PDA

View Full Version : [Avatar d20 Project] Non-Canon Content



Mephibosheth
2008-01-16, 02:44 PM
Non-Canon Content Discussion

Avatar d20 Project Website (http://avatar.d20.googlepages.com)
Avatar d20 Project Hub (http://www.giantitp.com/forums/showthread.php?t=67493)

Want to discuss bending classes for elements other than air, earth, fire, and water? Want to talk about the interaction between bending and magic? Want to discuss PrC's for characters with levels in two or more bending classes? Want to make suppositions about the Spirit World?

This is the place!

Directory

katarl
2008-01-16, 03:54 PM
What do people plan to do about sandbending? The avatar never even tried learning it, so we can safely assume it isn't a seperate type of bending, but a rather specialised form of earthbending. It may be best for it to be an 5 lvl earthbending PrC, requiring sand or loose soil, with low prerequisites.

Are there any suggestions for unique forms or seeds?



PS. First person to suggest 'sand coffin' will be shot.

Pirate_King
2008-01-16, 04:39 PM
I propose making bending study air and/or water prerequisite feats for a sandbending PrC

Dolphin Safe
2008-01-16, 07:33 PM
PS. First person to suggest 'sand coffin' will be shot.

Aw crap. How about an impenetrable, ultimate sand shield?

The cool thing about sandbending is that it allows you to use techniques from all the different elements. Fire: An aggressive sand blast that could flay opponents. Water: hardening sand into rock, like water into ice, the sand moves like water too. Air: dust devils and sandstorms. Earth: Moving the ground beneath your opponents feet, earth-swimming. Because of the amazing versatility of sand, I think the prereq's should be a little steep. That is if we're going to have sandbending seeds like this:

Sand Shield
Base DC: 15
As a move action, this technique creates several thin bands of sand that swirl and twist around the Earthbender, helping to deflect incoming attacks. The sand does not make it harder to see the Earthbender, but it grants her a +4 deflection bonus to her AC. Maintaining the Sand Shield for more than two rounds gives a -4 penalty to all Earthbending checks until the Earthbender ends the seed, increasing by -1 every two turns. If this penalty actually causes an Earthbender to fail a Earthbending check, she may choose to end the seed and remove the penalty at that time. An Earthbender can concentrate on maintaining this seed as a Swift action. Their must be at least a handful of sand within the Earthbender's bending range for this technique to be accomplished.

Dust Devil
Base DC: 20
By manipulating the sand the Earthbender creates a whirlwind made entirely of sand and loose dirt. The Dust Devil is 5 feet in radius and 5 feet in height. 5 feet may be added to the height or width by adding +4 to the DC. Anytime a Dust Devil enters a creatures square, that creature takes 2d6 damage, Reflex save half.

The movement of the swirl sand is equal to the Earthbender's base movement with good maneuverability and may move it as a swift action. The Swirl Sand’s base must always be touching the ground. The Sandbender must concentrate on a Dust Devil to keep it active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Dust Devil collapses into normal sand. Creatures within the Swirl Sand have concealment, while those on the other side have total concealment.

The Dust Devil is also used to power the Sand Skids sailed by Sandbenders (see below).

Wall of Sand
Base DC: 15

The Sandbender causes a small wall of churning sand to shoot out of any large amount of sand within her bending range as a standard action. The wall is 1 inch thick, plus one more inch per every 2 points by which the Earthbending check exceeds the DC. The wall’s area is one five-foot square, but the Earthbender can add another such square by increasing the Earthbending DC by +4. Or, you may double the walls area by halving its thickness. The wall may be moved with another Earthbending check at the base DC. The Earthbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Earthbending check exceeds the DC. The Sandbender must maintain Concentration to keep the churning wall of sand active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Wall of Sand collapses into normal sand.

The wall cannot be made so that it occupies the same space as a creature. No form of attack can be made to harm a Wall of Sand directly, but each 5ft section has 2 hit points per inch of thickness for determining whether an attack passes through it. It essentially absorbs damage, so attacks must deal more damage than the wall has hit points to have any effect on a target on the other side of the wall.
Breaches in the wall close immediately after the attack that passes through. The sand blocks line of effect, and creatures on opposite sides have total concealment from one another. Moving through the wall requires a strength check (DC 10+ creators Earthbender levels). Those who fail must stop in the space from which they attempted to enter the wall. Any creature that attempts to pass through a Wall of Sand must also make a Reflex save (DC 15) or be blinded for 1d4+1 rounds. A creature passing through the roiling wall does not leave a usable breach for others. All flames are extinguished if carried through the wall.

Control Sand
Base DC: 10
Area: Dust or sand in a volume of 10
ft./level wide by 10 ft./level long
by 2 ft./level deep
Duration: Concentration
Saving Throw: None; see text

Depending on the version you choose, control sand raises or lowers fine particles of material, such as dust or sand. For either version, the Sandbender can reduce one horizontal dimension by half and double the other horizontal dimension.
Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.

Sand Blast
Base DC: 25?
The Earth Bender can cause a fistful of sand to spray with enough force to strip flesh from bone and scour surfaces in a 20ft cone shaped burst. Any one within the area takes 1d8 points of damage per 2 Earthbender levels (Maximum 10d8) with a Reflex save for Half damage (DC 16+ Wisdom Modifier). Do not divide damage from sand scour by four when applying it to objects.

