to do so automatically fails.
If you have 5 or more ranks in Firebending, you gain a synergy bonus on any Craft checks made with metal and Intimidate checks.
If you have 5 or more ranks in Knowledge (bending), you gain a synergy bonus on Firebending checks.
Knowledge (INT)
Certain Knowledge skills no longer exist, and others have changed.
Knowledge (arcana) is now Knowledge (bending arts), and measures how much the character knows about the various types of bending styles, including what a bender can or can't do.
Knowledge (religion) is now Knowledge (philosophy), but does essentially the same thing.
Knowledge (planes) is now Knowledge (Spirit World), but does pretty much the same thing.
Waterbending (WIS; Armor Check Penalty)
You are one of the moon’s chosen people, able to direct the flow of water in any of its forms at will. For the purposes of this skill, “water” means liquid water, as well as ice, snow, and steam, as well as any other object of a similar nature, such as water vapor in fog or clouds. Liquid substances that are not water, such as mercury or lava, cannot be manipulated with Waterbending.
This skill gives you access to several minor abilities:
Gather Water: Water can sometimes be scarce, and so waterbenders must perfect the ability to draw it towards them in order to make the most of their abilities. You can use this ability as a swift action to gather water nearby to within reach, so that you can utilize it quickly. How much water you gather is determined by the result of your Waterbending check:

{table=head]Check DC|Water’s Size|Total Volume
10|Fine|1/2 ft. cube
11|Diminutive|1 ft. cube
12|Tiny|2-1/2 ft. cube
15|Small|5-ft. cube
20|Medium|5 ft. cube[/table]

If used in conjunction with a technique such as Streaming the Water, you can use this ability to automatically recollect all water used in the technique, with no roll necessary.
Raindrops: You can influence water to move as you direct, swirling or levitating (often called streaming) it as you desire. The DC of the Waterbending check to manipulate an amount of water is 5 + the DC to gather the same amount of water (see gather water, above).
You can manipulate multiple globules of water at once using this ability: the DC is the DC to move the largest amount, plus the number of globes being manipulated.
Sense Water (DC 15): You have an innate sense of the presence of the element of water. While you can normally affect any water that you can see and is within your range (see Bending, chapter 8), you can use this ability as a swift action to connect to water that you can’t see, such as water running beneath a steam vent, or on the other side of a wall from you. If you succeed, you can sense all water within your bending range, allowing you to bend it.
Special: You must possess the Moon’s Chosen feat in order to use this skill. If you have this feat, Waterbending can be used untrained. If you are trained in Waterbending, you may take the Bend the Elements feat in order to use Waterbending to learn and perform more advanced techniques.
If the moon is currently in the sky, you gain a bonus (or penalty) on Waterbending checks depending on its current phase:

{table=head]Moon Phase|Check Modifier
New|–2
Crescent|–1
Half|+0
Gibbous|+2
Full|+4[/table]

During a lunar eclipse, it is impossible to make Waterbending checks. Any attempt to do so automatically fails.
If you have 5 or more ranks in Waterbending, you gain a synergy bonus to Swim checks and Heal checks.
If you have 5 or more ranks in Knowledge (bending), you gain a synergy bonus on Waterbending checks.

Absol197
2011-05-10, 10:02 PM
All the normal Pathfinder feats, except those that deal with spellcasting, Item Creation, and Metamagic Feats are as normal. There are also additional feats:

FEATS
Airbending Study (Air, Bending)
By observing the movements, styles, techniques, and philosophies of the benders of the Air Nomads, you have come to an increased understanding of how to use the wisdom of Air to improve your own bending abilities.
Prerequisites: Bending skill 1 rank, Knowledge (bending arts) 3 ranks.
Benefit: The benefit from this feat is determined by which bending style you use:
Earth: Air moves and shifts constantly, making it hard to pin down. Sand, while a part of earth, moves in a similar fashion, making it difficult to bend with the typical short, focused movements of earthbending. By studying the movements of the airbenders, you learn how to alter your style to control sand as well, negating the –10 penalty to Earthbending checks for manipulating sand.
Fire: Air and fire are similarly ephemeral elements. But while firebenders work on precise control so as to prevent unwanted destruction, airbenders allow their element to flow naturally and freely. The firebender who learns to let the consumptive nature of fire be free can ignite things with exceptional ease. The firebender can set targets ablaze with techniques such as Fire Blast, Combustion, or Pyrotechnics, but the range increment or speed the techniques possess are reduced by 10 feet.
Water: The circular movements of the airbenders share some similarities with those of the waterbenders. By mimicking the light and speedy feel of airbending, a waterbender can learn to better defend herself while bending. She no longer provokes attacks of opportunity for performing techniques that require an attack action or less to perform.
Bend the Elements (Bending, Combat*)
You have learned how to manipulate your nation’s element in new ways, allowing you greater proficiency with its techniques.
Prerequisites: Bending skill 1 rank.
Benefit: You gain a number of Bending Techniques equal to your Wisdom modifier. You may select the same technique more than once. Add these techniques to your bending suite.
Special: This feat counts as a combat feat only if all techniques chosen are Combat techniques.
Blue Fire (Bending, Fire)
The fire you create burns with an incredible intensity, taking on an eerie blue color.
Prerequisites: Firebending 5 ranks, Wisdom 15.
Benefit: Any fire you create deals damage of one die size larger (d6—d8—d10). This benefit only applies to fire you create, either with the Fire Blast or Pyrotechnics techniques. If you light something else on fire, the continuous damage from the blaze returns to normal.
Burning Heart (Bending, Fire)
You are a son or daughter of Fire. You have inherited the birthright of the Fire Nation, and can perform the mystical art of firebending.
Prerequisites: Fire Nation, Wisdom 13.
Benefit: You can now take ranks in the Firebending skill, as well as use that skill untrained. If Firebending is a class skill for any one of your classes, it becomes a class skill for you.
Normal: The bending skills cannot be used without a feat or special ability that allows for their use.
Cold-Blooded Fire (Bending, Combat, Fire)
By achieving inner tranquility, you have learned to separate the energies of Yin and Yang in the world around you, guiding those energies into a stroke of deadly lightning as they crash back together.
Prerequisites: Firebending 9 ranks.
Benefit: Add Lightning to your Bending Suite. If you later gain the option to add additional techniques to your Bending Suite, you may select Lightning.
In addition, you gain a +2 bonus on Will saves against effects that influence your emotions.
Earthbending Study (Bending, Earth)
Needed: A snazzy description for this feat.
Prerequisites: Bending skill 1 rank, Knowledge (bending arts) 3 ranks.
Benefit: The benefit from this feat is determined by which bending style you use:
Air: Earthbenders generate force through a strong, planted stance. By mimicking the firm stance of the earthbenders, an airbender can generate more force with their air blasts. As long as an airbender does not move from the space he is standing in during the round he uses a technique, he gains an additional level of success on any technique that generates a blast of wind, such as Air Burst, Gust, Microburst, or Tornado. However, by not moving, he makes himself vulnerable, and cannot apply Dodge bonuses to his Defense or Reflex rolls. If he is using this feat to augment a maintained technique, moving from his space (even involuntarily) automatically ends the technique.
Fire: Firebenders often forge ahead, but the key to earthbending is to wait and listen for the perfect time to strike. A firebender that heeds this wisdom can learn to make his attacks hit to their fullest effect by exercising a little patience. If he increases the action required for an attack technique by 1 level (swift—attack—standard—full-round—+1 round), the firebender deals additional damage equal to his Wisdom modifier with the technique, and the threat range of an attack doubles, or the save DC increases by 2.
Water: While waterbenders turn an opponent’s energy against them, using both defense and offense at the same time, earthbenders focuses on one at a time, giving the totality of their energy to one or the other. A waterbender who mimics this style finds that they can improve their effectiveness at one of these aspects. A waterbender who voluntarily gives up the ability to use techniques reflexively for the turn gains an extra level of success on offensive techniques; alternatively, a waterbender can forgo any attacks for the round (taking the total Defense action) and gain double the bonus to her Defense and Reflex on reflexive techniques.
Extend Bending (Bending)
Extend Bending (Bending)
You have a greater connection to your bending element than normal, allowing you to affect it at a much greater distance.
Benefit: Your bending range increases. Your Close range is now 50 feet + 5 feet per range increment increase; your Medium range is now 200 feet + 20 feet per range increment increase; and your Long range is now 800 feet + 80 feet per range increment increase.
Firebending Study (Bending, Fire)
Needed: Another snazzy description, this time for this feat.
Prerequisites: Bending skill 1 rank, Knowledge (bending arts) 3 ranks.
Benefit: The benefit from this feat is determined by which bending style you use:
Air:
Earth:
Water:
Needed: Abilities for this feat to grant. See Airbending Study and Earthbending Study to get an idea of the type of abilities it should grant.
Four Winds (Air, Bending)
You can manipulate the flow of air with great skill, allowing you to create gusts that originate somewhere away from you.
Prerequisites: Airbending 1 rank.
Benefit: When using techniques that create areas of effect, such as Gust, Air Burst, and Tornado, the techniques do not need to originate from your space, but can be focused from any point of origin within your bending area to which you have line of effect. You take range penalties on your Airbending check based on the point of origin of the effect.
Mastery of Breath (Air, Bending)
By learning the intimate relationship between breath and the movements of your chi, you have discovered how to bend using only the motion of your lungs.
Prerequisites: Airbending 5 ranks, Constitution 13.
Benefit: By increasing he base DC by 5, you can perform the Gust, Microburst, Move Object, and Tornado techniques without movements, meaning you do not provoke attacks of opportunity, and you can perform them while bound or otherwise unable to move. This does not decrease the amount of time needed to perform these techniques.
If your mouth and nose are tightly covered as well, using this feat increases the base DC by 15.
Master of Sound (Air, Bending, Combat)
Your focus is such that you can manipulate the air with incredibly fine control, allowing you to create and alter sounds with your airbending.
Prerequisites: Airbending 9 ranks.
Benefit: Add Soundbending to your Bending Suite. If you later gain the option to add additional techniques to your Bending Suite, you may select Soundbending.
In addition, your mastery of sound grants you exceptional hearing, granting you a +2 bonus on Perception checks to hear something.
Moon's Chosen (Bending, Water)
The mystical energy of the moon floods through you. As a member of the Water Tribes, the ancient art of waterbending is yours.
Prerequisites: Water Tribe, Wisdom 13.
Benefit: You can now take ranks in the Waterbending skill, as well as use that skill untrained. If Waterbending is a class skill for any one of your classes, it becomes a class skill for you.
Normal: The bending skills cannot be used without a feat or special ability that allows for their use.
Quicken Bending (Bending)
You have learned how to make your bending motions quicker and more efficient, allowing you to bend much faster and with much less movement than normal.
Prerequisites: Bending skill 5 ranks.
Benefit: You may reduce the action required to use a technique by accepting a penalty on your Bending skill check. By accepting a –10 penalty, you can reduce the time necessary to perform the technique by 1 level (full-round—standard—attack—swift—free; or move—swift—free), or by 1 full-round if the technique normally takes multiple rounds to use. By accepting a –20 penalty, you can reduce the action required by 2 levels.
If you maintain the technique, the action required to maintain it does not decrease.
Ride the Wind (Air, Bending)
The freedom of the wind calls to your wandering heart. With each breath, your spirit stirs the air, and you have been gifted with the ability to use the airbending art.
Prerequisites: Air Nomad, Wisdom 13.
Benefit: You can now take ranks in the Airbending skill, as well as use that skill untrained. If Airbending is a class skill for any one of your classes, it becomes a class skill for you.
Normal: The bending skills cannot be used without a feat or special ability that allows for their use.
Soul of Stone (Bending, Earth)
The powerful traditions of the Earth Kingdom have come to a peak in you, granting you the supernatural gift of earthbending.
Prerequisites: Earth Kingdom, Wisdom 13.
Benefit: You can now take ranks in the Earthbending skill, as well as use that skill untrained. If Earthbending is a class skill for any one of your classes, it becomes a class skill for you.
Normal: The bending skills cannot be used without a feat or special ability that allows for their use.
Technique Focus (Bending, Combat*)
Your continued training with a specific technique has allowed you to use it more often, and with greater ease.
Prerequisites: 2 instances of technique in bending suite, Wisdom 15.
Benefit: Select one technique that you have two instances of in your Bending Suite. You gain a +5 bonus on Bending skill checks to use that technique.
In addition, you gain an additional use of that technique per instance, and the base DC does not increase for this use.
Normal: After each use of a certain technique, the base DC increases by 5.
Special: This feat counts as a combat feat only if the selected technique is also a combat technique.
You can select this feat multiple times. Each time, its effects apply to a different technique for which you meet the prerequisites.
Technique Mastery (Bending, Combat)
With much practice, focus and repetition, you have achieved mastery with one specific technique of your bending style.
Prerequisites: Bending skill 7 ranks, Technique Focus with selected technique, 3 instances of technique in bending suite, Wisdom 17.
Benefit: Select one technique that you have three instances of in your Bending Suite for which you have also selected the Technique Focus feat. You gain a +5 bonus on Bending skill checks when using the chosen technique. This bonus stacks with that of Technique Focus.
In addition, you gain an additional use of that technique per instance, and the base DC does not increase for this use. This effect stacks with Technique Focus.
Normal: After each use of a certain technique, the base DC increases by 5.
Special: This feat counts as a combat feat only if the selected technique is also a combat technique.
You can select this feat multiple times. Each time, its effects apply to a different technique for which you meet the prerequisites
Thicker than Water (Bending, Water)
With years of perverse study on the true meaning of waterbending, you have finally achieved an enlightenment. You can now control the very bodies of other creatures, imposing your will over theirs.
Prerequisites: Waterbending 9 ranks.
Benefit: Add Bloodbending to your Bending Suite. If you later gain the option to add additional techniques to your Bending Suite, you may select Bloodbending.
In addition, you may use the Sense Water ability of Waterbending to sense the presence of living beings within your bending range, just as you sense the presence of water.
Warp Iron (Bending, Earth)
Metal is simply a part of Earth that has been purified, and refined. With this concept firmly in mind, you have struggled and finally succeeded at reaching the pinnacle of earthbending: the ability to bend metal.
Prerequisites: Earthbending 9 ranks.
Benefit: Add Metalbending to your Bending Suite. If you later gain the option to add additional techniques to your Bending Suite, you may select Metalbending.
In addition, you can use the normal applications of the Earthbending skill to affect worked metal, as well. The DC increases by 15 in order to do so.
Waterbending Study (Bending, Water)
Needed: Yet another snazzy description.
Prerequisites: Bending skill 1 rank, Knowledge (bending arts) 3 ranks.
Benefit: The benefit from this feat is determined by which bending style you use:
Air:
Earth:
Fire: Waterbenders deal with the flow of energy, transforming defense into offense. A firebender who learns how to do this can redirect firebending assaults aimed at himself or any target within his reach, including the deadly Lightning technique. A firebender can, as a reflexive action, roll an opposed firebending check instead of the normal defensive roll. If he wins, he can redirect the attack as desired. Firebenders receive a +10 bonus on this roll to redirect the Lightning technique.
Needed: Once again, abilities for the Air and Earth segments of this feat.
Waters of Life (Bending, Water)
You have inherited the sacred gift of healing, allowing you to quench the hurts of others and promote life with a simple touch.
Prerequisite: Waterbending 3 ranks, Wisdom 15.
Benefit: Add Healing Waters to your Bending Suite. If you later gain the option to add additional techniques to your Bending Suite, you may select Healing Waters.
In addition, you gain a +2 bonus on Heal checks.
Weapon Surge (Bending, Combat)
With training in both your elemental style and a your weapon of choice, you are not hindered in your attempts to bend while wielding your chosen weapon.
Prerequisites: Weapon Focus with chosen weapon, Bending skill 3 ranks.
Benefit: You do not take penalties to your bending skill checks from holding or carrying the selected weapon. You can even wield the selected weapon in both hands without taking a penalty.
Normal: You take a –5 penalty on Bending skill checks if one hand is carrying something, and a –20 penalty if you are carrying something in both hands.

These are just the bending-specific feats; I have other feats ideas in my head that are not bending related, but I haven't actually written them down yet :smallredface:

Absol197
2011-05-10, 10:03 PM
I don't have much for the equpiment section written up, but I have an idea that I really like, as an attempt to give non-benders a little more oomph. It goes like this:

Exotic Weapons are now called Advanced Weapons. To become proficient with them, requires the feat Advanced Weapon Proficiency. However, Advanced Weapon Proficiency can also be taken with respect to a simple or martial weapon you are already proficient with in order to gain additional abilities when wielding that weapon. Huh? Huh? What do you think? I'll get some solid stats into this post as soon as I have them, but feel free to experiment with this idea (as long as you think it's a good one, of course).

Absol197
2011-05-10, 10:04 PM
Okay, let's see if I can get this done in a reasonably well-layed-out fashion. Yeah, right :smallsmile:. It doesn't actually all fit on one page (there's a lot of it), so I'll do each bending style on a speapate post, with the besics here:

BENDING BASICS
Fluff
In the world of the Avatar, there exist special individuals who are capable of manipulating the four elements—air, earth, fire, and water—to their will. These powerful men and women are called benders, and the abilities they wield have greatly shaped the history of their world.
Each bender is capable of controlling only a single element—that of their home nation. Each bending style is an art that can take years, even decades to master. Most benders don’t seek true mastery of the art, but simply use their rudimentary bending skills to augment their lives in small ways. Those that do seek to perfect the skills and techniques of their particular bending style, however, can be almost impossible to stop.
The gift of bending is quite mysterious in its manifestation. A person is either born with the power, or not. Those without the gift are completely unable to bend, no matter how much they practice. In order to become a bender, a character needs to have taken the proper Bending Feat. For the Air Nomads, this feat is Ride the Wind; for the Earth Kingdom, it is Soul of Stone; for the Fire Nation, the feat is Burning Heart; and for the Water Tribes, it is Moon’s Chosen. Typically, a character with bending skill takes the proper bending feat at 1st level, to represent their innate ability. However, there is no restriction on taking these feats at later levels—such characters that gain the ability to bend later in life simply had the gift all along, but never realized it, or perhaps knew they were a bender but never explored their abilities.
Bending is both a hereditary ability, as well as a spiritual one. It can manifest in a family that has no history of bending whatsoever, and people with parents who could bend are not guaranteed to have the ability. The spirituality of the culture from which the person hails is also important—the more spiritual societies, such as the Air Nomads and Water Tribes, have a much higher proportion of benders.
BENDING SKILL CHECKS
Each bending style has its own associated skill. The four bending skills are Airbending, Earthbending, Firebending, and Waterbending. All of the bending skills use Wisdom as its associated ability score. The bending skills are unique among other skills in that they require the appropriate bending feat in order to be used. A character cannot make a Waterbending check, nor even put ranks into the Waterbending skill, unless she possesses the Moon’s Chosen feat.
Once a character has the appropriate feat, however, making a bending skill check is as simple as making a normal skill check. Each bending skill has several associated effects that the bender can perform with a skill check (for more information, see the individual description of each skill in Chapter 4, Skills). Bending techniques, more advanced powers that certain class features and other feats can grant, also make use of Bending skill checks to perform.
When making a Bending skill check, a character provokes attacks of opportunity, unless the technique or ability they are attempting requires a swift action or less to perform. If a character is not currently threatened by an opponent, they may choose to take 10 on a Bending skill check. Any bending attempt (making a Bending skill check) requires that the bender make certain specific motions in order to influence his element to do what he wants. These motions are not necessarily complicated, but they do require that the bender be relatively free to move as necessary. A bender who has his arms restrained is unable to bend. A character that is holding something in one hand takes a –2 penalty, and he cannot bend if both hands are full. A prone bender takes a –10 penalty on his attempt. A technique that requires only a swift action or less does not need as much space, as the motions are smaller and simpler. While he still unable to bend if restrained or if he has his hands full, he does not take the penalty for being prone.
It is important to note that a bender cannot create his element out of nothing. Even firebenders, who to most of the other benders appear to be able to manifest it from nowhere, are actually drawing in the heat from the air (fire in its purest form) with their breath, and using that as the fuel for the flames they create. If there is none of his element around, a bender’s skills are useless. Typically, this is not much of a problem, as there is almost always some of a bender’s element present, but in certain situations, such as a waterbender in a desert or an earthbender on a ship, this limitation can become problematic. Airbenders and firebenders, however, are almost never without materials to bend, as air and heat are literally everywhere.
Bending Techniques
Bending techniques are advanced maneuvers that benders can use to perform powerful feats of elemental manipulation, such as creating powerful tidal waves, crushing earthquakes, swirling tornados, or blazing infernos.
Bending techniques are unique to their specific bending style. Waterbenders learn waterbending techniques, firebenders learn firebending techniques, earthbenders learn earthbending techniques, and airbenders learn airbending techniques. No matter how hard he tried, a firebender could never learn the Gust technique, as only airbenders can do so. The exception, of course, is the Avatar, the one person who is capable of bending all the elements. As long as the Avatar has the proper bending feats, he can learn any bending technique he wishes.
Learning bending techniques
A bender can gain access to techniques in several ways. Many classes have special abilities that a character can choose that grant knowledge of bending techniques, and a character who takes the Bend the Elements feat automatically learns a number of bending techniques equal to their Wisdom modifier (minimum 1). If their Wisdom modifier increases at a later time, they gain an additional bending technique known.
For example, Kyra is an Air Nomad with a Wisdom score of 15 (+2 modifier) and an Intelligence score of 14 (+2 modifier) who has just taken her 2nd-level of Rogue. She chooses the Bending Trick rogue talent, allowing her to choose a bending technique. She chooses the Run as the Wind technique. At 3rd level, she gets to choose a feat, and so she chooses to take Bend the Elements, allowing her to choose 2 additional techniques: this time she takes Move Object and Gust. At 4th level, she gets another rogue talent and chooses Elemental Training, which gives her 2 more techniques (her Intelligence modifier). She also increases her Wisdom score to 16 at this level, giving her an additional technique known from her Bend the Elements feat. She chooses Airbender’s Leap, Flight, and an additional Gust technique.
Using Bending Techniques
When your character uses a bending technique, you must make a Bending skill check appropriate to the element you can bend. The check result determines the technique’s effect.
Some techniques have all-or-nothing effects. Most, however, have multi-tiered effects, and your Bending skill check determines the maximum effect you can achieve, although you can always choose a lesser effect. If your Bending skill check is too low to activate the technique’s base effect, then the technique fails and the action (and technique) is wasted.
Techniques per Day: Each technique your character knows can be used only a few times per day before it becomes too strenuous for the character to perform any more. Each technique can be used once per day per point of Wisdom bonus your character has, to a maximum of 5 times per day with Wisdom 20 or higher. However, using the same technique repeatedly is difficult, and after each time you use a technique, the base DC of the Bending skill check needed to activate the technique increases by 5.
For example, Kuzon is a firebender with a Wisdom score of 16 (+3 modifier). He knows the Flame Blade, Fire Blast, and Pyrotechnics techniques. He may use each 3 times per day. After the first use, however, the base DC increases by 5. For the third and final use of any particular technique, the base DC is 10 higher. So if he has used Pyrotechnics twice, Fire Blast once, and has yet to use Flame Blade, the base DCs of these techniques are now 10 instead of 0 for Pyrotechnics and 25 instead of 20 for Fire Blast. Flame Blade still has the base DC of 20, as Kuzon has not used it yet today.
When the base DC of a technique increases in this manner, the DC of any higher tiers of effect also increases by the same amount.
Multiple Instances of a Technique: Because repeated use of a technique becomes more and more difficult, many benders choose to learn their favorite techniques more than once, gaining additional instances of that technique in their Bending Suite. Every time they choose to learn a technique an additional time gives a bender more uses per day of that technique. Multiple instances of a technique in a bender’s Suite do not interact with each other: if, in the previous example, Kuzon were to learn Fire Blast an additional time, he would be able to use both 3 times per day. If he used the first instance twice, the base DC would be 30 to use it the last time, but the base DC for the second instance would still be 20, as he had not used it at all yet.
A bender need not use up all the uses on one instance of a technique before using another—in fact, most benders rotate through all instances of a technique, using all the lowest DC uses first before using the higher DC uses.
Regaining Techniques: There are several different ways to regain use of your bending techniques:
—By resting for 8 hours, you restore your personal energy, refreshing all your techniques to their full number of uses.
—You may spend a Chi point as a free action in order to fully refresh one technique.
—If you roll a natural 20 when activating a technique, that technique is fully refreshed at the end of your turn.
—You may choose to give yourself one level of Fatigue in order to refresh one technique of your choice.
—Some unique abilities allow you to refresh bending techniques in other ways.
Action
Each bending technique requires a certain action in order to execute, as given in the description of the technique. Most techniques have an action of 1 standard action, but techniques can vary wildly in the action required.
A technique with an action of 1 round is used as a full-round action, and comes into effect just at the start of your next turn. You then act normally after the technique is complete. If the technique has an action of multiple rounds, you must spend a full-round action each round until you have taken the required amount of time. These actions must be continuous and uninterrupted, or the technique fails.
Any technique with an action of longer than 1 swift action provokes attacks of opportunity.
Quickening a Technique: If you possess the Quicken Bending feat, you may decrease the amount of time that it takes to perform a technique by accepting a penalty on your Bending skill check. By accepting a –10 penalty, you can reduce the action necessary by one step (full-round—standard—attack—swift—free; or move—swift—free) or reduce the action by 1 round, for a technique that requires multiple rounds to use. By accepting a –20 penalty, you can reduce the action by 2 steps. Even if you quicken a technique to have an action less than what is required to maintain the technique, the action required to maintain the technique does not change.
Maintaining a Technique: Many techniques can be maintained by spending a certain kind of action for each turn you want the effect of the technique to persist. As normal, if this action is greater than a swift action, maintaining the technique provokes attacks of opportunity. If you fail to spend the appropriate action, or if you cannot, the technique ends.
If your modifier for your Bending skill check changes (excluding the penalty for maintaining multiple techniques) while a technique is being maintained, the effective result of the technique also changes. For instance, if you gain a Condition bonus or penalty, the increase or decrease to skill checks changes the effective result of the Bending skill check for the maintained technique. If this change moves your result to a different level of success, you use the new level. If it reduces your result below the base DC required for the technique, the technique automatically ends, even if you have already spent the necessary actions to maintain it.
Reflexive Techniques: In addition to their normal effect, many techniques can also be used reflexively, having a smaller or reduced effect when made in response to an attack or other action on behalf of another character. If a technique has a reflexive use, an (R) will appear on the action line of the technique description, following the normal action.
If a bending technique is used reflexively in response to an attack, the character cannot also use a reflexive action to defend against the attack normally: the technique is the character’s Defense, and if it fails, the character is flat-footed against the attack.
Bending Range
Each bender is limited in how far away he or she can affect their element. A bender has three ranges: Close, Medium, and Long.
A bender’s Close range is 25 feet. Bending his element at Close range gives no penalty to his bending skill check.
A bender’s Medium range is 100 feet. Bending at Medium range imposes a –5 penalty on Bending skill checks.
A bender’s Long range is 400 feet. Bending at long range imposes a –10 penalty on Bending skill checks.

{table=head]Ability|Range Increment Increase
Ranks in Bending skill|+1/rank
Class skill|+1
Skill Focus*|+1
Skill Focus + 10 ranks*|+2
Wisdom Bonus|+1/point
Synergy Bonus|+1 per point of bonus
Insight Bonus|+1 per point of bonus[/table]
* Use the higher of these bonuses

Certain factors can increase a bender’s range. See Table 8-1, above, for a summary of these factors. For every range increment increase, a bender’s Medium range increases by 10 feet, and his long range increases by 40 feet. For every 2 range increment increases, his Close range increases by 5 feet.
The range at which a technique is being attempted is determined by the target of the technique, or the origin of an area of effect or attack. Techniques that create an area or include a ranged attack roll can have their effects move to a more distant part of a bender’s range without imposing a higher penalty.
In addition to being in range, the bender must also be able to perceive the element in question. Usually, this means that the bender must be able to see it (airbenders are an exception, as it is impossible to see air). If they cannot see the element to be bent, they must create a connection in some other way. The most usual method is to use the Sense application of the various bending skills. As a swift action, the bender can attempt a DC 15 Bending skill check. If successful, the bender becomes connected to all expressions of his element within his bending range, allowing him to affect it as if he could see it.
Effect
In general, the target of a bending technique is a certain amount of the bender’s element that he is attempting to manipulate. However, where this element is and what the bender is attempting to make it do can give the technique additional targets.
Personal Effects: Some techniques cause certain effects on the bender himself. For these techniques, the element being affected are those immediately surrounding the bender, or even that inside of him. Unless noted in the technique’s description, the bender is assumed to have enough of his element on hand to use these techniques. Certain personal techniques, such as Burrow and Skate, don’t technically require any of the bender’s element in order to be used, but would have a limited or no effect without the presence of the bender’s element: if there is no rock or earth underneath her feet, an earthbender can’t use Burrow, and a waterbender can’t walk on water with Skate if there is no water to walk on.
Element: These techniques, directly target a chunk of the bender’s element. The effect on other creatures is determined by what the bender does with the element. Some techniques that fall in this group are Excavate, Pyrotechnics, and Streaming the Water.
Attack: Several techniques allow the bender to attack with the manipulated element as a weapon. Usually this is a ranged attack, a ranged touch attack, or a ranged combat maneuver check. Such attacks have a specific range increment, as given by the technique being used. The element being manipulated can be hurled from its current location to a location in a more distant part of the bender’s range without imposing a greater penalty on the Bending skill check. The damage dealt by the attack is given in the technique description. Some attack techniques are Fire Blast and Water Whip.
Area: Many techniques affect an area, affecting every character in the affected squares. Most techniques that affect an area allow characters in the area to attempt a saving throw (usually Reflex) in order to avoid some or all of the effects. An area technique may originate from the bender, or from another point, depending on the specific technique.
Character/Object: Some techniques affect a specific creature, such as the Tectonics and Bloodbending techniques, or an object, such as Move Object and Ebb and Flow. If the target is a living creature, it gets to make a saving throw to avoid the effect of the technique, if it wishes.
Duration
The effects of most techniques last only one turn, and then end. Without a bender to give them motion, the elements return to their natural state. Many techniques can be maintained, lasting as long as the bender continues to concentrate on them, spending the necessary action to sustain the ability. Certain techniques can only be maintained for a short time, usually a number of rounds or minutes equal to the bender’s Wisdom modifier.
While being maintained, the bender does not need to roll a new Bending skill check each turn. The technique is assumed to maintain the result rolled to activate the technique in the first place. If that result is unsatisfactory, the bender must cease the technique and begin it anew, spending another use of the technique for the day.
Maintaining Multiple Techniques: Because bending requires such focus, maintaining multiple techniques at once is difficult. For each technique that a bender is currently maintaining, he takes a cumulative –2 penalty on all Bending skill checks. Certain techniques do not burden a bender’s concentration as much, and so do not impose this penalty, as given in the technique’s description. A bender may have a maximum number of techniques maintained at one time equal to his Wisdom modifier, assuming that he has enough actions each round to do so.
Saving Throw
Usually a harmful bending technique that does not require an attack roll allows the target to attempt a saving throw as a reflexive action in order to avoid some or all of the effects. The kind of saving throw (Fortitude, Reflex, or Will), as well as what aspects of the technique’s effect it negates, are given in the individual technique descriptions. In general, the DC of a saving throw against a bender’s techniques is 10 + 1/2 the bender’s ranks in his Bending skill + the bender’s Wisdom modifier. Other factors can increase a bender’s save DC, as shown on Table 8-2.

{table=head]Ability|Increase to DC
Ranks in Bending skill|+1 per 2 ranks
Class skill|+1
Skill Focus*|+1
Skill Focus + 10 ranks*|+2
Wisdom Bonus|+1 per point[/table]
* Use the higher of these bonuses
Concentration
Bending is a demanding task, and it requires that the totality of the bender’s being—body, mind, and spirit—be focused completely on the task at hand, or else the attempt may fail. If something disrupts a bender during the process, the bender must make a Concentration check or the bending attempt fails, all their effort is wasted, and no effect happens. The more distracting the interruption or the more complex the bending being attempted, the higher the DC of the Concentration check is. If the bender was attempting to use a Bending Technique, that use of the Technique is still expended.
Injury: If you take damage while bending, you must make a Concentration check with a DC of 10 + the damage taken + 1/5 the base DC of the Technique being attempted or the Technique fails and does nothing. The interrupting event strikes during the bending attempt if it comes between the time you started bending and the time the effect occurs, (such as for a Technique with an action of 1 full round or more) or in response to your attempt at bending (such as an attack of opportunity provoked or a contingent attack, such as a readied action). If you are maintaining a bending Technique and are damaged, you must likewise make a Concentration check in order to continue the Technique.
If you are taking continuous damage, such as from an opposing bending Technique or by standing in a lake of lava, half of the most recent damage is considered to take place while you are bending. The Concentration DC is then equal to 10 +1/2 the damage taken + 1/5 the Technique’s base DC. If the last damage dealt was the last damage of the effect, then the damage is over and it no longer distracts you.
Bending: If you are affected by another bender’s bending while trying to perform a Technique, you must make a Concentration check or lose your own attempt. If the hostile bending attempt deals damage, the DC is the same as the DC for injury, as given above. If the hostile Technique is distracting in some other fashion, such as a Gust technique blowing the wind about you, the DC of the Concentration check is the save DC against that bender’s bending (10 + 1/2 bender’s ranks in appropriate bending skill + bender’s Wisdom modifier) + 1/5 the base DC of the Technique you are attempting.
Grappling or Pinned: Bending while grappling or pinned is extremely difficult. Most bending Techniques cannot be performed while grappling. Some Techniques have minimal physical motion required, as given in their description, and so can be used in a grapple or pin. Other techniques must be quickened to reduce the complexity of their motions, which raises the DC of the associated bending check considerably. If the bender wishes to do this, or is attempting a technique with a limited motion requirement, the DC of the Concentration check is the grappler’s CMD + 1/5 the Technique’s base bending DC (including any increase from quickening the technique).
Vigorous Motion: If you are riding on a moving mount, taking a bouncy wagon ride, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled around in some fashion, you must make a Concentration check (DC 10 + 1/5 the Technique’s base DC) or your bending attempt fails.
Violent Motion: If you are on a galloping ostrich-horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a Concentration check (DC 15 + 1/5 the Technique’s base DC) or the technique fails. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + 1/5 the technique’s base DC.
Violent Weather: You must make a Concentration check if you try to bend in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 +1/5 the technique’s base DC. If you are in wind-driven hail, dust, or debris, the DC is 10 + 1/5 the technique’s base DC. In either case, the technique fails if you fail the Concentration check.
Bending Defensively: If you are threatened by an opponent and wish to bend without provoking an attack of opportunity, you must make a Concentration check (DC 15 +2/5 the technique’s base DC). If you fail, the opponent may make an attack of opportunity, if they wish. If there is more than one opponent threatening you, the DC of the Concentration check increases by 5 for each additional opponent after the first.
Entangled: If you want to bend while entangled in a net, vines, or similar obstruction, you must make a Concentration check (DC 15 + 1/5 the technique’s base DC) or the attempt fails.
Augmenting Techniques
Bending techniques can be augmented in certain ways by voluntarily accepting a Condition penalty. The ways in which a bender can augment his techniques are summarized on the table below.

{table=head]Effect|Condition Penalty
Boost check result by 5|Temporary –1 per +5
Refresh technique|1 level of fatigue
Do not expend use of technique|Temporary –1
Use base DC|Temporary –1[/table]

These Condition penalties come into effect just after the use of the technique. If the bender wishes to maintain the technique, he must cope with the penalty from the Condition penalty, as normal.
Boost Check Result: for every –1 Condition penalty the bender accepts after the technique is used, the result of his Bending skill check increases by 5. If this increase raises his result to a level of a higher tier of effect (or even to the minimum DC to use the technique), the technique uses that higher tier for its effect.
Refresh Technique: A bender can completely refresh an instance of a technique in his bending suite by giving himself a level of fatigue. If he does so just as he is using that technique, the level of fatigue does not come into effect (the penalty from the Condition penalty does not affect the bender) until after the technique has been used.
Don’t Expend Use of Technique: By accepting a –1 Condition penalty, the use of the technique does not count against the daily number of uses of that technique that the bender can attempt.
Use Base DC: By accepting a –1 Condition penalty, the bender can use the base DC for the technique being used, instead of the increased DC from having used the technique. This still expends a use of the technique as normal.
A bender may accept the penalty from more than one of these abilities at once, gaining all the listed benefits, but also all the Condition penalties. For instance, Feng, the firebender, currently has a temporary +2 Condition bonus. She wants to blast an opponent with Fire Blast, but she is on her fourth and last use of the day, and wishes to keep it for later, and is concerned that she might not be able to make the DC of 35. She elects to take a temporary –2 Condition penalty in order to not expend her use, and to reduce the DC back to 20. She rolls and gets a 3 on the die. With her +8 modifier, +2 from her Condition bonus, that is a result of 13, not high enough. She decides to take an additional –2 Condition penalty in order to increase her result by 10, for a final result of 23. After she blasts her opponent, her Condition drops by 4, from +2 to –2.
Opposed Bending
If two benders vie for control over the same mass of their element, they are said to be opposing one another. The effects of fighting over the same piece of an element depends on what the participating benders are attempting to do.
Disrupt Bending: You may prevent another bender from bending. To do so, you must ready an action to negate a bending attempt. If an opponent makes a bending attempt, you must succeed on a Knowledge (bending arts) check in order to determine what technique they are attempting, and what piece of element they are attempting to affect. This check is a free action. If you succeed, you may attempt to disrupt their bending attempt. If you know the technique they are using, you may use that technique against them, allowing you to subtract your bending skill check result from theirs, limiting their attempt. If you do not know the technique being used, or if you cannot use that technique for some reason (such as being out of uses for the day), you may use another similar technique (subject to GM discretion) for the disruption attempt, but if you do so, you take a –10 penalty on your opposed bending skill check. If you do not know or cannot use a similar technique (or choose not to expend a use of any techniques), you may still attempt to disrupt your opponent, but you take a –20 penalty on your opposed bending skill check. You cannot disrupt a bender of a different element that you. Penalties for range apply normally from your location to the piece of element being affected by the opponent. If the opponent is attempting to bend an instance of their element that is internal or personal (such as a firebender using the Breath of Fire technique or any technique that creates fire, or an earthbender using Earthen Armor or Burrow), you take an additional –10 penalty on your disruption attempt.
End Technique: You can cause a technique that an opponent is sustaining to end. Make a bending skill check as a standard action with a DC equal to that of the result of the bending skill check that the opponent made to perform the sustained technique. If you succeed, the technique ends. You cannot end a technique that is internal or personal. As normal, range penalties apply.
Deflect Attack: You may deflect a bending assault by your element that is aimed at you as a reflexive action. Because you are using your reflexive action against the attack to deflect instead of to avoid it, you are treated as flat-footed against the assault should you fail. Make a bending skill check, with a DC equal to the attacking bender’s bending skill check result. If successful, the attack is deflected or stopped harmlessly. If you fail, you take the full effect of the attack.
Cooperative Bending
Just as two or more benders can work against each other, multiple benders can also work together in order to create truly awesome displays of elemental manipulation. Multiple benders can use the aid another action to assist in a bending attempt, as described in Chapter 4: Skills, as normal. This use requires no expenditure of techniques from the assisting benders. However, multiple benders with the same technique can work together to create even greater effects. If they expend a use of the same technique, the total result each achieves over the base DC stacks in order to determine the final result. For instance, four waterbenders work together to push a Huge-sized boat across a lake, each expending a use of the Ebb and Flow technique. The base DC is 25 (15 base + 10 for 2 sizes above Medium), but one of the waterbenders has already expended a use of Ebb and Flow today, making the base DC for him 30. The result of their Waterbending checks are 22, 26, 31, and 38; the waterbender with the higher DC gets the 38. After subtracting the base DC from each result, we get 0 (a 22 doesn’t beat the base DC of 25), 1, 6, and 8, for a total of 15 above the base DC of 25—a final result of 40. The four waterbenders have collectively gained 4 levels of success and are pushing the boat at a speed of 40 feet.
Benders can also cooperate using different techniques, allowing them to each focus on a different aspect of a bending attempt. Even benders of different elements can cooperate, as long as the substance being bent is composed of both elements. Common multi-elemental substances are clouds (air/water), mud or slurry (water/earth), lava (earth/fire), and hot air (fire/air).