Sand Skid: Large vehicle; Sea(Sand)worthiness +4;
Shiphandling +3; Speed 60 ft. (good); Overall AC
–3; Hull sections 40 (sink 10 sections); Section hp 30
(hardness 5), Section AC 3; Ram 4d6; Space 90 ft. by
30 ft.; Height 30 ft. (draft 0 ft.); Complement
5; Cargo 7 tons; Cost 36,000 gp.

PS: I have more in the works.

FlyMolo
2008-01-16, 10:47 PM
These are cool. Remind me of that guy with the jug full of sand, in that one show with that guy who has a demon fox in him. Something about ninjas.(:smallwink: )

Now, the real reason I wanted to post here: Bending/magic interactions!

Bending/magic/psionic transparency? not?

I'd say bending/magic transparency is kinda silly. They really work differently. Magic that enhances bending would be awesome, however. Holy water blasts? sign me up!

Ceiling009
2008-01-16, 11:13 PM
See the problem with bending and Magic, and effects that are pretty much magical would probably fall under the same problems monks have with make their attacks (unarmed) have magical properties. There are no invocations or forms, or auras, I think.. that would affect the element itself. I mean, earth and air would be difficult to get holy or other magical effects, while fire and water are actually the easiest.

But the first thing I would say, though probably game breaking, would be something like a Amulet of Bending, sort of like the Amulet of the Silver Tongue from Tome of Magic for Truenaming. I could see something like it bordering an artifact in the Avatarverse, the most plausible would be on for Waterbending.

Tui's Tear
An amulet carved from ivory in the shape of a tear, and imbued by the spirit of the Ocean it grants a +10 Divine bonus to Waterbending Checks.

It's just a thought anyway.

Though Holy water blasts aren't that hard... just get your waterskin blessed.

Guyr Adamantine
2008-01-19, 01:50 PM
I thought of this while watching the show, wondering how could (and should) use blue fire in every damn seed she has. I'd need a new name, since I have no idea if those old hags (Back in the first season, those who taught Azula lightning and blue fire.) were witches or something. Damn you french translation!

Witchfire Bender

http://i243.photobucket.com/albums/ff62/GuyrAdamantine/251.jpg

Some promising noble Firebenders are trained to finer arts of destruction in the Fire Kingdom. The witches, protected by the royal family, know those secrets and are entitled with the task to tutorize the new officers of the great Fire Nation army. The students become new bearers of the tradition of all past firelords.
Hit Dice: - d8

Prerequisites:
BaB: +5
Firebending: 10 ranks
Feat: Template Mastery(Blue Fire)
Seeds: Blue Fire.
Special: Must be trained by the witches.

Class Skills – Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Firebending (Wis) Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (History) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)
Skills: (2 + Int Modifier)

Witchfire Bender
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Blue Fire Embraced

2nd|
+2|
+0|
+3|
+3|Strength of the Unbodied

3rd|
+3|
+1|
+3|
+3|Witchfire[/table]


Class Features:
Blue Fire Embraced: Your Blue Fire seed Bending DC is reduced by another five points, as Template Mastery.

Strength of the Unbodied: Half the damage of your Blue Fire templated forms is untyped damage.

Witchfire: When you apply the Blue Fire template on any seed, it doubles the bonuses gained from augmentations written as ''plus (n) for every (n) points by which the Firebending check exceeds the DC''.

Example: Kuzan(Firebender7/W-F B F3) uses a Burning Rush(Speed Burst)/Blue Fire form(Bending DC: 20). The Blue Fire template doubles the effect from augmentations written ''for every (n)points by which the Firebending check exceeds the DC''. Kuzan rolls a 42, meaning he succeeds and empower his form by 22, normally boosting his speed by 25 feet(Base 5 ft., plus 20ft. boost). But, since he used Blue Fire, he doubles the benefits he gains, enhancing his speed by 45 feet.



Maybe my explanations on Blue Power aren’t clear, so I might need help rewording.

Ceiling009
2008-01-21, 01:59 AM
You could change the name to like Blue Fire/Flame Adept, or maybe Since I like the Witch name scheme, Witch-fire Bender.

Guyr Adamantine
2008-01-21, 02:24 PM
Edited the name and some errors, but I need more comments!

Yuki Akuma
2008-01-21, 02:45 PM
Psst... you messed up your table. You switched the "Seeds Known" and "Special" columns. Also, "Witchfire" would look cooler than "Witch-fire".

As for the special abilities, I don't see any problem with Blue Fire Embraced and Free the Lightning, as they're very specific and -5 to the DC isn't that much.

However, I don't really understand Blue Power..

Guyr Adamantine
2008-01-22, 11:18 AM
Edited Blue Power to Witchfire and some errors.

Psst... you messed up your table. You switched the "Seeds Known" and "Special" columns. Also, "Witchfire" would look cooler than "Witch-fire".

Corrected.

As for the special abilities, I don't see any problem with Blue Fire Embraced and Free the Lightning, as they're very specific and -5 to the DC isn't that much.
Great.

However, I don't really understand Blue Power...
I will try to explain it clearly, and you will all help me word it, o.k.?
BTW: I renamed it as ''Witchfire'', coz Blue Power is a sucky name.

Witchfire: Your Blue Fire template rises in usefulness. You can now apply this template to any seeds, empowering them like no one. Blue Fire becomes a Floating DC, that doubles the enhancement power of the other seeds in a form.
When you apply the Blue Fire template on any seed, you do not count when determining how much you beat the base DC. Furthermore, it doubles the bonuses gained from such augmentations of any form written ''for every (n)points by which the Firebending check exceeds the DC''.