Seerow
2011-05-10, 10:04 PM
There's already one or two out there. Just thought I'd mention it in case you weren't aware...

Kuulvheysoon
2011-05-10, 10:13 PM
Looks to be interesting - I'll be keeping an eye on this.

The most difficult part of this, IMHO, is going to be determining the bending. If you tie it to a certain ability score, certain (sub)races of humanity will be automatically more skilled (eg. in the previous d20 A:tLA system, bending was a skill tied to Wisdom. IF that was the case here, Airbenders would possess an immediate advantage, at least early on. ...Actually, that's not too bad. They are supposed to be more spiritually enlightened, and EVERY SINGLE ONE was a bender, so....).

Can't wait to see how this turns out. I'll contribute as helpfully as I can.

Also - Damn Seerow, you're still active? Nice to see you hanging around! OP also mentioned that they know about the various other homebrews, but is determined to make their own.

EDIT: Apparently I don't hang around the Homebrew section enough....

Absol197
2011-05-10, 10:55 PM
Looks to be interesting - I'll be keeping an eye on this.

The most difficult part of this, IMHO, is going to be determining the bending. If you tie it to a certain ability score, certain (sub)races of humanity will be automatically more skilled (eg. in the previous d20 A:tLA system, bending was a skill tied to Wisdom. IF that was the case here, Airbenders would possess an immediate advantage, at least early on. ...Actually, that's not too bad. They are supposed to be more spiritually enlightened, and EVERY SINGLE ONE was a bender, so....).

Can't wait to see how this turns out. I'll contribute as helpfully as I can.

Also - Damn Seerow, you're still active? Nice to see you hanging around! OP also mentioned that they know about the various other homebrews, but is determined to make their own.

EDIT: Apparently I don't hang around the Homebrew section enough....

Yes, Bending is based on Wisdom still, and that's the point: Air nomads are better at it, and airbending is the least overtly powerful of the bending styles. Firebenders are the least spiritual and have the fewest benders, and firebending is the most overtly powerful, so they get a penalty.

Kuulvheysoon
2011-05-10, 11:01 PM
I would argue with Firebending being the most overtly powerful, actually. IT's the common conception that it is, but really? Look at the elite benders in the series (say... all level 10ish). Bumi. Pakku. Katara. Toph. All of these benders are easily more powerful than Zuko, for example, and I'm willing to bet that they could all take out Azula. Ozai seemed strangely weak for the elite firebenders, and Iroh easily makes epic:smalltongue:

Even if Firebending was the most overtly powerful, I'd be against the Fire Nation being penalized for that. Perhaps a Charisma penalty instead, to reflect their inborn arrogance and superiority complex?

EDIT: If you're worried about CHA being the penalty for both FN and EK, might I suggest a INT penalty for the EK? I mean, CON is a huge bonus, and it'd reflect the EK's enduring traditions in the face of change and an inflexibility/less creative thinking.

Seerow
2011-05-10, 11:10 PM
Also - Damn Seerow, you're still active? Nice to see you hanging around! OP also mentioned that they know about the various other homebrews, but is determined to make their own.


Yeah, I disappeared for a couple years, but I've been hanging around here for again for a few months now.

Anyway, I guess that's what I get for skimming. I guess with that in mind I should go back and read the full thing.

Kuulvheysoon
2011-05-10, 11:20 PM
Yeah, I disappeared for a couple years, but I've been hanging around here for again for a few months now.

Anyway, I guess that's what I get for skimming. I guess with that in mind I should go back and read the full thing.

Well, it's good to have you back, even if it's just skimming. :smalltongue:

I still use yours' and OneWinged4ngel's Paladin in all my games.

Seerow
2011-05-10, 11:20 PM
Okay, went back and reread the first post.

First, I notice you mention you're going with a different HP mechanic, based off the Starwars RPG. Might I suggest using this (http://www.giantitp.com/forums/showthread.php?t=198224)? It's similar in nature, but iirc, the Star Wars mechanic had all damage over the DT overflows to damage, which means as soon as damage exceeds a certain number people die very quickly. If that's what you're going for, then nevermind, but the system I linked makes characters a bit more rugged, while maintaining that same core chasis.

Comment: Under Air Nomads it says "Agile: The rigorous training of airbending grants an Air Nomad a +2 racial bonus on Acrobatics checks."

Does this mean that all Air Nomads are benders, with no exceptions? Or that only bending air nomads get that benefit? This same question can be applied to several other abilities, but this is the first one I saw, so the one I'm pointing out. Are we assuming everyone is a bender, or is it possible to play a Mundane a la Sokka? If it is possible, do they have the same racial benefits, or are those benefits tied deeply into the bender training?


As for the capstones, what power level are you looking for for them, and again is it something that is expected to be bender exclusive, or something that anyone should be able to take advantage of?


edit:


EDIT: If you're worried about CHA being the penalty for both FN and EK, might I suggest a INT penalty for the EK? I mean, CON is a huge bonus, and it'd reflect the EK's enduring traditions in the face of change and an inflexibility/less creative thinking.

I would argue against giving EK a penalty to Int. Most of their features are based on skills, and they are the closest to the generic D&D human of the lot. If you penalize their Int I'd suggest heavily changing up their skill based features, so their features aren't boosting something they're inherently bad at.


Well, it's good to have you back, even if it's just skimming.

I still use yours' and OneWinged4ngel's Paladin in all my games.

Heh, it's good to know someone out there is using it.

Kuulvheysoon
2011-05-10, 11:27 PM
Comment: Under Air Nomads it says "Agile: The rigorous training of airbending grants an Air Nomad a +2 racial bonus on Acrobatics checks."

Does this mean that all Air Nomads are benders, with no exceptions? Or that only bending air nomads get that benefit? This same question can be applied to several other abilities, but this is the first one I saw, so the one I'm pointing out. Are we assuming everyone is a bender, or is it possible to play a Mundane a la Sokka? If it is possible, do they have the same racial benefits, or are those benefits tied deeply into the bender training?


First off, it's true that all of the Air Nomads were benders. It's supposedly because they were so spiritually enlightened and all that jazz (the creators said bending was linked to both genetics and spirituality).

As for mundanes, the OP posted a short list in the second post:

Barbarian
Bard
Fighter
Martial Artist
Rogue
Ranger
Sage
Shaman

Although I have to admit, I'm curious to see how unbalanced the world will get, considering at one end you have the Fighter, and the other the Shaman (if it is indeed the Shaman from OA, which is a full caster that easily oustrips everything else). Although I have to admit that I'm not familiar with this Martial Artist class.... is it a monk replacement?

If you're giving all the classes Class Defense Bonuses, you might want to consider Armour as DR as well - the two system were made to function together.

Seerow
2011-05-10, 11:30 PM
As for mundanes, the OP posted a short list in the second post:

Yeah I caught that, I guess I should be more clear: Are the bending races for benders exclusively? ie would a Barbarian or Fighter have to take a normal human race, while the bender chooses a nation and gets those special benefits as befits his style.

Kuulvheysoon
2011-05-10, 11:34 PM
Yeah I caught that, I guess I should be more clear: Are the bending races for benders exclusively? ie would a Barbarian or Fighter have to take a normal human race, while the bender chooses a nation and gets those special benefits as befits his style.

I'm guessing that you don't know the Avatar 'verse that well, or you're not quite getting what the OP is trying to get across.

I'm getting the feeling that these are all meant to REPLACE the basic 'human', dependent on what your nationality is. So if you're from the Earth Kingdoms, regardless of whether or not you're a bender, you receive the +2 CON/-2 CHA.

Unless of course I'm wrong as well. OP?

Absol197
2011-05-10, 11:37 PM
Okay, went back and reread the first post.

First, I notice you mention you're going with a different HP mechanic, based off the Starwars RPG. Might I suggest using this (http://www.giantitp.com/forums/showthread.php?t=198224)? It's similar in nature, but iirc, the Star Wars mechanic had all damage over the DT overflows to damage, which means as soon as damage exceeds a certain number people die very quickly. If that's what you're going for, then nevermind, but the system I linked makes characters a bit more rugged, while maintaining that same core chasis.

I know about vitality points and varient systems thereof, but I prefer just sticking with hit points. It's something I just personally like better. The reason I'm doing things like this is because I liked when, in SWSE the classes got 3x the starting HD in hit points at first level. Giving 1st level characters more hit points is something I'm in favor of. I tried this in a couple games, and it worked well, but it caused a decently large gap in hit points between the fighty-types and the magicy-types. I changed it to this because it still gives the characters more hit points, but limits the gap (barbarians don't start with 36 + Con mod, while sages start with 18 + Con mod).


Comment: Under Air Nomads it says "Agile: The rigorous training of airbending grants an Air Nomad a +2 racial bonus on Acrobatics checks."

Does this mean that all Air Nomads are benders, with no exceptions? Or that only bending air nomads get that benefit? This same question can be applied to several other abilities, but this is the first one I saw, so the one I'm pointing out. Are we assuming everyone is a bender, or is it possible to play a Mundane a la Sokka? If it is possible, do they have the same racial benefits, or are those benefits tied deeply into the bender training?

All air nomads are airbenders. This is something that Word of God has told us. It's because the air nomads are such a spiritual society. This doesn't meant hat all air nomads have to focus on bending, simply that they can do it, and have training with it. The other nations aren't all benders, and so none of their normal racial abilities are tied to bending. I'm actually trying to promote non-benders such as Sokka, Ty Lee, Mai, and Piandao just as much as I am the benders.



As for the capstones, what power level are you looking for for them, and again is it something that is expected to be bender exclusive, or something that anyone should be able to take advantage of?

Something about spell level 5th-ish. Not something as powerful as a normal Pathfinder capstone. I have in my head that these abilities would require a Chi point (basically an action point) to activate, but that's not necessary. As I said before, since I'm trying to promote non-benders as well as benders, these should work for both (the exception, of course, being air nomads, as they're all benders.

Seerow
2011-05-10, 11:38 PM
I'm guessing that you don't know the Avatar 'verse that well, or you're not quite getting what the OP is trying to get across.

I'm getting the feeling that these are all meant to REPLACE the basic 'human', dependent on what your nationality is. So if you're from the Earth Kingdoms, regardless of whether or not you're a bender, you receive the +2 CON/-2 CHA.

Unless of course I'm wrong as well. OP?

I understand that. What I'm saying is that most those abilities are worded in such a way that the benefits they get come as a result of their bender training. If you don't train as a bender, but have that race, by rights you shouldn't have that benefit!

All I'm saying is either it should be made explicit some of the abilities require bender training, or bending should be omitted from the descriptions entirely, so as to avoid confusion.



edit: Man I am tired of getting ninjad in this thread. I'm going to bed and will respond in the morning when things slow down :p

Absol197
2011-05-10, 11:41 PM
I'm guessing that you don't know the Avatar 'verse that well, or you're not quite getting what the OP is trying to get across.

I'm getting the feeling that these are all meant to REPLACE the basic 'human', dependent on what your nationality is. So if you're from the Earth Kingdoms, regardless of whether or not you're a bender, you receive the +2 CON/-2 CHA.

Unless of course I'm wrong as well. OP?

No, you've got it perfectly. Like I said in the OP, I'm trying to make all the classes a viable option for both benders and no-benders. Therefore, there are bending barbarians, bending fighters, bending bards, etc., as well as non-benders of all those as well.

As for the classes you crossed out, none of them have magic in the traditional sense. The sage and the shaman are completely remade versions of the cleric and druid, but without abilities that wouldn't or can't exist in the Avatar-verse. I need a lo of help with these, as you'll see when I get there in my updates.

EDIT: Seerow, as for your comment that you ninja'd me with, Air Nomads are an exception because it is specifically stated by the creators that they all spend their youth training in the air temples. They all have bending training, unlike the people from the other nations.

Kuulvheysoon
2011-05-10, 11:43 PM
No, you've got it perfectly. Like I said in the OP, I'm trying to make all the classes a viable option for both benders and no-benders. Therefore, there are bending barbarians, bending fighters, bending bards, etc., as well as non-benders of all those as well.

As for the classes you crossed out, none of them have magic in the traditional sense. The sage and the shaman are completely remade versions of the cleric and druid, but without abilities that wouldn't or can't exist in the Avatar-verse. I need a lo of help with these, as you'll see when I get there in my updates.

I know that you said that you wanted to avoid the other Avatar d20 project, but it did a pretty fair job of balancing it's benders/nonbenders. Perhaps take a look at them?

Absol197
2011-05-10, 11:47 PM
I know that you said that you wanted to avoid the other Avatar d20 project, but it did a pretty fair job of balancing it's benders/nonbenders. Perhaps take a look at them?

I've looked it over in quite some detail, and I've actually cribbed a bit from them when I thought they got it right. I just don't like the core bending mechanic that they use, along with a few other things, which is why I'm building my own system (plus, I want to see if I can do it, with some help, of course :smallsmile:)

Kuulvheysoon
2011-05-10, 11:50 PM
I've looked it over in quite some detail, and I've actually cribbed a bit from them when I thought they got it right. I just don't like the core bending mechanic that they use, along with a few other things, which is why I'm building my own system (plus, I want to see if I can do it, with some help, of course :smallsmile:)

I'll be more than glad to help you with what little homebrew skill I have.

I've always envision the benders as more warlock-y, anyways - all having the same basic power (fling/blast element), then getting to pick and choose the more advanced capabilities (with the different grades of 'invocations' intact: so you couldn't grab stuff like lightningbending, netalbending or bloodbending at first).

Absol197
2011-05-10, 11:54 PM
I'll be more than glad to help you with what little homebrew skill I have.

I've always envision the benders as more warlock-y, anyways - all having the same basic power (fling/blast element), then getting to pick and choose the more advanced capabilities (with the different grades of 'invocations' intact: so you couldn't grab stuff like lightningbending, netalbending or bloodbending at first).

Exactly. Let me get stuff posted; I'm anal about doing things in order, as well about reponding to any posts. You're distratcting me from getting everything I've got out!

Kuulvheysoon
2011-05-11, 12:11 AM
Exactly. Let me get stuff posted; I'm anal about doing things in order, as well about reponding to any posts. You're distratcting me from getting everything I've got out!

Oops. Well, I'll leave you to it for a while, after leaving you with one last thing:

Class Defense Bonus
{table=head]Level|Low|Average|High
1st|+0|+0|+0|

2nd|+0|+1|+1|

3rd|+1|+1|+2|

4th|+1|+2|+2|

5th|+1|+2|+3|

6th|+2|+3|+4|

7th|+2|+3|+4|

8th|+2|+4|+5|

9th|+3|+4|+6|

10th|+3|+5|+6|

11th|+3|+5|+7|

12th|+4|+6|+8|

13th|+4|+6|+8|

14th|+4|+7|+9|

15th|+5|+7|+10|

16th|+5|+8|+10|

17th|+5|+8|+11|

18th|+6|+9|+12|

19th|+6|+9|+12|

20th|+6|+10|+13| [/table]


Code


Simply add a backslash (/) before the {table] at the end and it'll transform itself into the neat table as seen above

Class Defense Bonus
{table=head]Level|Low|Average|High
1st|+0|+0|+0|

2nd|+0|+1|+1|

3rd|+1|+1|+2|

4th|+1|+2|+2|

5th|+1|+2|+3|

6th|+2|+3|+4|

7th|+2|+3|+4|

8th|+2|+4|+5|

9th|+3|+4|+6|

10th|+3|+5|+6|

11th|+3|+5|+7|

12th|+4|+6|+8|

13th|+4|+6|+8|

14th|+4|+7|+9|

15th|+5|+7|+10|

16th|+5|+8|+10|

17th|+5|+8|+11|

18th|+6|+9|+12|

19th|+6|+9|+12|

20th|+6|+10|+13| {table]

Absol197
2011-05-11, 12:15 AM
Oops. Well, I'll leave you to it for a while, after leaving you with one last thing:

Awesome!!! Thanks!

Kuulvheysoon
2011-05-11, 12:24 AM
Awesome!!! Thanks!

You forgot the backslash (/) - the table's still showing up segmented.

Also, I have to question giving Fighters only Earthbending and Firebending as class skills - perhaps make a note of this in the race section (eg. Changelings, who always receive Speak Language as a Class skill), mentioning that [elemental subrace] always receives [corresponding elemental skill]?

Absol197
2011-05-11, 12:41 AM
You forgot the backslash (/) - the table's still showing up segmented.

Also, I have to question giving Fighters only Earthbending and Firebending as class skills - perhaps make a note of this in the race section (eg. Changelings, who always receive Speak Language as a Class skill), mentioning that [elemental subrace] always receives [corresponding elemental skill]?

Except that's the point: earthbenders and firebenders are more suited to the fighter class than others. I actually wanted to put something about this in the classes section. I'd like for each of the base classes (except the martial artist, sage, and shaman) to have two bending skills as class skills: one with each Air/Earth, Air/Fire, Air/Water, Earth/Fire, Earth/Water, and Fire/Water. My reasoning being that while they can follow any path, the benders of the various nations are best suited for certain paths. Because Airbenders all train in the temples for the majority of their youth, they get Airbending as always a class skill (yes, I know that makes it pointless to have classes without Airbending as a class skill, but humor me :smallsmile:).

Kuulvheysoon
2011-05-11, 12:45 AM
Except that's the point: earthbenders and firebenders are more suited to the fighter class than others. I actually wanted to put something about this in the classes section. I'd like for each of the base classes (except the martial artist, sage, and shaman) to have two bending skills as class skills: one with each Air/Earth, Air/Fire, Air/Water, Earth/Fire, Earth/Water, and Fire/Water. My reasoning being that while they can follow any path, the benders of the various nations are best suited for certain paths. Because Airbenders all train in the temples for the majority of their youth, they get Airbending as always a class skill (yes, I know that makes it pointless to have classes without Airbending as a class skill, but humor me :smallsmile:).

Perhaps just implement XP penalties, and have a pair of classes as the "favored" classes for each subrace?

One a funner note, all this talk of combining two elements is totally making me think of a stupidly awesome A:tLA fanfiction that my friend made me read.

Absol197
2011-05-11, 12:53 AM
Perhaps just implement XP penalties, and have a pair of classes as the "favored" classes for each subrace?

One a funner note, all this talk of combining two elements is totally making me think of a stupidly awesome A:tLA fanfiction that my friend made me read.

I hate XP penalties, and I'm already using the Pathfinder favored class system. I don't want to penalize people too much for choosing the class that best fits their character concept. Besides, everyone but the Water Tribes have a way to make bending always a class skill (air nomads automatically, Earth Kingdom at 5th level, Fire Nation with Skill Mastery).

EDIT: Also, I've been working on fluff for basically everything. If you could see the actual documents I'm writing in, they basically look like an official sourcebook! Would anyone be interested in me posting what fluff I've got, or should I stick with the crunch alone?

Absol197
2011-05-11, 04:17 AM
So, since the Bending section was so freakin' huge, I have to split it up. I'll do a post for every bending type. The Avatar also makes an appearance here.

The Avatar
The incarnation of the spirit of the world in human form, the Avatar is the most powerful individual to exist. The only person capable of bending all of the elements, the Avatar is charged with protecting the natural and spirit worlds, and maintaining balance between the four nations, as well as the balance between the spirit world and the natural world.
There exists only one Avatar at a time: this powerful spirit continuously reincarnates after it dies, being born as a member of each of the Four Nations in a particular cycle: Earth, then Fire, then Air, then Water. When one Avatar dies, the leaders and sages of the next nation in the cycle hunt for its next incarnation, testing newborn boys and girls to see if they might be the next Avatar.
These tests take many forms, and usually more than one kind of test is necessary to make sure a candidate is truly the Avatar. One test is to place thousands of toys before the prospective Avatar, including the four Avatar Relics. If the child chooses these relics, then it is a good sign that the child is the Avatar. The four elements also react subtly to a budding Avatar, and looking for these signs can also help identify him or her.
The young Avatar is not told his or her identity immediately: the sages wait to announce the Avatar’s identity, both to the Avatar and to the world, until the new Avatar reaches the age of sixteen. At that time, the Avatar begins his or her journey to master the four elements and take their place as the world’s protector.
The Avatar spends several years learning the other elements in the other nations, following the Avatar cycle. Training the Avatar is considered a duty to world unity, and any nation that refuses to do so garners a terrible reputation. There exist several temples to the Avatar in each nation, and the sages there take strict vows to leave behind political affiliations and serve the Avatar alone. It is at these temples the Avatar can find teachers if a particular nation refuses to teach him or her its bending style.
After this period of training, the fully realized Avatar is on his or her own to patrol the world, maintaining balance and harmony. The spirits of the past Avatars are available to the current incarnation, able to provide advice, wisdom, and other valuable insights to help in this regard, but each Avatar usually attempts to fulfill their own destiny in their own way. The Avatar tends to be exceptionally long-lived, and increases the various age categories by 50% to determine what age category he or she is.

The Avatar in the Game
It is possible for a player’s character to be the current incarnation of the Avatar. However, a GM who is considering allowing this must handle it very delicately: not only is the Avatar much more powerful than a normal character of his level, he is also arguably the most influential person in the entire world. If not handled properly, an Avatar character will easily outshine the other characters, making things much less fun for everyone (except, perhaps, the player of the Avatar). Having the Avatar character be several levels below the rest of the party might be a good way to balance out his incredible power.
Most often, the Avatar will be a powerful NPC character, usually seen as part of the background of the world in which the characters are traveling. The Avatar may appear briefly as an ally, or possibly as an enemy to the characters, as well. As an enemy, the Avatar is a nearly epic-level challenge, and even if the characters succeed at defeating him (or even simply running away), their victory will come at a cost, for if it becomes known that they are enemies of the Avatar (or that they killed him), the people they encounter will likely turn against them, either shunning them, driving them out, or possibly attacking them.
Avatar Abilities
To make an Avatar character, either as a player character or an NPC, apply the following changes to the character:
Type: The Avatar retains the Human type with the appropriate elemental subtype. He also gains the Uncarna subtype, shared by many spirits.
Bending: The Avatar receives the Bending feat for his nation as a bonus feat at 1st level. If the Avatar would normally receive this feat as a racial trait, he instead gains an additional bonus feat of his choice. The Avatar’s racial bending skill is always a class skill for him. At 5th, 10th, and 15th levels, the Avatar gains the bending feat of the next nation in the Avatar cycle (Earth—>Fire—>Air—>Water). If he already has these feats at those levels, he instead gains a bonus Bending feat of his choice. Whenever a class feature or feat allows the Avatar to choose bending techniques, he may choose techniques from one or more of the bending styles he is currently capable of using. He need not select techniques from only one style.
At every character level (including 1st level), the Avatar gains a bonus bending technique added to his Bending Suite. This technique can be from any element the Avatar can currently bend. If the Avatar has 10 or more ranks in a particular bending skill, he can select an advanced technique of that element instead of a basic technique, if he wishes.
The Avatar can maintain techniques of different elements at the same time, but this is more difficult than maintaining techniques of the same element. For each different element the Avatar is currently maintaining a technique of, the penalty on Bending skill checks increases by –2.
Special Attacks: The Avatar gains the following special attacks:
Avatar State: The Avatar can enter a powerful state known as the Avatar State as a full-round action that does not provoke an attack of opportunity. While in the Avatar State, the knowledge and power of all the past incarnations of the Avatar flood through his body, causing his eyes and other orifices to glow, as well as any markings he might have that follow the paths of his chi (such as the arrow tattoos that an airbending Avatar likely has). When he assumes the Avatar State, the Avatar ignores all negative Conditions (both lasting and temporary) and gains a lasting +5 Condition bonus that disappears when the Avatar State ends. Condition penalties are not negated, only suppressed. When the Avatar State ends, all negative conditions the Avatar has taken come back in full.
While in the Avatar State, the Avatar is treated as having 20 ranks in all Bending skills (Airbending, Earthbending, Firebending, and Waterbending), and all bending skills are class skills for him. He also gains a +25 insight bonus to all bending skill checks. He gains this effect even if he does not normally have any ranks in the appropriate bending skill, or even if he does not have the appropriate bending feat. This, plus the bonus to skill checks from his +5 Condition and Skill Focus feats (see below), makes the Avatar’s Bending skill check modifier equal to 72 + the Avatar’s Wisdom modifier + any additional bonuses from synergies or environmental effects while in the Avatar State. In the Avatar State, the Avatar never takes penalties for maintaining multiple techniques, even of different elements.
While in the Avatar State, the Avatar may use any technique from any bending style (excluding techniques with feat prerequisites that the Avatar does not normally have) at will, without expending uses of these techniques. He may also use any advanced technique he wishes. He also has the effects of all the following feats: Technique Focus (applied to all basic techniques), Technique Mastery (applied to all basic techniques), Extend Bending, Quicken Bending, Skill Focus (All Bending skills), X, and X.
For a young Avatar, the Avatar State is very dangerous: he cannot enter the state by choice—instead, whenever he is in a state of extreme danger or emotional distress, the Avatar State activates unbidden. When activated in this manner, the Avatar is a thoughtless creature of pure primal emotion, attacking the source of danger or rage with full force, regardless of how the Avatar might normally feel about the situation. When activated this way, the Avatar State lasts until the danger or the source of the Avatar’s emotion is destroyed, however the Avatar might be talked out of the Avatar State by someone he trusts. Once the Avatar state ends, the Avatar gains 2 levels of fatigue.
If the Avatar has 10 ranks each in Airbending, Earthbending, Firebending, and Waterbending, he gains control of the Avatar State. It never activates unbidden again, and the Avatar may choose to enter the Avatar state whenever he wishes, and has full control of his actions. He may maintain the Avatar state for a number of rounds equal to 5 times his Wisdom modifier, but even assuming it gives him a level of fatigue when he leaves. For every number of rounds equal to his Wisdom modifier he remains in the Avatar State, he gains an additional level of fatigue when he leaves.
Regardless of how he enters the Avatar State, using it is dangerous for another reason: if the Avatar is killed while in the Avatar State, the reincarnation cycle is broken, and the Avatar ceases to exist. It is for this reason that the Avatar rarely chooses to use this power, despite its many advantages.
Spirit Projection: The Avatar may use the spirit projection shaman power at will by making a DC 25 Concentration check.
Abilities: The Avatar gains a +4 racial bonus to Wisdom in addition to all the normal ability score modifications that he gains. An Avatar never has a Wisdom score of less than 13, and often has a much higher Wisdom score.
Feats: The Avatar does not need to meet any racial prerequisites of the Burning Heart, Moon’s Chosen, Ride the Wind, or Soul of Stone feats.
Skills: The Avatar gains a +4 racial bonus on his nation’s Bending skill.
Special Qualities: The Avatar gains the following special quality:
Commune: The Avatar can speak with his past incarnations, allowing him to learn a great deal from the Avatar’s accumulated knowledge. By making a DC 25 Concentration check, the Avatar can commune with the spirit of a past Avatar of his choice, allowing him to make any Intelligence-based skill check with the skill modifier of the past Avatar he is speaking to. This ability may have other effects, too, based on GM discretion.
AIRBENDING
Airbending is a quick, graceful art that emphasizes mobility and speed. The motions are swift, and incorporate many circular movements of the arms and rapid, light footsteps. Above and beyond the other bending arts, airbending allows the airbender to augment his own physical abilities, giving him incredible speed, agility, and jumping ability.
Airbending has a primary focus on defense—the many abilities that it grants allows an airbender to easily dodge, avoid, evade, or simply run away from a confrontation. True attack techniques in airbending are rare: most often, techniques like Gust, which blow opponents away, are as close to an actual attack that airbenders perform.
As all Air Nomads are benders, the art of airbending plays an incredibly important role in their society. Air Nomad dwellings are often placed on cliff sides and high peaks—easy enough to reach, if one can fly. The Air Temples themselves are carved onto the highest peaks, and totally unreachable except by a flying airbender or the sky bison that they often use as mounts.
It is nearly impossible to separate an airbender from his element: doing so for any extended period of time is almost certainly fatal, as the airbender needs air to breath, just like any other creature. This, combined with the airbender’s enhanced mobility, makes taking them prisoner quite a challenge.
Unlike most other bending disciplines, an airbender does not need to be able to see the air in order to bend it. Instead, he must have an unbroken line of effect to whatever target he is affecting, or he must use the sense air ability in order to bend air that he does not have line of effect to.

Airbending Techniques
Airbender’s Leap
This ability is one that makes members of the other nations quite glad that airbenders practice nonviolence, for how could you stop an enemy that can simply jump over your highest wall? The Airbender’s Leap allows an airbender to jump extraordinary distances, both vertical and horizontal, with incredible ease. It is important to note that this technique does not grant an airbender any ability to ignore falling damage: he must make sure he’s landing on an elevated platform, or that he has some other ability that will allow him to mitigate a fall.
Action: Swift.
Effect: You gain a bonus on a single Acrobatics check made to jump. For the purposes of the jump, you are always considered to have gotten a running start.
DC 20: +20 to Acrobatics check made to jump.
DC 25: +40 to Acrobatics check made to jump.
DC 30: +80 to Acrobatics check made to jump.
DC 35: +160 to Acrobatics check made to jump.
DC +10: Doble bonus to Acrobatics check made to jump per 10 above 35.
Special: Airbender’s Leap requires very minimal physical movement beyond simply jumping, allowing an airbender to use it while bound or otherwise restrained.
Air Burst
The airbender generates a powerful surge of wind around himself, blasting everything in the area away.
Action: Standard (R).
Effect: A burst of wind surrounds the airbender, blowing all characters within a certain radius away. Compare the Airbending result to each affected opponent’s CMD. Characters that are airborne when affected take a –4 to their CMD. Characters that are blown into a solid object or other character take 1d6 points of damage per 10 feet flung in this manner.
Additionally, this technique can do anything else that a powerful gust of wind could be expected to do, such as whip up a cloud of dust or sand that might obscure vision.
The maximum radius of this ability is a number of feet equal to the result of the Airbending check (rounded down to the nearest 5-foot increment), although the airbender may make it smaller if he wishes.
An airbender can use a smaller air burst reflexively in order to attempt to disperse an area attack aimed at him. If he succeeds on his Reflex save against such an attack, he takes no damage instead of half damage, as the evasion ability. If the airbender already has evasion, he instead takes half damage even if he fails his save, as improved evasion.
Featherdance
By using the air around him to support and assist his movements, an airbender is capable of becoming as light and agile as a feather. This technique has several uses: first, it allows an airbender to slow his descent, allowing him to ignore falling damage. It also allows him to gain bonuses on Acrobatics checks to perform various maneuvers.
Action: Swift.
Effect: The airbender either ignores falling damage, or gains a bonus on an Acrobatics check or a Stealth check to move quietly, as well as granting a dodge bonus to AC.
DC 10 + 1/10 ft. fallen: An airbender ignores 10 feet of falling damage for every point by which his Airbending result exceeds 10.
DC 15: +5 to Acrobatics or Stealth check; +1 to Defense.
DC 20: +10 to Acrobatics or Stealth check; +2 to Defense.
DC 25: +15 to Acrobatics or Stealth check; +3 to Defense.
DC 30: +20 to Acrobatics or Stealth check; +4 to Defense.
DC +10: Additional +5 to Acrobatics or Stealth and +1 to Defense per 10 above 30.
While using Featherdance, an airbender does not provoke attacks of opportunity for shifting reflexively. An airbender can maintain this technique for as long as he wishes, as long as he continues to spend a swift action every round.
Special: Featherdance requires very little physical motion, allowing the airbender to use it while bound or otherwise restrained.
Flight
Perhaps the skill that airbenders are best known for is the ability to fly. Unlike most bending techniques, airbenders require assistance in order to fly: the monks use light wooden and cloth gliders to help with the fine control of air currents needed to make use of this technique. Without a glider, an airbender takes a –20 penalty on Airbending checks made to use this technique, and must continue to make Airbending checks each turn in order to stay airborne. If the airbender has something to assist him, such as a staff he can spin rapidly, this penalty is only –10.
Action: Move (R)
Effect: Your effective fly speed is double your Airbending check result (rounded down to the nearest 10-foot increment). Your maneuverability is based on your Airbending check as described below. You must continue to take a move action every turn to fly at least half of your speed, or else you stall in the air and begin to fall.
DC 25: Clumsy maneuverability (–8 to Fly checks).
DC 30: Poor maneuverability (–4 to Fly checks).
DC 35: Average maneuverability.
DC 40: Good maneuverability (+4 to Fly checks).
Gust
A staple in the arsenal of every airbender, Gust allows him to focus a powerful surge of wind, blowing anyone and anything in front of him away.
Action: Attack.
Effect: Gust creates a line of air in front of the airbender. The length of this line is determined by the result of an Airbending check:
DC 15: 30-ft. line.
DC 20: 60-ft. line.
DC 25: 90-ft. line.
DC 30: 120-ft. line.
DC +10: +30 ft. length per 10 above 30.
Treat his Airbending check result as a bull rush attempt against the CMD of all creatures or objects in the area of the effect. As with Air Burst, characters that are pushed into solid objects or other characters take 1d6 points of damage per 10 feet pushed.
Additionally, this technique can do anything else that a powerful gust of wind could be expected to do, such as whip up a cloud of dust or sand that might obscure vision.
An airbender can choose to create a cone with Gust instead of a line. The length of this cone is equal to half the length of a line.
If an airbender uses gust as a full-round action instead, he may maintain this technique for a number of rounds equal to his Wisdom modifier, taking a full-round action each turn to do so.
Microburst
One of the few truly damaging attacks in the airbender’s arsenal, the mighty Microburst creates a short-lived but powerful windstorm in a small area.
Action: Standard.
Effect: A spread of air buffets those in its area, dealing damage. Affected creatures may attempt a Fortitude save for half damage.
DC 35: 15-ft. radius, 6d6 damage.
DC 40: 15-ft. radius, 7d6 damage.
DC 45: 20-ft. radius, 8d6 damage.
DC 50: 20-ft. radius, 9d6 damage.
DC +10: Additional +5 ft. to radius and +1d6 to damage per 10 above 50.
Move Object
With precisely directed currents or air, a skilled airbender is capable of lifting objects and moving them about, or even using them as projectile weapons against his opponents.
Action: Attack (R).
Effect: An airbender can move an object of a certain weight based on his Airbending check result. This technique does not allow the airbender enough fine control in order to manipulate and object in a way that a hand might—he may only push or pull the object.
DC 20: Move object of up to 20 lbs.
DC 25: Move object of up to 40 lbs.
DC 30: Move object of up to 80 lbs.
DC 35: Move object of up to 160 lbs.
DC +10: Double maximum weight per 10 above 35.
An airbender may throw an object at an opponent with enough force to deal damage. To do so, the object must be at least one weight level below the maximum the airbender can move based on his Airbending check result. Thrown objects require a ranged touch attack to hit, and have a range increment of 20 feet, and can be thrown a maximum of 5 range increments. For each additional weight category below the airbender’s maximum the projectile is, the range increment doubles.
Thrown objects deal a number of dice based on their weight (1 die per weight category), and of a die size based on their consistency, ranging from 1 for very soft materials (such as a mattress) to 1d10 for dense or hard materials (such as steel).
An airbender can move living creatures with this technique, although a creature that does not want to be moved can attempt a Reflex save to negate the attempt.
Move Object can be used reflexively in order to deflect an attack, either melee or ranged. Make an Airbending check and compare it to the attack roll. If the Airbending check result is higher, the attack misses. Otherwise, the attack hits as normal. Effectively, the Airbending check is the airbender’s Defense roll against that attack. Alternatively, nearby objects can be moved between the airbender and an incoming projectile, blocking the attack.
Run with the Wind
By generating a powerful tail-wind, an airbender is capable of running with astounding speed, covering distances that would take others hours in a matter of minutes. This useful technique also allows an airbender to walk on walls or even ceilings for a short time without risk of falling.
Action: Move.
Effect: The airbender’s base land speed increases by an amount determined by his Airbending check result. While using Run with the Wind, an airbender can move across any vertical or inverted surface as easily as if he were walking across the ground, however he must end his turn standing on a surface that can support him, or else he falls and this technique ends.
DC 20: +20 ft. to base land speed.
DC 25: +40 ft. to base land speed.
DC 30: +60 ft. to base land speed.
DC 35: +80 ft. to base land speed.
DC +10: Additional +20 ft. to base land speed per 10 over 35.
An airbender can maintain this technique as long as he wishes, as long as he continues to take a move action to move at least half of his (improved) base land speed each turn. This technique does not grant him immunity to fatigue, however, and if he runs for too long, an airbender risks becoming tired.
While using this technique, an airbender is partially supported by the currents of air, allowing him to run on surfaces that normally would not support his weight, including thin ice or even water without penalty, although he must still end his turn on solid ground or else the technique ends and he falls through the surface.
Special: Run with the Wind requires very little physical movement beyond simply running, allowing the airbender to use it while bound or otherwise restrained.
Soundbending
A secret technique of the greatest airbending masters, Soundbending allows an airbender to manipulate waves of air with such precision as to deaden or amplify sounds, or even create new sounds altogether.
Prerequisite: You must have the Master of Sound feat in order to gain or select this technique.
Action: Swift (R) or Attack.
Effect: With Soundbending, an airbender can either amplify or diminish sounds, decreasing or increasing the DC of a Perception check to hear the sound or sounds in question. When amplifying a sound, subtract the result of the airbender’s Airbending check from the DC of the Perception check to notice it. This will typically mean the sound can be heard from a very long way away. An airbender can amplify a sound he makes, so as to be heard from a long way off, or he can amplify a far-off sound, making it easier for him to hear what is going on over a distant hill.
A diminished sound adds the result of an Airbending check to the DC of the Perception check to hear it, meaning such sounds are likely almost imperceptible. Airbenders typically use this technique to hide the details of a conversation from those around him. This version can be used reflexively to negate a sound-based attack, such as another airbender using this technique to create a sound burst (see below).
Alternately, an airbender can create sounds with this technique. Created sounds can be of any type that the Airbender can imagine. Listeners may attempt a Will save to realize that the sounds are manufactured, not natural. An airbender can use this ability to create a screaming burst of sound that deals tremendous damage and deafens those in the area for 1d4+1 rounds.
DC 30: Create sounds.
DC 35: Sound burst deals 6d4 sonic damage.
DC 40: Sound burst deals 8d4 sonic damage.
DC 45: Sound burst deals 10d4 sonic damage.
DC +10: Sound burst deals an additional 2d4 points of sonic damage per 10 points above 45.
A sound burst may be either a 120-foot line, a 60-foot cone, or a 30-foot burst centered on the bender. A successful Fortitude save halves the damage and negates the deafness.
Tornado
The ultimate technique of airbending, the dreaded Tornado creates a whirling cyclone that leaves a wake of destruction behind it. Due to the peaceful nature of the Air Nomads, this powerful technique rarely sees use in combat, but the mere fact of its existence is often enough to cause potential enemies to think twice about attacking an airbender temple.
Action: Full-Round.
Effect: A tornado creates a whirling storm wind of tremendous power. Its radius is based on the result of an Airbending check:
DC 40: 5-ft. radius, 50 ft. high.
DC 45: 10-ft. radius, 100 ft. high.
DC 50: 15-ft. radius, 150 ft. high.
DC 55: 20-ft. radius, 200 ft. high.
DC +10: Additional 5-ft. radius and 50 ft. in height per 10 above 55.
The tornado imposes a –4 on all ranged attack rolls per square of the tornado the attack passes through, and a –20 on Listen checks. Medium creatures must succeed on a Fortitude save each turn there are within the tornado or be picked up and help aloft in the howling winds, unable go anywhere but where the tornado (and therefore, the airbender) takes them. Either way, any creature in the winds takes 2d6 points of damage per round with no save. A tornado that touches the ground kicks up a cloud of debris that obscures vision. This cloud affects a radius equal to three times the tornado’s.
Out to twice the tornado’s radius is an area of wind not as strong as the funnel itself. All effects of the tornado are halved in this area, and instead of being picked up, Medium creatures are unable to move against the winds.
The tornado forms in front of the airbender (who is unaffected by the outer radius of weaker winds, but is affected by the tornado itself), and can be directed to move as he wishes, up to 60 feet per round. The airbender can maintain the tornado for a number of rounds equal to his Wisdom modifier, taking a full-round action to do so.