Example: Kuzan(Firebender7/Witchfire Bender3) uses a Burning Rush(Speed Burst)/Blue Fire form(Bending DC: 30). First he must succeed on a Firebending DC of 30, as the form. The Blue Fire template being ''floating'', it is not counted when calculating further enhancements, and doubles their effect. Kuzan rolls a 34, meaning he succeeds and empower his burning rush (DC: 10) by 24, normally boosting his speed by 25 feet(Base 5 ft., plus 20ft. boost). But, since he used Blue Fire, he doubles the benefits he gains, enhancing his speed by 13.5 feet.
If Kuzan hadn't succeeded, his form would've failed normally. But since he got it his Burning Rush wasn't only 20 ft. stronger, but 40 ft., because Witchfire doubles such boosts.

Yuki Akuma
2008-01-22, 12:07 PM
I thought doubling the boosts given by beating the DC by however many points could start to become rather crazy. I don't think blue fire is that much more powerful than regular fire.

Guyr Adamantine
2008-01-22, 01:17 PM
I thought doubling the boosts given by beating the DC by however many points could start to become rather crazy. I don't think blue fire is that much more powerful than regular fire.
Well, I wanted to create a way, to explain why would Azula always use Blue Fire, even when it would be useless.(Our system, as is, say it would.)

Maybe, to nerf it, I should cut the ''Floating Bonus'' part?

Yuki Akuma
2008-01-22, 01:59 PM
I think maybe a flat bonus would be better, perhaps based on character (or bender) level. Perhaps treating your roll as a number of points higher equal to your character level for calculating bonuses for beating the DC?

Lord_Gareth
2008-01-22, 02:06 PM
One word - metalbending.

Now to bring you more than one word.

Metal comes from the earth. In D&D terms, earth elementals can Earth Glide through metal just as they can through rock and soil. But in the show, Earthbenders can't affect it directly. What would an Ironbender be like?

Yuki Akuma
2008-01-22, 02:08 PM
One word - metalbending.

Now to bring you more than one word.

Metal comes from the earth. In D&D terms, earth elementals can Earth Glide through metal just as they can through rock and soil. But in the show, Earthbenders can't affect it directly. What would an Ironbender be like?

The system already has a 'Metalbending' seed.

Lord_Gareth
2008-01-22, 02:11 PM
<.<

Well ain't that just what I get for paying attention.

Carry on.

Guyr Adamantine
2008-01-22, 02:18 PM
I think maybe a flat bonus would be better, perhaps based on character (or bender) level. Perhaps treating your roll as a number of points higher equal to your character level for calculating bonuses for beating the DC?
Since I'm not ready for such great changes:smallredface: , I'll just remove the floating bonus part. Call me a munchkin, but I like that power boost.:smallbiggrin: And as far as it goes, it is just less calculating.

<.<

Well ain't that just what I get for paying attention.

Carry on.
We forgive you.:smalltongue:

Lord_Gareth
2008-01-22, 02:33 PM
What about Lightbending?

Think about it. Wherever there's light, there's heat, so one could reasonably say that Lightbending is a highly, HIGHLY specialized version of Firebending. Flashes of light, searing rays, colored shows...it could be interesting.

For that matter, so could Darkbending....

Guyr Adamantine
2008-01-22, 02:36 PM
What about Lightbending?

Think about it. Wherever there's light, there's heat, so one could reasonably say that Lightbending is a highly, HIGHLY specialized version of Firebending. Flashes of light, searing rays, colored shows...it could be interesting.

For that matter, so could Darkbending....
Luck you proposed this here, because on the main thread the others would killed you.

Mephibosheth
2008-01-22, 02:51 PM
Luck you proposed this here, coz on the main thread the others would kill yiu.

Aww, come on. Give us a little credit :smallwink: .

I've actually been thinking for a while about positive and negative energy benders. Negative energy bendering forms would include all sorts of debuffs, darkness, and Necromancy effects (maybe with some undead goodness thrown in) while positive energy bending would involved healing, buffing, and light. Maybe if I get some time within the next few days I'll write something up.

Lord_Gareth
2008-01-22, 03:00 PM
Not positive/negative energy, though...literal light and darkness.

Mephibosheth
2008-01-22, 03:26 PM
Not positive/negative energy, though...literal light and darkness.

Right, I get it. And I'd be interested to see what a lightbender or darkbender would look like. I was just throwing out a related idea that had been kicking around in my head. We can easily do both.

Yuki Akuma
2008-01-22, 04:54 PM
...How can you bend darkness? It doesn't exist.

Darkness would call under "Lightbending", surely?

Lord_Gareth
2008-01-22, 04:58 PM
Depends, really. In the real world, darkness doesn't exist. But since when were we talking about the real world? In mythology, darkness isn't an absence, it's a distinct presence, and without it -or- light you have something else entirely.

Yuki Akuma
2008-01-22, 05:02 PM
Depends, really. In the real world, darkness doesn't exist. But since when were we talking about the real world? In mythology, darkness isn't an absence, it's a distinct presence, and without it -or- light you have something else entirely.

The world of Avatar seems pretty rooted in real world physics, plus spirit magic and bending...

Besides... how can you rationalise 'darkbending' using the four vanilla elements?

Darkbane
2008-01-22, 05:21 PM
Lord T had a Sunmage class in his Elemental Leylines setting that was a positive/negative energy "bender."

But for Light/Darkbending, have any of you read China Mieville's Iron Council? There are some pretty cool golems that could be created with Light/Darkbending.

Guyr Adamantine
2008-01-22, 06:17 PM
Aww, come on. Give us a little credit :smallwink:
I know I would've.

Besides, this is no bad idea.

Ceiling009
2008-01-22, 08:42 PM
For Buffs and Debuffs, I was thinking more of a Bloodbender, as opposed to the healing disciple prestige class. They're quite more aggressive and probably ready and willing to get hurt to hurt their opponent... I should probably get to re-working that first bloodbender prestige I made a while back.

Lord Tataraus
2008-01-22, 10:54 PM
Yay! I can show off my Sunmage!!! Unfortunately, it is made for a world where the Day Sun is made of positive energy and the Night Sun is made of negative energy so it doesn't fit fluff-wise in the Avatar world, but so what, it's cool!! Also note that Energy Control is basically energy bending, it was changed so as not to be confused with Avatar benders. So for your viewing pleasure:
[hr]
Sunmage
Abilities - Charisma increases your Energy Control skill and is the main stat. Dexterity is important to make the ranged attack rolls and for armor class. Constitution and Intelligence are also important ability scores for a Sunmage.
Alignment – Any (rarely neutral on the good-evil axis)
Hit Die – d10
Class Skills – Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Religion)(Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Energy Control (Cha)
Skill Points per Level – 2 + Int Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known|Energy Pool

1st|
+0|
+2|
+0|
+2|Draw/Channel Energy 1d4, Deflect Energy, Link to the Sun|
1|
4

2nd|
+1|
+3|
+0|
+3|-|
1|
4

3rd|
+2|
+3|
+1|
+3|-|
2|
8

4th|
+3|
+4|
+1|
+4|Energy Resistance 5|
2|
12

5th|
+3|
+4|
+1|
+4|Draw/Channel Energy 2d4|
3|
16

6th|
+4|
+5|
+2|
+5|-|
3|
20

7th|
+5|
+5|
+2|
+5|-|
3|
24

8th|
+6/+1|
+6|
+2|
+6|Energy Resistance 10|
4|
28

9th|
+6/+1|
+6|
+3|
+6|Extra Deflect|
4|
32

10th|
+7/+2|
+7|
+3|
+7|Draw/Channel Energy 3d4|
4|
40

11th|
+8/+3|
+7|
+3|
+7|-|
5|
44

12th|
+9/+4|
+8|
+4|
+8|Energy Resistance 15|
5|
48

13th|
+9/+4|
+8|
+4|
+8|-|
5|
52

14th|
+10/+5|
+9|
+4|
+9|-|
6|
56

15th|
+11/+6/+1|
+9|
+5|
+9|Draw/Channel Energy 4d4|
6|
60

16th|
+12/+7/+2|
+10|
+5|
+10|Energy Resistance 20|
6|
64

17th|
+12/+7/+2|
+10|
+5|
+10|-|
7|
68

18th|
+13/+8/+3|
+11|
+6|
+11|-|
7|
72

19th|
+14/+9/+4|
+11|
+6|
+11|Energy Resistance 30|
7|
76

20th|
+15/+10/+5|
+12|
+6|
+12|Draw/Channel Energy 5d4|
8|
80

[/table]

Class Features
Weapon and Armor Proficiency – A sunmage is proficient with all simple and martial weapons and no armor or shields, armor and shields give armor check penalty to Energy Control checks.

Draw/Channel Energy
Base DC: 5
The first offensive ability a sunmage learns is to draw out the positive or negative energy in herself and her foes, causing damage or healing. A sunmage chooses which sun (and energy type) she wants to control at 1st level; this choice can not be changed.
Draw: The sunmage can draw energy from the life-force of her enemy to damage him. Only positive energy can be drawn from living foes and only negative energy can be drawn from animated foes (such as undead, constructs, etc.). When energy is drawn, it deals 1d4 damage at 1st level and increases in power as the sunmage gains levels, as shown above. A draw is a ranged touch attack that allows a fortitude save for half damage, and an sunmage can use a number of draws in one round equal to the number of iterative attacks she can make (as determined by her BAB). A sunmage cannot apply precision-based damage from any source to the damage dealt by her draws.
Channel: The sunmage can also channel the energy of her sun through herself, into another target. The channeled energy deals 1d4 damage at 1st level and increases in power as the sunmage gains levels, as shown above. A channel is a ranged attack that allows a fortitude save for half damage, and a sunmage can use a number of channels in one round equal to the number of iterative attacks she can make (as determined by her BAB). A sunmage cannot apply precision-based damage from any source to the damage dealt by her channels. Positive energy channeled this way heals living targets and damages undead. Negative energy heals undead and damages living targets. A sunmage cannot heal herself with this ability. A sunmage may use any combination of draws and channels in her attacks.

Deflect Energy
Base DC: 5
The first defensive seed sunmages learn is to deflect the blasts from her opponents. During her turn, a Sunmage can choose to forgo any number of attacks in order to attempt to deflect any blasts or ranged weapons passing within 10 feet of the sunmage. As an immediate action, the sunmage can attempt deflect an enemy controller’s attack with an opposed attack roll. A sunmage can deflect energy a maximum number of times equal to the number of attacks she is granted by BAB, and the Deflect Energy attempt uses the same base attack bonus as the attack forgone. If the sunmage makes any attacks, she forgoes that opportunity to deflect energy. If the Sunmage’s attack roll is less than her opponent’s, the blast is unaffected by the deflection attempt. If the Sunmage’s attack roll equals or exceeds her opponent’s, the blast is negated, deflected or swallowed up by a short outpouring of positive or negative energy. The Energy Control DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.
Extra Deflect: Beginning at 10th level, a sunmage can use one Deflect Energy at her highest base attack bonus with out forgoing any attacks. This is in addition to any deflects gained by forgoing an attack.