Absol197
2011-05-11, 04:44 AM
EARTHBENDING
A firm, powerful style, earthbending is slow, methodical, and direct. It makes use of short, tight, focused movements that allow the earthbender’s feet to maintain near-constant contact with the earth. More so than any other bending style, the effects of earthbending are long-lasting: the Earth Kingdom is littered with spires and walls left over from the battles of ages past.
An earthbender moves through combat slowly, focusing on one thing at a time. When she defends, her defense is impregnable—when she attacks, it’s head on and full-force. It is said by many that the key to earthbending is to wait and listen, finding the perfect time to switch from defense to offense.
While not incredibly common among the people of the Earth Kingdom, the earthbender is part of the foundation of the society. Their unique ability to construct vast buildings out of solid rock quickly has made them an important part of the Earth Kingdom’s infrastructure. Entire villages, towns, even massive cities are constructed entirely of earth that has been bent into its shape by master earthbending-architects. Other marvels, such as the trains of Ba Sing Se and the Omashu mail delivery system also make use of earthbending in order to improve the lives of the Earth Kingdom’s citizens.
It is difficult to separate an earthbender form her element, but for the determined, it can be done. Metal cells, as well as ships on the ocean, can separate the earthbender from the rock and stone needed to bend sufficiently to cut off their abilities. It is for this reason that most Earth Kingdom prisons are made entirely out of metal.
In order to bend, an earthbender must have a connection to the earth. By standing on the ground, she automatically has a connection to all contiguous expressions of earth within her bending range, as well as to any non-contiguous earth that she can see. Metal interferes with this connection, creating a “shadow” in her sense of the earth around her. By using the sense earth ability, an earthbender can sense all earth within her bending range, even if she is not touching the ground. For some unknown reason, metal still interferes with this ability, and blocks an earthbender’s line of effect with sense earth. An earthbender entirely surrounded by metal, such as one in a metal jail, is completely cut off from the earth.

EARTHBENDING TECHNIQUES
Burrow
A favorite of higher level earthbenders, Burrow allows the bender to tunnel swiftly through the ground, moving unseen (though not necessarily unnoticed) beneath the surface of the earth.
Action: Move (R).
Effect: The earthbender gains a burrow speed based on the result of her Earthbending check:
DC 30: Burrow 20 ft.
DC 35: Burrow 30 ft.
DC 40: Burrow 40 ft.
DC 45: Burrow 50 ft.
DC +10: Additional 10-ft. of burrow speed per 10 above 45.
Burrowing in this manner does not leave a tunnel behind for other creatures to follow, meaning an earthbender who wishes to bring friends or allies who do not also possess Burrow along with her must instead use the Excavation technique, which takes appreciably longer.
Used reflexively, this technique allows an earthbender to shift down into the earth beneath her feet to avoid an attack.
An earthbender can maintain this technique for as long as she wishes, as long as she continues to spend a move action to move at least half of her burrow speed each turn. If the earthbender stops moving for whatever reason, she is then trapped under the earth until she uses Burrow again in order to get out. If this happens, she may run the risk of suffocating.
Cling
By sinking her hands and feet into the earth slightly, an earthbender is capable of becoming a bastion of defense, nearly impossible to move from her current place. An earthbender can also use this technique to scale walls made of earth as easily as a spider.
Action: Swift (R) or Move (R).
Effect: Rooting herself to the spot grants an earthbender a bonus to her CMD to resist any attack that would move her from her place, such as a bull rush, trip, or overrun, and on any save against a similar effect, based on the result of her Earthbending check:
DC 15: +4 to CMD and saves to resist being moved.
DC 20: +8 to CMD and saves to resist being moved.
DC 25: +12 to CMD and saves to resist being moved.
DC 30: +16 to CMD and saves to resist being moved.
DC +10: Additional +4 to CMD and saves to resist being moved per 10 above 30.
Cling can be used reflexively to resist such an attack as it is made. This ability lasts until the earthbender uses another swift action to end it, but during that time, she cannot voluntarily leave the square she is in (an earthbender with the Burrow technique can use that ability to negate this restriction).
An earthbender can also use Cling to scale walls made of earth, gaining a climb speed based on the result of an Earthbending check:
DC 20: Climb speed 10 ft.
DC 25: Climb speed 20 ft.
DC 30: Climb speed 30 ft.
DC 35: Climb speed 40 ft.
DC +10: Additional 10 ft. to climb speed per 10 above 35.
A falling earthbender near a wall can use this ability reflexively in order to grab the wall and reduce the damage from the fall. The earthbender still takes damage from the distance she has already fallen, but the effective distance is reduced by her climb speed (so an earthbender who falls 30 feet before catching a wall who gains a climb speed of 30 feet takes no damage).
Unlike other similar techniques, an earthbender does not need to keep taking a move action to remain climbing—this technique ends once she stops climbing and returns to the ground.
Earthen Armor
Although it is a difficult technique to master, Earthen Armor has saved the lives of thousands of earthbenders throughout the ages, and so any with the skill to do so usually take the time to become at least proficient with it.
The difficulty in this technique lies in the fact that one must bend continuously in order to maintain it—the stones that form the armor are quite heavy, and without bending to supplement the user’s strength, she would be quite incapacitated by the weight of her new suit.
Action: Swift (R).
Effect: Earthen Armor allows the earthbender to draw in nearby earth which covers the bender with a suit of thick, durable rocks, providing an armor bonus to AC based on the results of her Earthbending check:
DC 35: +4 armor bonus to AC.
DC 40: +6 armor bonus to AC.
DC 45: +8 armor bonus to AC.
DC 50: +10 armor bonus to AC.
DC +10: Additional +2 to AC per 10 above 50.
As stone is a poor conductor of heat, the armor is effective against firebending attacks. The earthbender can maintain this technique indefinitely, as long as she continues to spend a swift action each turn. If she does not, the armor falls off. Unlike most personal techniques, if there is not enough nearby earth, this technique cannot be used (a Medium earthbender requires a 3-foot cube of earth for this technique).
Earthquake
This powerful technique creates a rippling tremor to flood out from the earthbender, causing damage to everything in the area.
Action: Full-Round.
Effect: An Earthquake affects a radius around the earthbender and deals a certain amount of damage, as based on the result of her Earthbending check:
DC 30: 10-ft. radius; 4d6 damage.
DC 35: 20-ft. radius; 6d6 damage.
DC 40: 30-ft. radius; 8d6 damage.
DC 45: 40-ft. radius; 10d6 damage.
DC +10: Additional 10-ft. radius and 2d6 damage per 10 above 45.
The earthbender may choose to instead affect a cone of up to twice the radius, or a line of up to four times the radius. Affected characters may attempt a Reflex save for half damage.
At the earthbender’s option, this technique can kick up a cloud of dust in the affected area that obscures the vision of those inside it. She may maintain this cloud as a swift action, or allow it to disperse naturally, which usually takes 1d6+4 rounds, depending on the wind conditions in the area.
Excavation
The benders of the Earth Kingdom are known for their enormous and impressive cities forged completely from stone, and it is this technique that allows for these magnificent achievements. It is quite common for earthbenders to become architects as well as soldiers, using Excavation to raise walls, build houses, and dig trenches to help their communities.
Action: 1+ rounds.
Effect: Excavation allows an earthbender to mold and shape large quantities of earth, shaping it as necessary. The amount of earth that can be shaped is determined by the result of an Earthbending check:
DC 15: One 10-ft. cube.
DC 20: Two 10-ft. cubes.
DC 25: Four 10-ft. cubes.
DC 30: Eight 10-ft. cubes.
DC +10: Double volume per 10 above 30.
For each additional full-round an earthbender takes to use this technique, she can shape double the amount of earth, up to a number of rounds equal to her Wisdom modifier.
This technique is too slow to work effectively as an attack, except in rare circumstances (such as turning a staircase beneath enemies into a slide). It is useful for reshaping a battlefield in order to gain a tactical advantage. Any attempt to encapsulate an opponent allows a Reflex save in order to avoid being trapped.
Metalbending
Metal is simply earth that has been purified and refined, yet the ability to bend metal is beyond even the most powerful earthbenders. None has yet to discover the secret, though many have tried. The technique remains a legend, often sought, never found.
Prerequisite: You must possess the Warp Iron feat in order to gain or select this technique.
Action: Varies.
Effect: Unlike many techniques, Metalbending does not have a unique effect of its own. Instead, it allows an earthbender to use any other use of the Earthbending skill she possesses to instead affect worked metal. Add +20 to the DC of the technique being performed. She cannot metalbend a target that is farther away than her Close range, and she must have a continuous line of metal to affect a target she cannot directly touch. The effects of some techniques, such as Earthquake’s ability to generate a dust cloud, may not function when used with Metalbending.
While an earthbender with this technique can sense metal, it still creates a “shadow” that interferes with her ability to sense normal earth. However, since she can actively manipulate metal, she has many more options than a normal earthbender.
Use of this technique counts as a use of Metalbending, not of the technique being mimicked.
Move the Earth
A staple for earthbender soldiers, Move the Earth allows an earthbender to levitate boulders and chunks of earth, as well as launch them with great force, creating effective projectiles.
Action: Attack (R).
Effect: The earthbender can lift and manipulate a chunk of earth of a certain weight based on the result of an Earthbending check:
DC 20: Move object of up to 25 lbs.
DC 25: Move object of up to 50 lbs.
DC 30: Move object of up to 100 lbs.
DC 35: Move object of up to 200 lbs.
DC +10: Double maximum weight per 10 above 35.
To throw a boulder as a projectile weapon, it must be at least one weight level below the maximum the bender can move based on her Earthbending check result. Thrown objects require a ranged touch attack to hit, have a range increment of 20 feet, and can be thrown a maximum of 5 range increments. For each additional weight category below the earthbender’s maximum the projectile is, the range increment doubles. A boulder deals 2d6 damage per weight category.
An earthbender can use this technique to levitate several smaller boulders, as long as the total weight does not exceed her maximum based on her Earthbending check. Earthbenders typically do so in order to make attacks with several smaller rocks quickly.
This technique can be used reflexively to block an earthen projectile moving towards the earthbender; a boulder disturbed by an avalanche, or, more often, a stone chucked at them by another earthbender.
Pillar of Earth
Useful as both an offensive and defensive ability, Pillar of Earth allows an earthbender to quickly create spires and walls from the ground beneath her feet. This technique is also useful for quickly constructing makeshift shelters, commonly called the “earth tent.”
Action: Full-round.
Effect: Pillar of Earth has two versions: either a spire or a wall. The size of a wall depends on the result of an Earthbending check:
DC 15: 25x25 ft. wall, 1 inch thick.
DC 20: 50x50 ft. wall, 2 inches thick.
DC 25: 75x75 ft. wall, 3 inches thick.
DC 30: 100x100 ft. wall, 4 inches thick.
DC +10: Additional 25x25 ft. area and 1 inch of thickness per 10 above 30.
The area of the wall is shapeable, as long as it is within the prescribed limits. An earthbender may double the thickness by halving the area, or double the area by halving the thickness.
A spire on the other hand, has a prescribed volume, based on the result of an Earthbending check:
DC 20: 5x5x5 ft. spire; 1d6 damage.
DC 25: 10x10x10 ft. spire; 2d6 damage.
DC 30: 15x15x15 ft. spire; 3d6 damage.
DC 35: 20x20x20 ft. spire; 4d6 damage.
DC +10: Additional 5x5x5 ft. volume and 1d6 damage per 10 above 35.
Like a wall, a spire’s prescribed volume is shapeable. Unlike a wall, a spire can be used as a weapon by raising it out of the ground to strike an enemy, dealing the listed damage. An enemy may attempt a Reflex save to negate the damage. In an enclosed space, a big enough spire can be used to attempt to crush an enemy, should an earthbender summon it from a wall or ceiling. Such an attempt deals double the damage, and may possibly trap the enemy if it fails its save.
Tectonics
By causing small, localized tremors in the earth, an earthbender using this technique can shift objects across the surface of the ground, or even catapult them into the air.
Action: Swift (R).
Effect: The bender makes an Earthbending check, allowing her to shift a character or object across the surface of the earth. Because the tremors make balancing difficult, this movement provokes an attack of opportunity as normal, unless the earthbender shifts herself. A creature that does not wish to be shifted can attempt a Reflex save to avoid the effect. How far an earthbender can shift a target is based on the result of her Earthbending check:
DC 15: Shift target 5 feet.
DC 25: Shift target 10 ft.
DC 35: Shift target 15 ft.
DC 45: Shift target 20 ft.
DC +15: Shift target an additional 5 feet per 15 above 45.
A target need not be shifted in a straight line. An earthbender may continue to spend a multiple swift actions across multiple turns to continue to shift a target, as long as the target does not move from the spot she shifts it to in the interim. She may maintain this power as long as she wishes if she keeps spending at least one swift action per turn.
Alternatively, an earthbender can catapult the target into the air. Earthbenders often use this ability to reach high-up places.
DC 15: Launch target 5 ft.
DC 20: Launch target 10 ft.
DC 25: Launch target 20 ft.
DC 30: Launch target 40 ft.
DC +10: Launch target twice as high per 10 above 30.
This assumes the target is Medium-sized and about as heavy as an ordinary human. Larger or significantly heavier objects are launched a shorter distance: for each size category above Medium, or if the target is much denser than normal, it is launched only half as far. Smaller or lighter targets are easier to launch, and fly farther, going twice as far for each size smaller than Medium.
This technique can also be used reflexively by an earthbender to reduce the damage from a fall. As long as the bender is landing on solid earth, she can reduce the effective height of a fall by the distance she would have been launched by being catapulted based on her Earthbending check result.
Tremorsense
This incredibly useful ability is one that most earthbenders don’t even know about. Through their innate connection to the earth, they can feel the vibrations around them, generating a mental map of the area, helping them locate allies and potential enemies.
Action: Swift.
Effect: The earthbender gains an accurate mental map of all movement in or on the earth within a certain radius, based on her Earthbending check:
DC 30: 15-ft. radius.
DC 35: 30-ft. radius.
DC 40: 60 ft. radius.
DC 45: 120 ft. radius.
DC +10: Double effective radius per 10 above 45.
The earthbender is aware of all creatures in contact with the earth within the radius, as well as the effects of any earthbending attempts within that radius as well. Creatures she can’t actually see still have total concealment against her, and attacks against her from such creatures still benefit from her effective blindness, but she is not flat-footed against such attacks. This technique is useless against airborne creatures, and creatures in the area may still make Stealth checks to avoid her notice, but the Earthbender gains a +10 bonus on Perception checks to notice them.
This technique can be maintained indefinitely, as long as the earthbender continues to spend a swift action each round to maintain it.

Absol197
2011-05-11, 04:52 AM
FIREBENDING
Swift, forceful, and overwhelming, firebending is driven by the will and emotions of the bender who wields it. Of all the bending styles, firebending is the most directly martial in its appearance, being composed of punches, kicks, and similar strikes. Because of this, many young firebenders mistakenly believe that it is physical strength that fuels their bending. In fact, the powerful movements are simply to direct the flames—true power in firebending comes from control of the breath and the focusing of the emotions. In battle, master firebenders seem utterly serene, almost as if moving in an odd “sped-up slow-motion.”
Firebending seems unique among the other bending style in that its practitioners are capable of creating their element out of nothing. This is in fact not true: a firebender needs ambient heat in order to ignite flames this way, and compared to manipulating active fires, creating it oneself is much more difficult. Most firebenders who use their abilities for utility instead of combat don’t bother to learn the ability, and instead make use of other aspects of the art. However, this fearsome reputation is made use of by the leaders of the Fire Nation, and nearly all firebending warriors learn to perfect this technique, both to keep the fearsome image alive, and for the utility of not needed an active flame to use their abilities.
Because of fire’s ethereal nature, and its low percentage of benders, one might think that the Fire Nation would fall behind the others. In fact, quite the opposite is true: because of their determination and industrious nature, the Fire Nation is one of the most advanced of the four. While fire itself may not be the best building material, it has many uses in industry, and the smiths of the Fire Nation have perfected the process of smelting metal by actively controlling exactly where the heat from their forges goes. The Fire Nation is also the only place where even the lowest peasants have a good chance of having good access to hot water, a luxury that only the highest nobles of the other nations might have.
Separating a firebender from his element is impossible, but limiting his access to it is at least a possibility. Because he draws his energy from the heat in the air, cold places make firebending difficult. In addition, dousing or quenching any active fires in the area are a good way to limit a firebender’s effectiveness, as he must then rely on the more difficult process of creating fire to bend. A firebender can affect any active fire he can see, as well as the heat from the air he breathes in and his own body heat. In order to affect other aspects of fire, such as a fire he cannot see or the heat of other objects, he must use the sense fire ability.
The Great Comet: Once every one-hundred years, a great comet skims through the firmament of the world, granting firebenders untold power. For the one day that the comet is nearby, all firebenders gain a +50 insight bonus to all firebending checks. The comet’s passage also allows firebenders to bend, even if (on the incredibly rare occasion) there is also a solar eclipse that day. For the Fire Nation, the comet’s passage is a very auspicious day, and each time it appears in the sky, there are thousands of Agni Kai (traditional Firebending duels) fought. A child (especially a firebending child) born on the day of the comet is believed to have an incredible destiny before her.
FIREBENDING TECHNIQUES
Breath of Fire
The vast majority of firebenders use their gifts to learn to control external sources of heat and flame. There are, however, those few who know how to manipulate their own inner fire—the chi, to achieve effects that, while not as spectacular as other firebending techniques, are still quite potent.
Action: Swift (R).
Effect: The Breath of Fire allows a firebender to resist the effects of bitter cold or sweltering heat by controlling his body temperature. It can also grant a firebender resistance to fire or cold damage. Powerful firebenders can use the technique to reduce or even ignore the penalty to Firebending checks for being in a cold environment. The level of endurance he gains is based on the result of a Firebending check:
DC 25: Exist comfortably in Hot or Cold environments.
DC 30: Exist comfortably in Severe Heat or Severe Cold environments; gain resistance to fire 5 and cold 5; Ignore –2 penalty to Firebending due to cold.
DC 35: Exist comfortably in Extreme Heat or Extreme Cold environments; gain resistance to fire 10 and cold 10; ignore –4 penalty to Firebending due to cold.
DC 40: Ignore –8 penalty to firebending due to cold.
DC +10: +5 fire and cold resistance and ignore additional –2 penalty due to cold temperatures per 10 above 40.
A firebender can maintain this technique as long as he wishes, as long as he continues to spend a swift action each round to do so.
Special: Breath of Fire requires no movements on the bender’s part to perform. It never provokes an attack of opportunity, and can be used while restrained.
Combustion
This powerful technique allows a firebender to induce a fire to generate a powerful explosion, causing damage and flinging characters and objects in the area away.
Action: Standard.
Effect: A currently burning fire erupts, causing an explosion that deals damage based on the size of the fire and the results of a Firebending check:
DC 25: Fire increases +1 size.
DC 30: Fire increases +2 sizes.
DC 35: Fire increases +3 sizes.
DC 40: Fire increases +4 sizes.
DC +10: Fire increases +1 size per 10 above 40.