Link to the Sun: A sunmage draws her energy from one of the two suns, linking her to its power. The type of energy the sunmage controls determines which sun she is linked to. Because of this link, the sunmage has a pool of energy points equal to four times her class level from which to draw from. The sunmage can replenish this pool by drawing energy from those around her or from her sun. When a sunmage uses the draw ability successfully, she gains 1 energy point plus 1 energy point per 4 damage dealt. The energy points gained in this manner cannot increase her total energy points to greater than four times her level. Using any seed or channeling energy uses 1 energy point unless otherwise noted. A sunmage can regain energy points by mediating. Meditating requires at least 10 minutes of uninterrupted inaction. The sunmage is fully aware of her surrounds but is considered helpless unless she voluntarily breaks the meditation as a free action. The sunmage regains 1 energy point per class level per 10 minutes of meditation. The link to the sun not only allows the benefit of energy points, but it also leaves the sunmage more vulnerable to the opposite energy. A sunmage who controls negative energy takes damage from positive energy as if she was undead, but is also immune to negative energy. A sunmage that controls positive energy takes damage from negative energy as a living creature (if not already), additionally, she is positive energy has no effect on her.

Energy Resistance: Starting at 4th level, a sunmage gains a resistance to the energy of the suns used against her. A sunmage takes 5 less damage from any ability that deals the opposite energy type that you can control. This increase to 10 at 8th level, 15 at 12th level, 20 at 16th level and 30 at 19th level.

SUNMAGE SEED LIST

UNIVERSAL SEEDS:

Energy Whip
Base DC: 10
A sunmage may, as a move action that does not provoke a attack of opportunity, form a long, narrow lash of pure energy, coiling around like a whip. This whip has all the statistics of a normal whip with the exception that the damage it deals 1d6 energy damage of the type the sunmage controls. Additionally, a sunmage may apply precision-based damage to attacks with an energy whip and treat it as a normal whip for purposes of weapon-based feats. The energy in this whip can be used to use Deflect Energy without needing to be remade and the whip can also be extended an additional 5 feet by increasing the Energy Control DC by +10.

Infuse
Base DC: 10
Application: By focusing her channeled energy into a more concentrated form, a sunmage can infuse an object such as a weapon with energy to be expended at a later time. The infused object holds 1 energy point that is expended at the first opportunity. Anytime a living creature touches the object, the power is unleashed and 1 energy point is expended just as if the sunmage who infused it used a channel attack. The attack automatically hits the creature that touched the object, taking the full effect. For every 5 the Energy Control check exceeded the DC, the object holds another energy point. Only one energy point is expended at a time, but the object will continue to unleash its power as long as a living creature is touching it. If a sunmage who controls the same type of energy as is infused in the object touches it, the object does not activate unless the controller wishes it to, which takes a command word and a standard action. The energy points stay infused in the object indefinitely as along as the sunmage that infused is touching the object. Otherwise, the object loses 1 energy point per hour. An sunmage can increase the DC by +10 to decrease the energy point lose to 1 point per day. Additionally, a sunmage may increase the DC by another +10 (making it DC30) to better contain the power within the object, causing the energy points to never be lost without being expended and to only expend the power within the object with a command word, taking a standard action. An infused object that is activated by a command word may be targeted as a normal channel by the user. The sunmage uses this ability uses up 1 energy point per point gained by the object. If the sunmage causes the object to never lose it’s energy points, the sunmage expends 2 points per point gained by the object.
Recharge: A sunmage can recharge an object already infused with at least 1 energy point by taking a full round action and making an Energy Control check with the same DC that was used to make albeit at a -10 to the DC. This adds 1 energy point to the object plus up to 1 additional point per 5 the Energy Control check exceeded the DC. The sunmage expends energy points as normal.

Deplete (template)
Base DC: 10
Applications: By focusing her channeled energy into a more concentrated form, a sunmage can inflict damage not on the physical being, but directly to the energy stored by a rival sunmage. An sunmage whose channel attack is augmented by this seed causes the target of the channel to lose a number of energy points equal to the damage that would normally have been dealt. If the target would lose more energy points than he has, he takes the extra in actual damage. Damage taken this way never heals, even though might do so normally, energy resistance applies to this damage.

Energy Armor
Base DC: 15
By covering her entire body in an envelope of pure energy, a sunmage gains DR 3/piercing, and +2 to AC (including touch AC) against controlling attacks as a move action. For every 3 points by which the sunmage exceeds the base DC, the damage reduction increases by 1. Maintaining the energy armor for more than two rounds gives a -4 penalty to all Energy Control checks until the sunmage ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes a sunmage to fail an Energy Control check, she may choose to end the seed and remove the penalty at that time. In addition to the above effects, any time a creature hits the sunmage with a natural weapon or unarmed strike or otherwise makes physical contact with the sunmage (such as a grapple), that creature takes 1d6 energy damage of the type that the armor is made of. The sunmage’s natural weapons and unarmed strikes deal this extra damage as well.

Pulse
Base DC: 20
Applications: By channeling the energies of her sun, the sunmage can replicate the pulsing of the sun. This effect lasts for 1 round for every 4 class levels and expends 1 energy point per round. This seed may be dismissed as a free action at any time.
Positive Energy: The area with a radius of 5 feet per two class levels is filled with a blinding light, cause the full radius to be brightly illuminated and another 5 feet per level radius to have shadowy illumination. Those inside the binding light must make a reflex save or be blinded for 2d4 rounds, on a successful save they are dazed instead for 1d4 rounds. Those outside the blinding light must make a reflex save or be daze for 1 round. This effect can be expended to dispel a Deeper Darkness spell or a Negative Energy Pulse.
Negative Energy: The area with a radius equal to 5 feet per level is filled with darkness as the spell Deeper Darkness. This effect can be expended dispel Daylight spell or a Positive Energy Pulse.

Heal Self
Base DC: Varies
Because of the link an sunmage has with her sun, she can use its power to heal herself in the time of need.
Cure Wounds (Base DC 15): The sunmage takes a full-round action to draw upon the energies of her sun, healing her 4 points of damage per class level. This does not expend any energy points.
Cure Disease/Poison (Base DC Varies): An sunmage who has been poisoned or diseased may make an Energy Control check with a DC equal to the original save DC of the disease or poison for each affliction. A successful check removes all penalties, damage and drain inflicted by the disease or poison. This takes 1 minute per disease and poison the sunmage is inflicted with. If the Energy Control check exceeds the DC by 5 or more, no energy points are expended for that disease or poison, otherwise 1 energy point is expend per disease and poison cured.
Ability Damage/Drain and Energy Drain (Base DC 25): The sunmage takes a full-round action to draw upon the energies of her sun, healing either 1 points of ability damage per class level or 1 point of ability drain for every 2 class levels, or removes 1 negative level for every four class levels. This expends all of the sunmage’s energy points and causes fatigue.

Wall of Energy
Base DC: 25
The sunmage learns to make a wall of pure energy or its crystallized form.
Plane: The wall deals this damage when it appears and on the sunmage’s turn each round to all creatures in the area. Each creature within the wall’s area or passing throuth the wall takes 2d6 points of energy damage of the energy type that the sunmage controls. The wall is 10-feet long and does not take up a square, but can be made 5 feet wider or 10 feet longer for every 4 points by which the Energy Control check exceeds the DC, and the height can be doubled by halving the length. If the wall is made so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of energy damage of the opposite type or more in 1 round, that length goes out (Note: Do not divide cold damage by 4, as normal for objects). A Wall of Energy can be maintained with a Concentration check each round equal to the Energy Control check -5.
Ring: Essentially the same as above, except that the wall is made in the form of a 20-foot-tall ring of energy with a radius of 10 feet, plus another 5 feet for every 4 points by which Energy Control check exceeds the DC.

Nova
Base DC: 35
A sunmage who has learned this seed has grown into a closer bond with her sun and can channel its limitless energies when in the time of need.
Application: By taking a move action that does not provoke attacks of opportunity, the sunmage becomes a living outlet of the sun itself, greatly increasing her power for a short time. A sunmage who has used this seed gains the following traits:
• +4 Constitution, +4 Dexterity
• Incorporeal subtype.
• 5 temporary hit points per class level (in addition to the hit points gain by the constitution increase).
• Fly speed equal to twice her base land speed with perfect maneuverability.
• Does not expend energy points for using any of her class abilities and seeds.
• Gains a number of energy points so that she has 4 points per class level.
• A touch attack that deals 2d6 energy damage of the energy type she controls.
• If she controls positive energy: creates illumination as the spell Daylight centered on herself at all times.
• If she controls negative energy: creates an effect like the spell Deeper Darkness centered on herself at all times.
This effect lasts for a number of rounds equal to the sunmage’s wisdom modifier. After the effect ends, the sunmage falls unconscious and sleeps for 1 hour. If awoken before 1 hour has passed, the sunmage is exhausted; otherwise she is fatigued after waking. A sunmage does not expend any energy points to use this seed and can only use this seed once every 24 hours. Only a sunmage of 15th level or higher may learn this seed.

POSITIVE ENERGY SEEDS:

Energize
Base DC: Varies
A sunmage learns to extend the link she has with the Day Sun to help quicken her reactions. Using this seed expends 5 energy points.
Self (Base DC 10): The sunmage is under the effect of a haste spell for 1 round plus 1 round for every 5 the Energy Control check exceeds the DC.
Ally (Base DC 15): The sunmage can target an ally who is within 30ft with this seed. The ally is under the effect of a haste spell for 1 round. Additionally, for every 5 the Energy Control check exceeds the DC the effect lasts for an extra round or you may affect another ally who is within 30ft of you or the first target. If an ally affected by this seed has the Deflect Bending or Deflect Energy class feature, that ally gains one free use as the Extra Deflect ability.

Empower
Base DC: 15
The sunmage learns to focus her positive energy in such a way as to strengthen the body instead of heal it.
Applications: The sunmage may use this seed at a range of touch to cause a flow of positive energy to strengthen the target. The target gains a +1 bonus to strength, dexterity, or constitution equal to the number of dice she would normally roll for her channel. Using this seed expends an addition 1 energy point equal to the bonus given, in addition to the normal energy point expended with channel. The sunmage may choose to give a bonus less than normal and subsequently conserve energy points.

Cleanse
Base DC: Varies
A sunmage learns not only to heal the wounds of others, but also how to cleanse the body of poisons, diseases, and other impurity.
Cure Disease/Poison (Base DC Varies): A sunmage may make an Energy Control check with a DC equal to the original save DC of any and all diseases or poisons afflicting the target +10 (i.e. a poison with a save DC 15 would require a DC 25 Energy Control check). A successful check removes all penalties, damage and drain inflicted by the disease or poison. This takes 1 minute per disease and poison the target is afflicted with. Using this seed expends 1 energy point per disease and poison cured (minimum 1).