{table=head]Fire Size|Base Damage|Fire Area|Bull-Rush Modifier
Fine|1|—|–22 + Wis
Diminutive|1d2|1-ft. square|–18 + Wis
Tiny|1d3|2-1/2ft sq.|–12 + Wis
Small|1d4|4-ft. square|–6 + Wis
Medium|1d6|5-ft. square|+ Wis
Large|2d6|10-ft. square|+8 + Wis
Huge|2d8|15-ft. square|+16 + Wis
Gargantuan|4d6|20-ft. square|+24 + Wis
Colossal|4d8|30-ft. square|+32 + Wis
Colossal +|+2d8/size|+10 ft./size|+8/size[/table]

The area affected is that of the fire’s new size. The damage dealt is equal to the standard damage of a fire of the fire’s new size plus that damage times the number of sizes the fire increased by (a Medium fire that increased to a Huge fire, for instance, would deal 6d8 damage [a Huge fire deals 2d8, plus 4d8 for increasing two sizes]).
Half this damage is fire damage, the other half is bludgeoning damage. Creatures in the area are subjected to a bull-rush attempt, using the modifier listed for the fire’s new size.
After the explosion, the fire returns to its original size, unless there are combustible materials in the area that can be ignited by the blast.
Fire Blast
Almost synonymous with firebending itself, the fire blast allows a firebender to launch a blazing jet of flame at a target.
Action: Attack.
Effect: The damage and range of the Fire Blast is determined by the result of a Firebending check:
DC 20: 1d6 fire damage; 20-ft. range increment.
DC 25: 2d6 fire damage; 30-ft. range increment.
DC 30: 3d6 fire damage; 40-ft. range increment.
DC 35: 4d6 fire damage; 50-ft. range increment.
DC +10: +1d6 fire damage and +10 ft. range increment per 10 above 35.
The jet of flame requires a ranged touch attack to hit. Some armors and shields are designed to protect against fire, allowing them to be applied to the target’s AC as well. A Fire Blast can be fired up to ten range increments. Unlike normal fire damage, objects take full damage from a Fire Blast.
Flame Blade
A technique favored by firebenders with skill in weapons combat, a Flame Blade is a weapon composed of pure fire. Useful in that it cannot be disarmed from the firebender and that it bypasses most armor, those with the skill in melee to utilize such a weapon rely heavily on this technique.
Action: Swift (R).
Effect: The firebender manifests and focuses a small flame in the shape of a weapon. Typical favorites are daggers, whips, and short swords. The weapon imitated must be capable of dealing slashing damage. The weapon is wielded as a weapon of its type, and has a threat range and critical multiplier as normal. The damage of the weapon is determined by the result of a Firebending check:
DC 20: Normal weapon damage.
DC 25: Damage as +1 size category.
DC 30: Damage as +2 size categories.
DC 35: Damage as +3 size categories.
DC +10: Damage as +1 additional size category per 10 above 35.
If the firebender draws active flame to form his Flame Blade instead of creating it himself, the DC decreases by 5. A whip that is manifested in this fashion gains an additional 5 feet of reach per extra size category of damage it deals.
The fiery weapon requires a melee touch attack to hit. Some armors and shields are designed to protect against fire, allowing them to be applied to the target’s AC, as well.
A firebender may maintain a Flame Blade as long as he wishes, as long as he continues to spend a swift action each round. A firebender with the Two-Weapon Fighting feat may create or maintain two light Flame Blades with the same swift action.
A Flame Blade can be manifested as a reflexive action in order to make an attack of opportunity against an opponent.
Jet
The great firebending masters are capable of using the power of fire to generate a forceful propulsion that allows them to move at tremendous speeds, float slowly down during a fall, or even fly.
Action: Move (R).
Effect: The firebender expels fire rapidly from his feet, generating a powerful force in the other direction. This can be used to gain a boost in speed, or to fly.
A speed boost increases the firebender’s base speed by a certain amount, determined by a Firebending check:
DC 30: +10 ft. to base speed.
DC 35: +20 ft. to base speed.
DC 40: +40 ft. to base speed.
DC 45: +80 ft. to base speed.
DC +10: Double bonus to speed per 10 above 45.
This increase to speed grants a bonus to Acrobatics checks made to jump, as normal. If the firebender wishes, he may forgo the increase to speed and instead gain double the normal bonus to Acrobatics checks to jump, and treat it as though he had a running start, but doing so ends the technique.
A firebender using jet in this fashion loses a fair amount of agility, and takes a –10 penalty on Acrobatics checks, except for those made to jump. Because the flames allow his feet to hover just over the surface of the ground, slippery surfaces, difficult terrain, and surfaces that could normally not support his weight do not hinder him.
When using jet to fly, a firebender’s fly speed is based on the result of a Firebending check:
DC 30: Negate falling damage.
DC 50: Fly speed 20 ft., clumsy maneuverability (–8 to Fly checks).
DC 55: Fly speed 30 ft., poor maneuverability (–4 to Fly checks).
DC 60: Fly speed 40 ft., average maneuverability.
DC 65: Fly speed 50 ft., good maneuverability (+4 to Fly checks).
DC 70: Fly speed 60 ft., perfect maneuverability (+8 to Fly checks.
A firebender can maintain Jet as long as he wishes, as long as he continues to use a move action to move at least half of his speed (land or fly, depending on the version he is using) every turn (a flying firebender need not move if he hovers, but he still must spend a move action to maintain the technique).
Jet can be used reflexively in order to negate falling damage.
Lightning
The most coveted technique of firebending, the ability to generate strokes of lightning is a closely guarded secret among the greatest firebending masters. A firebender must be completely focused in mind and serene in soul in order to perform this technique, or else they risk injuring themselves.
Prerequisite: You must possess the Cold-Blooded Fire feat in order to gain or select this technique.
Action: Full-round.
Effect: Lightning creates a crackling bolt of electrical energy that the firebender aims at a target. This bolt takes the form of a line with a length of four times the firebender’s check result in length. The damage of a lightning bolt is determined by the result of a Firebending check:
DC 35: 8d8 electricity damage.
DC 40: 12d8 electricity damage.
DC 45: 16d8 electricity damage.
DC 50: 20d8 electricity damage.
DC +10: +4d8 electricity damage per 10 above 50.
Regardless of the damage, Lightning imposes a temporary –2 Condition penalty. The lightning bolt ignores the hardness of objects and deals full damage to them. A character in the area of the bolt may attempt a Reflex save for half damage and to negate the Condition penalty.
Special: A firebender who attempts this technique and fails instead creates a 5-foot radius explosion that encompasses him, dealing 4d6 points of damage and knocking prone every character in the area. Affected characters (except the firebender himself) may attempt Reflex saves for half damage and to resist being knocked prone. The firebender is assumed to automatically fail the Reflex save.
Firebenders currently affected by an emotion effect (such as a barbarian’s rage, a bard’s bardic music, or a fear effect) take a –10 penalty on Firebending checks to use Lightning.
Pyrotechnics
This technique allows a firebender to manipulate or create fires. One of the most diverse techniques, it has uses both in utility and combat.
Action: Varies (R).
Effect: A firebender can extinguish, manipulate, increase, or create fires in his general area based on a Firebending check, as shown on the chart below:

{table=head]Check DC|Fire’s Size|Fire’s Area|Damage|Example
0|Fine|—|1|Candle
1|Diminutive|1 ft. sq.|1d2|Torch
2|Tiny|2-1/2 ft. sq.|1d3|Campfire
5|Small|4-ft. sq.|1d4|Fireplace
10|Medium|5 ft. sq.|1d6|Bonfire
20|Large|10 ft. sq.|2d6|???
30|Huge|15 ft. sq.|2d8|???
40|Gargantuan|20 ft. sq.|4d6|Burning house
50|Colossal|30 ft. sq.|4d8|Burning barn
60+|Colossal +|+10 ft./size|+2d8/size|Inferno[/table]

A firebender can maintain this technique as long as he wishes, as long as he spends at least a swift action each round to use one of the abilities it grants. Should he fail to do so, the technique ends.
A firebender can use Pyrotechnics reflexively to negate or disperse a fire attack aimed at him. If the result of his Firebending check is greater than that of the person directing the attack, the attack is negated. If the attack was an area attack, the firebender disperses his square, plus one additional contiguous square for every five by which he beats the attacker.
A fire can be split into multiple smaller fires with this ability, or combined into a bigger fire. The fire’s area determines how many fires of what sizes it could be split into (for these purposes, a Fine-sized fire counts as a 1/2 foot square). A Large fire, for instance, could be split into 4 Medium fires, 5 small fires, 8 Tiny fires, 100 Diminutive fires, or 400 fine fires. Each fire that is split off decreases the fire’s remaining area by a proportional amount.
Create/Maintain Fire (Swift): The firebender draws in heat from the air with his breath and extends the energy through his arms to ignite a small fire in his hands. The DC to create a fire of a certain size is twice of simply manipulating such a fire. Likewise, a firebender can maintain a fire without a fuel source (usually held in his hands), but the DC to maintain a fire is also twice that as manipulating a fire of the same size.
Diminish Fire (Standard): To decrease a fire, the bender subtracts his check result from that needed to manipulate a fire of the blaze’s current size. The result determines the fire’s new size, as shown on the chart. For instance, a Firebender who gets a 27 on his check to put out a house (a Colossal fire) creates a result of 23 (50 for the fire – 27 from the check = 23), between a Large and Huge fire. The fire is diminished to being just Large size.
Increase Fire (Swift): A firebender can increase an existing fire to a size equal to that of his check result. The fire swells from its original size to whatever size the firebender chooses, up to the maximum based on his check result. However, a bigger fire consumes fuel faster, so it may quickly die out.
Manipulate Fire (Attack): Manipulating a fire allows a firebender to levitate, shape, and otherwise direct the motion of a fire. Some firebenders use this ability to create fantastic moving displays of dancing flame. Such an act requires a successful Perform check.
Firebenders can also manipulate a fire into being a weapon, hurling gouts of flame at a target. This attack can take the form of a ranged attack or an area attack. A ranged attack requires a ranged touch attack to hit the target, with a range increment of 20 feet, doubled for each size category lower that the firebender’s maximum the fire is, with a maximum of five range increments. An area attack uses the fire’s maximum area, shaped as the firebender wishes.
Thermodynamics
A rarely used but useful ability, Thermodynamics allows a firebender to manipulate raw heat. Typically used to heat water, either to warm up tea or a bath, it can also be used to heat metal to a scalding level, or even to draw heat off an object, rendering it frigid to the touch.
Action: Standard.
Effect: The firebender can heat an object within reach. This deals an amount of fire damage to the object, based on the result of a Firebending check:
DC 15: 1d4 fire damage.
DC 20: 2d4 fire damage.
DC 25: 4d4 fire damage.
DC 30: 7d4 fire damage.
DC +10: +4d4 fire damage per 10 above 30.
This damage is dealt normally to the object, including doing half damage to most objects and taking into account hardness. However, the total damage done is taken into account, and any creature touching the object in the next round takes that damage. This damage reduces by 1 every round thereafter, until it reaches 0. Particularly cold objects, such as ice, don’t deal this extra damage. If a firebender wishes, he can choose to deal less damage than his check would indicate (such as to heat up tea without raising it to a burning temperature). This technique can be maintained by spending a standard action every round, dealing additional fire damage to the object. The object is considered to have taken the new damage total, plus half of the remaining total on each turn, meaning it will eventually begin to take damage, even if it has a very high hardness.
This use of Thermodynamics requires very little motion, and so can be used while restrained without penalty.
Additionally, a firebender can use this technique to draw heat away from an object, making it colder to the touch. This use is much harder to do, and so the DC of the Firebending check increases by 20. The damage inflicted becomes cold damage (which is quartered against objects), but otherwise functions similarly.
When drawing heat from an object in this manner, the firebender collects the energy he drains. He may either disperse this energy harmlessly, or release it as a burning ray. He may use this ray constantly as he continues to draw heat from the object, or launch all collected heat at once, ending the technique.
He may release the heat as either a ray, a line, a cone, or a burst centered on himself. A ray requires a ranged touch attack to hit, and has a range increment of 40 feet. A line has length of 20 feet, a cone of 10 feet, and a burst has a radius of 5 feet. The firebender may reduce the damage of the blast by 1d4 to increase the range by one increment. For example, a firebender with 7d4 points of gathered heat may fire a 20-foot line to deal 7d4 points of fire damage. A 40-foot line would deal 6d4, a 60-foot line 5d4, etc. Affected creatures may attempt a Reflex save against a line, cone, or burst.
Using Thermodynamic to heat an object within 5 feet of the firebender requires only a breath, and so the firebender can do so while restrained, and it does not provoke an attack of opportunity.

Absol197
2011-05-11, 04:53 AM
WATERBENDING
Like water itself, waterbending is a fluid, sinuous style that mimics the ebb and flow motion of the tides. A waterbender learns to be completely relaxed, allowing her limbs to flow without resistance, just like the water she manipulates.
Waterbending focuses on moving energy, transforming the bender’s defensive energy into offensive energy, and turning an opponent’s attacks against them. Those who face waterbenders grow frustrated very quickly, as the same motion that deflects their attacks also strikes them painfully.
The benders of the Water Tribes make good use of their ability to manipulate snow and ice and the frigid environments in which they live, forming massive structures out of frozen water for their tribe to live in. These frozen cities are marvels, with canals, locks, and other similar water features everywhere. Travel by boat through a Water Tribe city is as common as travel by foot. Most pathways are formed by compacted snow, and the buildings, while formed of ice, are quite comfortable inside.
Out of all the elements, it is easiest to separate waterbenders from the source of their power. Water in large enough quantities for a bender to use to good effect take up much space (and is quite heavy), which makes it difficult for a waterbender to bring it with her. Many waterbenders resort to water skins, which can hold enough to use a fair number of techniques, in a pinch.

WATERBENDING TECHNIQUES
Bloodbending
Wherever there is life, there is water. All a living being is, whether it is a tree, an elephant-rat, or even a human being, is a bag of skin filled with water. It is from this depraved line of thinking from which the art of Bloodbending stems. A waterbender who has mastered this technique can ply her will on any creature, or person, she wishes.
Prerequisite: You must possess the Thicker than Water feat in order to gain or select this technique.
Action: Full-Round.
Effect: The waterbender can control the actions of one or more creatures. The size of the creatures she can affect with this ability are based on the result of a Waterbending check:
DC 30: Control a Diminutive creature.
DC 35: Control a Tiny creature.
DC 40: Control a Small creature.
DC 45: Control a Medium creature.
DC +10: Control a creature of +1 size category per 10 above 45.
Affected creatures may attempt a Will save to negate the effect. Creatures who fail cannot take actions of their own. Instead, they take the actions that the waterbender dictates on her turn.
The waterbender has very rudimentary control over the creatures in her power: she cannot force them to bend, utilize spirit magic, or perform any other special ability that requires conscious decision, including talking (although she can prevent them from doing so). A creature under the power of bloodbending moves in an erratic, jerky fashion, similar to a puppet on strings. They often move across the ground without taking steps. The waterbender can force a controlled creature to move a speed of 30 feet (including double moves, if so desired), even levitating them into the air. She can force them to attack, but the creatures use her base attack bonus plus her Wisdom modifier for the attack roll plus any size modifiers instead of the creature’s normal attack roll.
The waterbender must spend a full-round action each turn in order to maintain the technique. If she fails to do so, all controlled creatures are released from her grip.
A waterbender can control multiple creatures of a size smaller than the largest she can control based on her check result. For each size category smaller than her maximum, she can control twice the number of creatures.
It is difficult to control another waterbender in this fashion. A waterbender may make a Waterbending check instead of a Will save in order to resist this technique, and may continue to do so each round until she breaks the controller’s hold.
Special: Repeated use of this technique degrades a waterbender’s sanity. It is an evil act, shifting her alignment slowly towards Evil with every use. In addition, her mind begins to twist, becoming paranoid and hateful towards others. Every time a waterbender attempts this technique, she must make a Will save. The DC begins at 10, and increases by 1 with each use. Each time she fails, she takes a cumulative –1 penalty on all Diplomacy, Sense Motive, and Handle Animal checks, but gains a +1 bonus on Intimidate checks, due to her strange and disturbing presence. These penalties can only be removed through the application of very powerful spirit magics. Use of other techniques with the same effect stack for determining the Will save DC.
Extract Water
Water is a waterbender’s most formidable weapon, but she often finds times when there is none to be had. In such instances, waterbending masters turn to this technique to draw water from their surroundings. While quite difficult to perform, Extract Water means a waterbender is almost never without a weapon.
Prerequisite: to use this technique to draw water from living creatures, you must possess the Thicker than Water feat.
Action: Swift (R), Standard, or Full-Round.
Effect: The Waterbender draws water from some source nearby—a plant or animal, or even from the humidity in the air.
Extracting water from a living object (such as a plant) automatically succeeds. In this case, the result of a Waterbending check determines how much water is extracted, as long as there are enough nearby plants to generate that much water:
DC 30: Extract a 2-1/2-ft. cube.
DC 35: Extract a 5-ft. cube.
DC 40: Extract a 10-ft. cube.
DC 45: Extract a 15-ft. cube.
DC +10: Increase cube by 5-ft. per 10 above 45.
This use requires only a swift action and allows the waterbender to draw from multiple sources at once. The object or objects being extracted from are killed, and the waterbender gains the appropriate supply of water. A waterbender can use this version reflexively to draw in water to defend herself with.
Extracting water from a creature causes Constitution damage and imposes a lasting Condition penalty based on the check result, and supplies the Waterbender with an amount of water based on how much damage is dealt. The Condition penalty lasts until the creature drinks an amount of water equal to how much the waterbender drained. An affected creature may attempt a Fortitude save to change the damage to hit point damage, reduce the Condition penalty by 1 and make it a temporary penalty, and prevent the waterbender from extracting any water from them.
DC 30: 1d4 Constitution damage, –1 Condition penalty.
DC 35: 2d4 Constitution damage, –1 Condition penalty.
DC 40: 3d4 Constitution damage, –2 Condition penalty.
DC 45: 4d4 Constitution damage, –2 Condition penalty.
DC +10: +1d4 Constitution damage per 10 above 45.