Flush the Corrupt (template)
Base DC: 25
Applications: By focusing her channeled positive energy into a more concentrated form, the sunmage can cause the healing powers of positive energy to heal greater wounds. In addition to the normal healing the positive energy provides, the target is healed of either 1 point of ability damage per class level, 1 point of ability drain for every 2 class levels, or 1 negative level for every 4 class levels. This seed expends 1 energy point per class level in addition to the normal energy point expended.

Purify Elements
Base DC: 25
A sunmage of the Day Sun learns to infuse her sun’s power into the very elements of the world to purify them.
Applications: The sunmage can purify an amount of air, earth, fire, or water equal to 5, 10 foot cubes. Contact with a purified element deals 2d6 positive energy damage; fortitude save for half. Any bender that tries to bend a purified element gains a +5 bonus to the bending check in addition to taking damage. For every 5 that the Energy Control check exceeds the DC, this seed can effect one more 10 foot cube. The sunmage does not have to target the same element with each 10 foot cube, though no cube may affect more than 1 element. Any element that is affected by this seed that is already corrupted by the Corrupt Elements seed is returned to normal and both effects are dispelled. This seed expends 5 energy points.

Revivify
Base DC: 30
A sunmage learns how to restore a recently killed creature to life by forcing the spirit back into the body with positive energy.
Applications: The sunmage may use this seed on any creature that has been died from any unnatural death. The use of this seed takes 10 minutes and expends 30 energy points while leaving the sunmage fatigued afterwards. The target is restored to life at ¼ hit points and with 1 negative level. If the Energy Control check exceeded the DC by 5 or more, the target is restored to ½ hit points. If the Energy Control check exceeds the DC by 10 or more, the target is restored to ¾ hit points. If the Energy Control check exceeds the DC by 20 or more, the target is restored at full hit points and with no negative levels. If the target has been dead for more than 1 hour, the DC is increased by +5 for every hour after the first. After each successful use of this seed, the sunmage must make a fortitude save DC 20 +1 for every hour past the first the target was dead. On a failed save, the sunmage permanently loses 2 energy points. (i.e. for a target that has been dead for 5 hours, the Energy Control DC is 50 and the fortitude save is 24).

NEGATIVE ENERGY SEEDS:

Weaken (template)
Base DC: 15
The sunmage learns to focus her negative energy in such a way as to poison the body instead of directly damage it.
Applications: When using this seed with her channel, she deals no hit point damage. Instead she deals 1 point of strength, dexterity, or constitution damage equal to the number of dice she would normally roll for her channel damage. The target may make a fortitude save to take half damage. Immunity to negative energy applies to this damage and every 5 points of negative energy resistance lessens the ability damage by 1 point. Using this seed expends an addition 1 energy point for every point of ability damage that would be dealt, in addition to the normal energy point expended with channel.

Siphon (template)
Base DC: 15
Applications: By focusing her energy in a particular manner, the sunmage can draw out hidden reservoirs of negative energy in living opponents. When using this seed with her channel, she does not expend the usual energy point since the energy is replaced by that taken from the target. Additionally, for every 5 that the Energy Control check exceeds the DC, she gains 1 energy points. Energy points gained this way may not increase her energy points to greater than four times her class level.

Animate
Base DC: 15
An sunmage learns that negative energy can give life to that which normally would not have life and a master of the Night Sun can raise an army from household items at a whim.
Applications: The sunmage can give a false life to any inanimate object made of wood, metal, or stone making it an Animated Object. The selected object must be within 60ft of the sunmage and no larger than small size. The object follows all of your verbal commands until it is destroyed or the effect ends. The object remains animated for 1 round per class level. If you exceed the Energy Control DC by 10 or more, the object stays animated for 1 minute per class level. If you exceed the Energy Control DC by 20 or more, the object stays animated for 1 hour per class level. If you exceed the Energy Control DC by 30 or more, the object stays permanently animated or until you dismiss the effect. Additionally, you may increase the DC by +5 to increase the size by one step or effect one extra object. Using this seed expends 4 energy points plus 1 energy point for every 10 you increase the DC.

Disrupting Blast (template)
Base DC: 20
A sunmage learns how to cause her negative energy to disrupt all forms a magic for a short time.
Applications: The target of this blast cannot cast arcane or divine spells, manifest psionic powers, use spell-like or psy-like abilities, or use the Energy Control or any Bending skill for 1 round per die the sunmage would normally roll for damage. The channel does not deal any damage, but a successful fortitude save negates the effect and for every 5 points of negative energy resistance the time is lessened by 1 round. Using this seed expends 1 energy point in addition to the normal energy point expended for channel.

Corrupt Elements
Base DC: 25
An energybender of the Night Sun learns to infuse her sun’s power into the very elements of the world to harm her foes.
Applications: The sunmage can corrupt an amount of air, earth, fire, or water equal to 5, 10 foot cubes. Contact with a corrupted element deals 2d6 negative energy damage; fortitude save for half. Any bender that tries to bend a corrupted element takes a -5 penalty to the bending check in addition to taking damage. For every 5 that the Energy Control check exceeds the DC, this seed can effect one more 10 foot cube. The energybender does not have to target the same element with each 10 foot cube, though no cube may affect more than 1 element. Any element that is affected by this seed that is already purified by the Purify Elements seed is returned to normal and both effects are dispelled. This seed expends 5 energy points.