{table=head]Creature Size|Water Per Die of Con Damage
Tiny or smaller|1/8-ft. cube
Small|1/4-ft. cube
Medium|1/2-ft. cube
Large|1-ft. cube
Huge or larger|2-1/2-ft. cube[/table]

Using Extract Water in this fashion requires a full-round action, and the waterbender must possess the Thicker than Water feat.
Alternatively, a waterbender can draw upon the water in the air itself. Increase the DC for drawing from living objects by 10 to determine how much water can be extracted. In particularly humid environments, such as a rainforest, this modifier might be as little as +5 or even +0. In particularly arid environments, such as a desert, it might increase to +15 or more. This use of Extract Water requires a standard action.
Special: Repeated use of this technique to extract from living creatures degrades a waterbender’s sanity. It is an evil act, shifting her alignment slowly towards Evil with every use. In addition, her mind begins to twist, becoming paranoid and hateful towards others. Every time a waterbender attempts this technique, she must make a Will save. The DC begins at 10, and increases by 1 with each use. Each time she fails, she takes a cumulative –1 penalty on all Diplomacy, Sense Motive, and Handle Animal checks, but gains a +1 bonus on Intimidate checks, due to her strange and disturbing presence. These penalties can only be removed through the application of very powerful spirit magics. Use of other techniques with the same effect stack for determining the Will save DC.
Ebb and Flow
The motion of water is that of push and pull. Waterbenders have an instinctual understanding of this motion, and can use it to control the motion of rivers and streams around them. Some of the most common uses of this technique are to slow raging rivers, or steer a boat without oars or sails.
Action: Standard or Move.
Effect: Using this technique, a waterbender can increase or decrease the current in a body of water, or concentrate the effect to use the current to push an object through the water.
Affecting the current allows the waterbender to increase or decrease the speed at which the water moves by 5 feet per round in an area based on the result of a Waterbending check:
DC 10: 5-ft. cube.
DC 15: 10-ft. cube.
DC 20: 15-ft. cube.
DC 25: 20-ft. cube.
DC +10: cube +5 ft. per 10 above 25.
The volume of this ability is shapeable as the waterbender wishes. She may decrease the size of the cube by 5 feet to increase the change of current by 5 feet. Rivers with higher currents have a higher Swim DC to navigate through. This use of Ebb and Flow requires a standard action. The waterbender may maintain the technique as long as she wishes, spending a standard action each round to do so.
Alternatively, a waterbender can focus the power of this technique to move an object across or beneath the surface of the water. She can move a Medium-sized object at a certain speed, depending on the result of her Waterbending check:
DC 15: 10-ft. speed.
DC 20: 20 ft. speed.
DC 25: 30-ft. speed.
DC 30: 40-ft. speed.
DC +10: +10-ft. speed per 10 above 30.
This use requires a move action. The waterbender can use the double-move and run actions with this technique, as well, directing the motion of whatever object she is controlling. For each size larger than Medium the object being moved is, the base DC increases by 5. For each size smaller than Medium the object is, the base DC decreases by 5. The waterbender can maintain the technique by continuing to use at least a move action per turn.
A creature can be moved with this technique, but one that does not wish to be affected can attempt a Reflex save to negate the effect.
Freeze
A waterbender can control water in all its forms, and being able to utilize all of those forms is key to becoming a true master of the art. Freeze allows a waterbender to master water in its solid form, ice.
Action: Swift (R).
Effect: The waterbender freezes a certain amount of water, or melts a certain amount of ice or snow, depending on the result of a Watebending check:

{table=head]Check DC|Water’s Size|Water’s Volume
5|Fine|1/2-ft. cube
6|Diminutive|1-ft. cube
7|Tiny|2-1/2-ft. cube
10|Small|4-ft. cube
15|Medium|5-ft. cube
25|Large|10-ft. cube
35|Huge|15-ft. cube
45|Gargantuan|20-ft. cube
55|Colossal|30-ft. cube
65+|Colossal +|+10-ft./size[/table]

Once frozen or unfrozen, the water remains that way until it natural melts (or freezes again) or the waterbender uses this technique again to change its form.
A waterbender can manipulate ice and snow without using this technique; Freeze simply allows her the ability to change water to and from its solid state. A waterbender can also use Freeze to change water vapor into ice, essentially condensing and then freezing the vapor extremely rapidly. This adds 15 to the DC of the waterbending check. An area of steam or water vapor usually condenses into a cube with a side equal to one quarter the radius of the cloud (a cloud with a 20-foot radius, for instance, would solidify into a Medium sized [5-foot] cube of ice, or its equivalent).
A waterbender can freeze water into almost any shape imaginable. Forming an ice sculpture or other piece of artwork with this technique also requires a relevant Craft check. Other ice shapes are much more useful in combat—swords, daggers, and other weapons can be wielded as normal, either by the waterbender herself or by someone she gives them to. Other common shapes are icicles or razor-thin discs of ice that are bent at an opponent, as well as simply forming a large orb of ice to lob.
Freeze can be used reflexively in order to form a wall of ice to block an incoming attack, although against certain kinds of attacks (such as a firebending assault), this is not necessarily the best option.
Healing Waters
This rare but potent ability is one that sets waterbenders apart from the benders of the other nations—all benders can use their abilities for combat, but only those of the Water Tribes can use their skills to heal the wounds of battle.
Prerequisite: You must possess the Waters of Life feat in order to gain or select this technique.
Action: Full-Round.
Effect: The waterbender can cure a wide variety of injuries or ailments using this technique. To be used to its fullest, the waterbender must also be knowledgeable as to the functioning of the human body, and so a number of ranks in the Heal skill are often necessary, as well.
By itself, this technique can heal hit point damage, as well as remove temporary Condition penalties. The amount of healing is based on a Waterbending check:
DC 20: Heal 1d8 hit points; remove –1 Condition penalty.
DC 25: Heal 2d8 hit points; remove –2 Condition penalty.
DC 30: Heal 3d8 hit points; remove –3 Condition penalty.
DC 35: Heal 4d8 hit points; remove –4 Condition penalty.
DC +10: Heal +1d8 hit points or 1 Condition per 10 above 35.
The two effects can be mixed. For instance, a waterbender who gets a result of 30 on her check could heal 3d8 hit points or remove 3 conditions, or she could heal the target 1d8 hit points and remove 2 conditions, or any combination of d8s and removed conditions that add up to 3. A waterbender adds her Wisdom modifier to all dice rolled to restore hit points. For instance, if she has a Wisdom modifier of +3 and heals 3d8 points of damage, she adds +9 to the damage healed (3 times her Wisdom modifier).
To cure more detrimental ailments, a waterbender must also succeed on a Heal check in addition to a DC 20 Waterbending check. The DC of the Heal check is determined by the kind of ailment she is attempting to heal:
[Under construction…]
To use any of the abilities this technique offers, a waterbender must have at least 1 cubic foot of water. This water is absorbed into the target of the healing, using it up.
Shroud of Mist
Mist, vapor, fog, and steam are all forms of water, and therefore under a waterbender’s control. Findings ways to use all of these to her advantage is what separates a waterbending master. Shroud of Mist allows for control over water in its various gaseous states.
Action: Full-round.
Effect: The waterbender causes water to boil or disperse, transforming a volume of water into a cloud of steam or fog. This technique can also be used to condense various water vapors back into a liquid state. The amount of water she can vaporize is determined by the result of a Waterbending check:
Water vapors usually spread out to cover an area with a radius of four times the size of the cube. A Large-sized cube (10 feet on a side) for instance, would create a fog bank with a radius of 40 feet. Steam condenses to a similar size of water (one-quarter the fog bank’s radius).
A waterbender can manipulate water vapors without need for this technique—Shroud of Mist simply allows a waterbender to change the form of water to or away from the gaseous. Typical uses of this technique are to create a bank of fog to allow for hiding or to cover escapes.

{table=head]Check DC|Water’s Size|Water’s Volume
10|Fine|1/2-ft. cube
11|Diminutive|1-ft. cube
12|Tiny|2-1/2-ft. cube
15|Small|5-ft. cube
20|Medium|5-ft. cube
30|Large|10-ft. cube
40|Huge|15-ft. cube
50|Gargantuan|20-ft. cube
60|Colossal|30-ft. cube
70+|Colossal +|+10-ft./size[/table]

A waterbender can use this technique to change ice directly into steam, essentially melting and then boiling the water extremely rapidly. Doing so adds 5 to the DC of the Waterbending check. Ice and water form the same amount of steam, based on the volume of the ice.
Skate
Water is the medium that waterbenders work with, so being able to travel across it with ease is a vital skill that all waterbenders attempt to cultivate.
Action: Move (R), or Swift (R).
Effect: The waterbender gains the ability to skate quickly and gracefully across ice with no danger of slipping, or even to walk or stand on water itself.
When skating across ice, the waterbender gains a bonus to her base land speed as long as she crosses ice. The bonus she gains is based on her Waterbending check result:
DC 20: +10-ft. bonus to speed while skating.
DC 25: +20-ft. bonus to speed while skating.
DC 30: +30-ft. bonus to speed while skating.
DC 35: +40-ft. bonus to speed while skating.
DC +10: +10 ft. increase per 10 above 35.
While skating, a waterbender need not make Acrobatics checks to avoid slipping on the ice. A waterbender can maintain this technique as long as she wishes by continuing to move at least 5 feet every round. While skating, a waterbender can use a reflexive action to shift across ice at no penalty.
Skate can also be used to walk across the surface of water as easily as if it were solid ground, or even stand in place on the water’s surface.
DC 35: Walk on water.
DC 45: Stand on water.
While walking on water, a waterbender must continue to spend a move action every turn to move at least half her speed, or else the technique ends and she falls through the surface. Standing on water requires only a swift action to maintain the technique, and the waterbender need not move at all (although she can if she wishes to). Either way, she may shift reflexively while using Skate in this fashion.
While walking or standing on water, rough water counts as difficult terrain and requires an Acrobatics check to balance on the surface, or else the waterbender falls in and the technique ends.
Special: Skate requires very little movement on the waterbender’s part. It does not provoke an attack of opportunity.
Streaming the Water
The most fundamental technique of waterbending, Streaming the Water allows a waterbender to manipulate and direct the movement of water in her vicinity, even levitating it through the air.
Action: Standard (R).
Effect: With this technique, the waterbender can manipulate water nearby, moving and shaping it however she wishes. The waterbender can control the movement of an amount of water based on the result of a Waterbending check:

{table=head]Check DC|Water’s Size|Water’s Volume|Bull-Rush Modifier|Defense Bonus
0|Fine|1/2-ft. cube|–22 + Wis|+0
1|Diminutive|1-ft. cube|–18 + Wis|+0
2|Tiny|2-1/2-ft. cube|–12 + Wis|+1
5|Small|4-ft. cube|–6 + Wis|+1
10|Medium|5-ft. cube|+Wis|+2
20|Large|10-ft. cube|+8 + Wis|+3
30|Huge|15-ft. cube|+16 + Wis|+4
40|Gargantuan|20-ft. cube|+24 + Wis|+5
50|Colossal|30-ft. cube|+32 + Wis|+6
60+|Colossal +|+10-ft./size|+8/size|+1/size[/table]

Waterbenders often use this ability to create dazzling displays; such attempts also require a successful Perform check as well as a Waterbending check. A waterbender can maintain this technique as long as she continues to take a standard action every turn.
This technique can also be used to direct a surge of water at an opponent, blasting him from his feet and possibly causing damage. The wave of water makes a bull-rush attempt against the target’s CMD. A target that is pushed 10 feet or more takes 1d6 points of damage per 10 feet pushed in this manner. The water surge has a range increment of 5 feet per size category of the manipulated water (measured from the water’s position), and a maximum range of 5 range increments. The range penalty is applied to the water’s CMB for the bull-rush.
A waterbender can affect multiple creatures nearby with a water surge: by reducing the effective size of the wielded water by one, she can affect twice as many creatures. Using a water surge ends the technique and causes the waterbender to lose her control over all water used in the technique.
A waterbender can also control snow, ice, steam, and other water vapors with this technique, using the same base DC. Controlling steam or water vapor allows the bender to control a bank of steam with a radius of four times the size of the cube she would normally be able to control.
A waterbender can use Streaming the Water reflexively to use the water under her control to deflect an incoming attack out of the way. If she is controlling liquid water or ice, compare the result of her Waterbending check instead of a Defense roll against the incoming attack, with a bonus on the roll equal to the result of the size of the water being manipulated (this is an exception to the rule that a maintained technique always uses the same result). If the check result is higher than the attack roll by 5, the waterbender may take another reflexive action to use a free water surge against the attacker, as long as he is within her Close range. If the attacker was in melee with her, she does not lose control of her water during this water surge.
Tsunami
One of a waterbender’s most formidable techniques, with Tsunami she creates a big, powerful wave that crashes over opponents, bludgeoning them and washing them away.
Action: Standard.
Effect: The wave that the waterbender creates washes out in a cone, dealing damage and bull-rushing all characters in the area of effect. The length of the cone, damage, and bull-rush modifier of the wave depend on the bender’s Waterbending check result:
DC 30: 40-ft. cone, 2d6 damage, bull-rush +8.
DC 35: 60-ft. cone, 3d6 damage, bull-rush +16.
DC 40: 80-ft. cone, 4d6 damage, bull-rush +24.
DC 45: 100-ft. cone, 5d6 damage, bull-rush +32.
DC +10: +20-ft., +1d6 damage, +8 to bull-rush per 10 above 45.
The waterbender adds her Wisdom modifier to the bull-rush attempt made by the Tsunami. A character with footing on solid ground may attempt a Reflex save for half damage. A character without a solid footing gets no save, and takes a –4 penalty on their CMD against the wave.
The waterbender must draw upon a large water source in order to generate a Tsunami, such as a nearby river, lake, or ocean. The Tsunami originates from a point on the water source, and spreads out in the direction the waterbender chooses. If the area of the wave extends out of the water over land, its remaining length is halved. A Tsunami is a quarter as high as it is long.
Water Whip
A specialty technique of the Northern Water Tribe, the Water Whip allows a waterbender to lash out with a thin stream of water, slashing the opponent with a whip directed with her will.
Action: Attack (R).
Effect: The Water Whip requires an attack roll to hit with, but uses the waterbender’s Wisdom modifier instead of her Strength modifier on the attack and damage rolls. The waterbender does not need to be proficient with whips to use this technique, but any feats or special abilities that increase her skill with a whip also apply to a Water Whip. The damage and reach of the attack is depends on the result of a Waterbending check:
DC 15: 1d4 damage, 10-ft. reach.
DC 20: 1d6 damage, 15-ft. reach.
DC 25: 1d8 damage, 20-ft. reach.
DC 30: 2d6 damage, 25-ft. reach.
DC +10: +1d6 damage, +5-ft. reach per 10 above 30.
Each progressively bigger level of the Water Whip uses more water in order to function to its fullest effect. The base amount is the equivalent of a Tiny creature. For each level higher, the amount of water needed increases by one size category. If there is not enough water present, the waterbender’s potential for this technique is limited.
A waterbender may maintain this technique by spending a swift action every turn. If she does so, she can wield the water whip she forms as a normal weapon.
A waterbender can use Water Whip reflexively as an attack of opportunity, threatening every square within her whip’s reach.

Whew. There, done with all that. Clearly, I take this way too seriously :smallbiggrin:

EDIT: Okay, clearly I've given you guys enough material to keep you busy for weeks, but just in case you feel a little crazy and want some more, I also have a big thing on the Spirit World, as well as a large section on creatures. Just, you know, in case :smallbiggrin:

Absol197
2011-05-11, 10:56 PM
Okay, I'm using this as my one *bump* for this thread. And so it's not a throwaway post, here's my Spirit World stuff:

The Spirit World
Existing alongside the natural world that the people of the Four Nations call home, the Spirit World is like a hidden reflection. It is always there, unseen by most, but not without affecting them deeply. Some people, such as shamans and mystics, seek out the mysteries of the Spirit World, trying to find the answers to elusive questions such as the underlying nature of the Universe.
Just like the natural world which it mirrors, the Spirit World is far from unoccupied: millions of beings, called spirits, exist in this place, and the forms that they take are even more varied and unusual than those of the people and animals of the natural world. The Avatar itself is both spirit and mortal, the Great Bridge between these two realities. While it is the Avatar’s duty to maintain the balance between the two, there are plenty of others who would plum the mysterious depths of the Spirit World.

Layers of the Spirit World
Unlike the natural world, the Spirit World does not exist as a physically continuous world: it is separated into multiple parts, or layers, depending on how close to the natural world one is.

The Near Spirit World
The closest aspect to the natural world, the Near Spirit World is quite similar to the world of the humans. Home of the least powerful of spirit-kind, as well as to the least bizarre spirit-forms, the Near Spirit World wraps around the natural world like a shroud. People and spirits in the Near Spirit World exist as shades, able to move across the natural world without being seen by the people there.
Shamans liken the Near Spirit World to a one-way mirror: while the people in the natural world cannot see into the Spirit World, the spirits and travelers there can see the natural world with no effort. Some scholars hold that the Near Spirit World is not actually a part of the Spirit World itself, but more of an “in-between” place between the natural world and the Spirit Wilds (the true Spirit World, according to them).
Travel in the Near Spirit World: Traveling across the Near Spirit World is very similar to travel across the natural world: by traveling for one hour at a certain speed in the Spirit World, a character travels the same distance a character in the natural world would, encountering the same terrains, places, and people (although they would be unable to interact with any of them). The only difference would be the spirits encountered, as a traveler in the natural world would be entirely unaware of them, but a traveler in the near Spirit World would need to deal with any spirits they encounter.
While a traveler in the Near Spirit World can see and even hear everything going on in the natural world, he is completely unable to interact with objects and people there. His hands and body pass straight through, and any sounds he makes do not pass between the two realities. The exception is the ground and floors; because of the unconscious assumption of spirit walkers that a surface beneath them will hold their weight, they do not sink through.

The Spirit Wilds
Further away from the world of mortals is the large and bizarre Spirit Wilds. From this place, the natural world itself cannot be seen: it is its own discrete reality with only a faint connection to the world that humans call home. Here, everything that a traveler sees and touches is a spirit of some kind. The rules of the Spirit Wilds are vaguely similar to those of the natural world: there is gravity, objects and distances are relatively the same as one perceives them, but other rules are completely different. Some areas of the Spirit Wilds may have chasms that open up into never-ending skies, chunks of rock that float in space, or towering mountains that one can climb to the top, only to realize that they have circled around to the bottom again. Older, stronger, and more powerful spirits dwell in this place, meaning that anyone intending to travel there must be sure of their skill, or have truly desperate need.
Travel in the Spirit Wilds: At first glance, it seems that the Spirit Wilds are nothing at all like the natural world. This is untrue: each place in the Spirit Wilds is actually the spiritual reflection of a place in the mortal world. However, the Spirit Wilds are connected by areas of similar spiritual energy, not by physical distance, so the place in the Spirit Wilds that reflects Ba Sing Se and the place that reflects Omashu might be only a few miles apart, even though the actual cities are all the way across the continent in the mortal world.
This also applies in the reverse: two places that are very near each other in the physical world but which have very different spiritual resonances (a temple that is across the street from a government building, for example), might be a month’s straight travel across the Spirit Wilds.
The size of a physical place’s spiritual reflection is determined by the amount of spiritual energy in the place. A location with a powerful spiritual resonance (such as the Spirit Oasis at the North Pole) will have an enormous area in the Spirit Wilds, many times larger than its physical area, while an area without much spiritual significance would have a smaller area, or possibly even no spiritual reflection at all.
The Near Spirit World and the Spirit Wilds are connected in certain places. These areas are often heavily obscured, such as by thick trees, so that a traveler might not notice that he has passed between the two aspects of the Spirit World until he emerges on the other side. These portals between spiritual layers are more common in areas with high spiritual energy. While they tend to remain stable, they do occasional shift, making it difficult to rely on them remaining in the same spot.
Some shamans and spiritually learned sages prefer to imagine the relationship between the Near Spirit World and the Spirit Wilds as that between the surface of the world and a series of underground tunnels. While on the surface (the Near Spirit World), you can see everything on the surface with you, and know precisely where you are. While underground (the Spirit Wilds), you are still at the same spot in the world, you simply can’t see what’s happening on the surface, and knowing your exact location can be tricky, because there no landmarks you can see. The portals between the two aspects of the Spirit World would be similar to a cave opening that leads underground—a traveler can only get between the two places at specific points. This analogy is also useful in another way: just like a system of tunnels, it is by no means guaranteed that every place in the Spirit Wilds is connected to every other place in the Spirit Wilds, and therefore a traveler may need to leave and enter a different area of the Wilds in order to get where they’re going.
Navigation: Navigating the Spirit Wilds is quite difficult. Because of how starkly different from the natural world that it is, a character with no ranks in Knowledge (Spirit World) cannot use Survival or Knowledge (geography) to find her way to a destination in the Spirit Wilds. Such a character can navigate her way back along the path she has traveled, but because of the Spirit World’s unusual and shifting nature, she takes a –4 penalty on such an attempt.
A character with ranks in Knowledge (Spirit World) is capable of finding her way to a specific destination, using Knowledge (Spirit World) in place of the normal check. The base DC of the check 25, but it may increase to as much as 35 or more, depending on the spiritual terrain in between the two places. Of course, finding one’s way to the Spirit Wild’s reflection of a specific place is not the same as finding a portal or Bridge to the Near Spirit World, or back to the natural world. Assuming one exists, finding a nearby portal has a Knowledge (Spirit World) DC of 20, while a Bridge has a DC of 25 or higher.
Spirit Maps: Some dedicated or enterprising individuals have taken it upon themselves to create maps of certain areas or pathways through the Spirit World. Such maps are both rare and very complicated, depending on how much information the mapmaker wishes to include. A map of an area’s Spirit World reflection may simply be two pieces of paper (or one with different parts of the map on both sides) to represent both the Near Spirit World and Spirits Wilds of the place, but maps that provide trails through the Spirit World to and from many locations in the natural world may contain dozens of sheets.
If a character is using a spirit map, he gains a circumstance bonus ranging from +2 to +10 on any attempt to navigate the Spirit World, based on the detail and age of the map. The newer or more detailed the map, the higher the bonus. While a spirit map may mark out the dwelling places of major spirits in the area, it can’t take into account the movements of all spirits, and any locals that don’t take well to being disturbed may be hostile, even if a map assures that the way is safe.

Entering the Spirit World
For most, getting to or from the Spirit World is no easy task. The Avatar and powerful shamans can project their spirit-self or even bodily move multiple people across the border, but otherwise there are precious few options for walking between the worlds.
The most common way between the two realities are called Bridges. Bridges are similar to portals that lead between the two aspects of the Spirit World, but are much rarer. Like portals, Bridges form most often in areas of spiritual significance. Unlike portals, Bridges are quite erratic. Most are time-based, existing for only a certain amount of time every so often. Some appear once a day at a specific time, or once a month, or year, or even century. Other Bridges appear only when certain events happen, such as when the moon hangs in a certain position between two mountains.
Just like portals, Bridges are not obvious to a casual observer. Many people accidentally walk across a Bridge without realizing it, becoming trapped in the spirit world. In places where Bridges are common, legends about people disappearing are often heard in the area. Such legends are often a good way to determine when and where a local Bridge might open, if one happens to be looking for it, or even if you’re looking to avoid it. Noticing a nearby Bridge has a Perception DC of 25. If a character is actively searching for a Bridge, he can make a Perception check or a Knowledge (Spirit World) check.
Whether a Bridge takes those that travel over it to the Near Spirit World or the Spirit Wilds depends on the Bridge itself. The larger a place’s reflection in the Spirit Wilds, the more likely it is that a Bridge will send travelers there, but it is not guaranteed. Some Bridges even change how deep into the Spirit World it takes people, and such things can be hard to predict.
Getting Home: Once a person has entered the Spirit World, whether on purpose or by accident, he must find his own way out. If he used a Bridge that is only open for a short time, he needs to make sure that he does not wander too far, or else finding another one will be a challenge. Certain spirits have the ability to move between the two worlds and might ferry a helpless traveler across the border, but finding a spirit that is both capable and willing is still quite difficult.

Bending
The natural elements do not exist in the spirit world. Therefore, benders cannot use their abilities. Although it often seems as though many of the components of the spirit world should be bendable—travelers can breathe normally as if there was air, and there are spiritual reflections of water, earth, and even fire—all of these things are composed of spiritual elements: similar, but not the elements of the natural world. With much practice, powerful shamans can learn to adapt their bending styles to also influence spiritual versions of the natural elements, but such abilities are limited at best.
This also applies across the border between the Near Spirit World and the natural world. Because a bender’s presence does not extend out of the Near Spirit World, he is incapable of bending the elements across the border. A bender’s sense ability also doesn’t function from one reality to another, making it difficult to get a full idea as to the locations of his element’s expressions from the Near Spirit World.

The Spirits
The inhabitants of the spirit world are the spirits. Even more various in form and habit than the creatures of the natural world, the spirits are living reflections of aspects of the natural world. There is great debate between scholars and sages as to which comes into existence first, the object or the spirit. There is countless evidence that it is the object, and just as much evidence that it is spirit. Perhaps there is no hierarchy, and the two come into being at the same time.

Types of Spirits
The spirits can be broken down into different types, based on the thing from the natural world they reflect. Some spirits represent physical objects, such as rocks, or trees, or the moon. Others represent places, such as a forest, a river, or a mountain range. Still others represent ideas, such as knowledge, or freedom, or death.
A spirit that reflects a physical object is called an Uncarna. These spirits tend to have an appearance that is similar to the object that it represents. An Uncarna can reflect a specific object, such as a particular cherry blossom tree, or a kind of object, such a cherry blossoms or even trees in general. Usually, an Uncarna comes into existence as a representation of a specific object, and then comes to reflect objects of that type in general as it ages and grows. An Uncarna and the object that it represents are linked, and damage to one can damage the other to some degree. The destruction of one does not, however, guarantee the destruction of the other.
A spirit that reflects a place is called a Locus. A Locus can either take a form similar to a creature native to the area it reflects, or sometimes a completely unrelated form. A Locus usually begins its life as the reflection of a particular place, such as a forest, and then comes to reflect those types of places in general as it ages. Like an Uncarna, a Locus and the place it represents are connected, and damaging one can damage the other. Unlike an Uncarna, a Locus can be destroyed if the place that it reflects is destroyed to a significant degree.
Finally, a spirit reflection of a concept or ideal is called an Eidos. Of all the kinds of spirits, Eidos have the most diverse forms. Usually their appearance reflects the concept on which they are based to some degree, but it can be and usually is difficult to tell just how an Eidos’ form matches its concept. Eidos are perhaps the most difficult spirits to destroy indirectly, as there is no physical object that they reflect. Destroying an Eidos without actually attacking it requires removing the concept it embodies, which can be a daunting or even impossible task.

Spirit Ranks
Spirits come into being like living creatures do: they begin their lives small and weak, but grow in strength and size as they age. Unlike natural creatures, however, a spirit never dies of old age, and unless it is killed, it can continue to live forever, continuing to grow bigger and more powerful. Spirits are divided into several ranks that determine relatively how old and powerful the spirit is. These ranks measure a spirit’s general power; some spirits, just like natural creatures, are innately more powerful than others, and so might be at a higher rank earlier in its life.
Rank 1 (Least): The smallest and weakest spirits, least spirits have only 1 or 2 levels of spirit. Least spirits usually have animal intelligence (1 or 2), or are completely unintelligent. They are small, rarely growing larger than Tiny size, and are not very powerful.
Rank 2 (Minor): Minor spirits are stronger than least spirits, but still quite weak compared to most of spirit-kind. A minor spirit has between 2 and 3 levels of spirit. Minor spirits have low intelligence, but some more powerful or intelligent of them might be able to speak.
Rank 3 (Lesser): When a spirit reaches Lesser rank, they reach typical human intelligence. A lesser spirit has between 4 and 6 levels. Spirits begin to develop many of their strange powers at around this rank.
Rank 4 (Moderate): Moderate spirits are the strongest spirits that frequent the Near Spirit World, and they have reached the pinnacle of their power while representing a specific place or object. Moderate spirits have between 7 and 11 levels of spirit.
Rank 5 (Greater): It is rare to find a greater spirit in the Near Spirit World. These spirits have between 11 and 17 levels of spirit, making them dangerous foes for those who are unprepared. At this level, most spirits have risen above being reflections of specific objects or places, and become reflections of such objects in general. By the time they have reached this level, a spirit has usually grown quite large, and greater spirits of up to Gargantuan size are not unheard of.
Rank 6 (Major): Some of the most powerful spirits that travelers in the spirit world are likely to come across, major spirits are a challenge to even the greatest masters of the natural world. They possess between 16 and 24 levels of spirit, and have many diverse and strange powers.
Rank 7 (Great): These powerful sprits are rare, and seeking one out is always highly dangerous. They have between 22 and 33 levels of spirit. Great spirits can be of any size, and many are capable of changing size as suits them.
Rank 8 (High): The strongest spirits in existence, high spirits are, in essence, godly beings. These spirits never have less than 29 levels of spirit, and can have up to 44 or more. High spirits are usually massive, and some are so big that they are often mistaken for terrain in the spirit world instead of actual spirits. They are almost omnipotent, and they can control all aspects of the thing they reflect that they can perceive. The Moon, Ocean, Sun, and Earth are examples of high spirits. Many cultures worship high spirits, praying to them for guidance and protection.

The Spirit Class
Spirits have statistics, just like characters and creatures do, but they advance using a special class, the spirit class.
Hit Dice: d10.
Skill Ranks per Level: 6 + Int bonus.
Class Skills: Spirits have the following skills as class skills: Bluff (Cha), Craft (Int), Knowledge (spirit world) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). Because of their incredibly varied nature, each spirit has 4 additional class skills that match its type and concept.
Saves: Spirits have two good saving throws. Reflex and Will are typically the good saving throws that spirits possess, but it can be any combination of saves.
Special Abilities: All spirits have the following special abilities:
Darkvision out to 60 feet.
Damage Reduction: A spirit of Rank 5 or higher has damage reduction /— equal to its rank.
Natural Armor: Like creatures, spirits have a natural armor bonus to Defense. This bonus is never lower than the spirit’s rank, although it can be higher.
Spirit Speech: All spirits can communicate through a form of telepathy, sending images, thoughts, and meaning to another creature simply by touching it. Even mindless spirits can communicate in this fashion. Any spirit with an Intelligence of 7 or higher may be capable of speaking in the human language as well.
Other Special Abilities: In addition to those mentioned above, a spirit has a number of additional abilities equal to its rank. These abilities can take any number of forms, and many are quite strange. These abilities grow stronger as the spirit rises in rank. Some examples of special spirit abilities are given below:
Improved Damage Reduction: A spirit without damage reduction gains damage reduction equal to its rank. If the spirit already has damage reduction, its damage reduction increases by its rank.
Fast Healing: The spirit heals a number of hit points equal to its rank. Only Rank 3 or higher spirits can have fast healing. If the spirit’s fast healing is 5 or more, the spirit automatically gains an extra action applied to using the recover action each turn.
Class Features: Many spirits have abilities that mimic class features of various player classes, such as rage, sneak attack, rogue talents, hunter’s tricks, insights, evasion, uncanny dodge, mettle, and other similar abilities. A spirit’s potential for such abilities is limited by its level, as if it were a member of that class.
Crossing the Border: The spirit can cross between the spirit world and the natural world. Normally, this is a full-round action. In places where the two worlds are closer, or during a solstice or another time when the worlds are closer, it is only a move action.
Bending: A spirit can have the ability to bend. The spirit gains the appropriate bending feat as a bonus feat, and the associated Bending skill becomes a class skill for the spirit. The spirit also gains the appropriate elemental subtype. Even if a spirit can bend, it can only do so if it is in the natural world, as the elements do not exist in the spirit world.
Unique Abilities: Most spirit abilities are unique to the spirit or type of spirit that possesses them. These abilities get stronger as the spirit increases in rank. If the ability is an attack of some form, it has a save DC of 10 + 1/2 the spirit’s level + one of the spirit’s ability modifiers. If the attack involves physical might, such as trampling or crushing, the ability is Strength. If the attack involves something from the spirit’s body, such as a poison, disease, or breath weapon, the ability is Constitution. Otherwise, the ability is Charisma. It is very rare for a spirit’s ability to be based off of Dexterity, Intelligence, or Wisdom.

Sample Spirits
Wan-Shi-Tong
This spirit takes the form of an immense black owl. Its wings drag the ground like a cloak, and its eyes stare unblinkingly.

WAN-SHI-TONG (MODERATE SPIRIT)
N Huge spirit (eidos)
Init +3; Senses darkvision 60 ft.; Perception +20
Defense +11, touch +7, flat-footed 7; (–2 size, +3 Dex, +6 Def, +4 natural)
hp 110 (13d10+39); Damage Threshold 26
Fort +6, Ref +11, Will +12
Reflexive Actions 10 (); Defensive Abilities improved mettle, improved uncanny dodge
Speed 30 ft., fly 60 ft. (good)
Melee bite +16 (2d6+7)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Str 20, Dex 16, Con 15, Int 30, Wis 18, Cha 14
Base Atk +13; CMB +20; CMD +23
Feats Skill Focus (Knowledge (bending arts, engineering, history, nature, nobility, philosophy, spirit world)
Skills Concentration +20, Diplomacy +18, Fly +19, Knowledge (bending arts, engineering, history, nature, nobility, philosophy, spirit world) +38, Knowledge (all other) +32, Linguistics +26, Perception +20, Sense Motive +20, Stealth +11; Racial Modifiers +6 Knowledge (all)
SQ all-knowing, bridge of knowledge
All-Knowing: Wan-Shi-Tong can take 20 on any Intelligence-based check it makes. It also treats all skills as class skills, and can use any skill untrained, except for bending skills.
Bridge of Knowledge: Wan-Shi-Tong can create a Bridge between the natural world and any aspect of the spirit world it wishes. When doing so, it can shift only its library and any creatures inside across the border. Creating a bridge takes a full-round action. After this time, the library sinks into the ground at its current location, and emerges from the ground in its new location. This can take anywhere from a minute to an hour, depending on the local conditions in both places.

Wan-Shi-Tong, also known as He Who Knows Ten-Thousand Things, is a powerful spirit of knowledge. It has, over the centuries of its life, constructed an enormous library to hold all the collected knowledge of the ages. Wan-Shi-Tong can shift this library from the spirit world to the natural world at will, making it difficult to find when the spirit wishes it.
When it is at rest in the natural world, the library is in the middle of the Wi Shong desert, in the middle of the Earth Kingdom. Wan-Shi-Tong originally brought the library to the natural world so that mortals could visit and seek knowledge and improve themselves. Unfortunately for Wan-Shi-Tong, the human nature to seek out weapons with which to fight has lead many to the library for the sole purpose of finding the way to defeat their enemies.
Since Wan-Shi-Tong, as a spirit of knowledge, sees the accumulation of knowledge as the goal, not a means to an end, this tendency for violence, no matter how justified in the eyes of the seeker, has caused the great spirit to question whether or not to send his library back to the spirit world so that it cannot be abused again.
When roused to anger, usually when its precious knowledge is threatened or abused, Wan-Shi-Tong’s normal owl-like appearance shifts. Its neck and tail elongate, and tufts of feathers on its head take on the appearance of horns, making the spirit long and serpentine, like a dragon.
While Wan-Shi-Tong curates the library, he leaves the collection of additional tomes and scrolls to a group of spirits call the Knowledge Seekers. These minor spirits either wander the earth, retrieving more pieces for the library’s collection, or else serve in the library itself, making sure the pieces are in their proper place and helping visitors find the information they are looking for.

Knowledge Seeker
This creature looks like a large fox, covered in silver-grey fur. A sparkle of intelligence gleams in its eyes.

KNOWLEDGE SEEKER (MINOR SPIRIT)
Small spirit (eidos)
Init +2; Senses darkvision 60 ft., scent; Perception +6
Defense +7, touch +5, flat-footed 8; (+1 size, +3 Dex, +1 Def, +2 natural)
hp 25 (2d10+14); Damage Threshold 6
Fort +1, Ref +6, Will +5
Reflexive Actions 5 ()
Speed 50 ft.
Melee bite +3 (1d4)
Str 11, Dex 17, Con 13, Int 13, Wis 14, Cha 12
Base Atk +2; CMB +1; CMD +4 (+8 vs. trip)
Feats Skill Focus (Appraise)
Skills Appraise +9, Knowledge (geography) +7, Knowledge (all others) +2, Linguistics +6, Perception +7, Sense Motive +7, Survival +7, Swim +5; Racial Modifiers +1 Knowledge (all)
SQ knowledgeable, ranger
Knowledgeable: A knowledge seeker can use any Knowledge skill untrained.
Ranger: A knowledge seeker can walk or run on any surface, including water, vertical surfaces, or even ceilings, at no penalty. A knowledge seeker can suppress or resume this ability as a free action.

Here's hoping that one of the two kind gents who were here last night come back, or someone else stops by. Otherwise, I didn't sleep last night for nothing...

Kuulvheysoon
2011-05-11, 11:05 PM
I'm liking the Spirit World stuff. I have a few questions, though....

1) Death in the Spirit world. Does it exist? Do you simply become a spirit yourself?

2) Certain people (like Iroh) have been shown to be able to see the spirits at work from the "material" world. How you going to reflect this?

3) Can the Spirit Class be tacked onto an existing entity? For example, could Jeong Jeong, upon his death, journey into the spirit world and become a (least) spirit of Fire, serving Agni himself?

4) How are you going to treat the Avatar Spirit? It's been shown, canon, that every single Avatar exists in some way in the Spirit world. Are they related to my question number three, just a regular character with Spirit levels tacked on?

5) I had another question, but it completely slipped my mind. I'm sure that I'll remember it eventually.

Absol197
2011-05-11, 11:12 PM
I'm liking the Spirit World stuff. I have a few questions, though....

1) Death in the Spirit world. Does it exist? Do you simply become a spirit yourself?

2) Certain people (like Iroh) have been shown to be able to see the spirits at work from the "material" world. How you going to reflect this?

3) Can the Spirit Class be tacked onto an existing entity? For example, could Jeong Jeong, upon his death, journey into the spirit world and become a (least) spirit of Fire, serving Agni himself?

4) How are you going to treat the Avatar Spirit? It's been shown, canon, that every single Avatar exists in some way in the Spirit world. Are they related to my question number three, just a regular character with Spirit levels tacked on?

5) I had another question, but it completely slipped my mind. I'm sure that I'll remember it eventually.

1) Yes. If you die in the spirit world (either in spirit or in body), you are dead. Your spirit reincarnates somewhere else in the world.

2) Check out what little I've got for the shaman class. One of the lowest level abilities is called "Spirit Sight." Essentially, I've stated Iroh in my head as a Fighter X/Shaman 1-2/Dragon (a prestige class that I haven't statted up yet) X.

3) The spirit class is for spirits. Like the animal class is for animals and the magical beast class is for magical beasts.

4) See the post with the Airbending stats. I've got the Avatar there.

5) Uh, I can't answer this yet.

Kuulvheysoon
2011-05-11, 11:34 PM
I was going to suggest a Healing-type class for the water/air, but how would air heal? More mundane methods, so it's probably a better idea to make healing waterbending into a PrC, or something.

Maybe a Mystic? A wise learned one, knowledgeable about spirituality and the spirits, as opposed to the Sage, the smart one.

Absol197
2011-05-11, 11:46 PM
I was going to suggest a Healing-type class for the water/air, but how would air heal? More mundane methods, so it's probably a better idea to make healing waterbending into a PrC, or something.

Maybe a Mystic? A wise learned one, knowledgeable about spirituality and the spirits, as opposed to the Sage, the smart one.

This is definitely something to consider: healing is the one thing that I've noticed is lacking. Aside from the Healing Waters technique, the only ways to heal that I've got in the system right now are the sage ability, a theoretical shaman ability, and natural healing. While I've been thinking of upping the natural healing rate (probably to Con score + level), it would still be nice if there was some other way to heal.