Incite
Base DC: 30
A sunmage learns to use the negative energy in all creatures to gain limited empathic control over them.
Applications: The sunmage may select a target within 60ft to target with this seed. The targeted creature must make a fortitude save, on a failure, the sunmage issues one simple empathic command such as love, hate, despair, etc. The targeted creature experiences that emotion immediately and this effect persists for 1d4+1 rounds. A creature under this effect is control by the DM (if not already) and acts on its emotion it the best of its ability (such as attempting to kill for hate, rape for lust, court for love, etc.) If the creature fail its save by 5 or more, the sunmage may select up to 5 other targets or a specific group (such as elves, or residents of a town) for the original creature to experience the emotion towards (such as hate those creatures, love them, etc.). If the creature fails the save by 10 or more, the effect lasts for 1d4+1 hours. If the creature fails the save by 15 or more, the effect lasts for 1d4+1 days. For every 5 that the Energy Control check exceeds the DC, increase the save DC by 2. Using this seed expends 10 energy points.

Call the Dead
Base DC: 30
A sunmage learns that negative energy can give false life to the dead to serve their creator’s will.
Applications: The sunmage can give a false life to any one corpse making it a zombie or skeleton as appropriate. The resulting undead is created as if by the Animate Dead spell with the following exceptions and cannot have more hit dice then twice your sunmage level. The resulting undead follows all of your verbal commands until it is destroyed or the effect ends. The undead exists for 1 hour per class level. If you exceed the Energy Control DC by 10 or more, the undead exists for 1 day per class level. If you exceed the Energy Control DC by 20 or more, the undead exists for 1 week per class level. If you exceed the Energy Control DC by 30 or more, the undead exists permanently or until you dismiss the effect. Using this seed expends 5 energy points.

Collin152
2008-01-22, 11:38 PM
PS. First person to suggest 'sand coffin' will be shot.

It's still worth it!
Build me a Sand Coffin seed that I may crush mine foes to bloody smithereens!
Oh, and woot, a non canon thread. Now I can finally breathe freely.

praeceps
2008-01-23, 10:28 PM
How about some form of Earthbenders who start off manipulating liquid metals like mercury and eventually gain the ability to change normal things from the ground into their liquid form. All the while they would, of course, be learning waterbending esque seeds instead of earthbending seeds. Names for this prestige class could include things like Mercurybender or Quicksilverbender.

EvilElitest
2008-01-23, 11:12 PM
What do people plan to do about sandbending? The avatar never even tried learning it, so we can safely assume it isn't a seperate type of bending, but a rather specialised form of earthbending. It may be best for it to be an 5 lvl earthbending PrC, requiring sand or loose soil, with low prerequisites.

Are there any suggestions for unique forms or seeds?



PS. First person to suggest 'sand coffin' will be shot.

weren't they also called wind benders at some point
from
EE

Lord Tataraus
2008-01-24, 01:14 AM
Timebender
Hit Dice: d6
Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Bending) (Int), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Timebending (Wis), Tumble (Dex)
Skill Points: 6 + int

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

1st|
+0|
+0|
+2|
+2|Time Ripple 1d8, Time Dodge, Acrobatic|
1

2nd|
+1|
+0|
+3|
+3|Time Manipulation,|
2

3rd|
+2|
+1|
+3|
+3|Evasion, Improved Unarmed Strike|
2

4th|
+3|
+1|
+4|
+4|Speed +10ft|
3

5th|
+3|
+1|
+4|
+4|Time Ripple 2d8|
3

6th|
+4|
+2|
+5|
+5|-|
4

7th|
+5|
+2|
+5|
+5|Improved Evasion|
4

8th|
+6/+1|
+2|
+6|
+6|Speed +20ft|
5

9th|
+6/+1|
+3|
+6|
+6|-|
5

10th|
+7/+2|
+3|
+7|
+7|Time Ripple 3d8|
6

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

12th|
+9/+4|
+4|
+8|
+8|Speed +30ft|
7

13th|
+9/+4|
+4|
+8|
+8|-|
7

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

15th|
+11/+6/+1|
+5|
+9|
+9|Time Ripple 4d8|
8

16th|
+12/+7/+2|
+5|
+10|
+10|Speed +40ft|
9

17th|
+12/+7/+2|
+5|
+10|
+10|-|
9

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

19th|
+14/+9/+4|
+6|
+11|
+11|Speed +60ft|
10

20th|
+15/+10/+5|
+6|
+12|
+12|Time Ripple 5d8|
11

[/table]

Class Features
Weapon and Armor Proficiencies: Timebenders are proficient with all simple weapons and no armors or shields.

Acrobatic: Starting at 1st level a timebender mat choose to use his dexterity modifier instead of his strength modifier for climb, jump, and swim checks.

Improved Unarmed Strike: At 3rd level, a timebender gains Improved Unarmed Strike as a bonus feat.

Evasion: At 3rd level the timebender gains evasion as the rogue ability.

Improved Evasion: At 7th level the timebender gains Improved Evasion as the rogue special ability.

Time Ripple
Base DC: 5
The main offensive capability of the Timebender is to cause a minor, yet destructive ripple in time, making a thin part of space ripple forward and backward in time at a rapid pace, wearing down an material, living or otherwise. As an attack action, the Time Bender can make a ranged attack roll to deal 1d8 non-lethal damage to a living target or 1d8 damage that ignores hardness to a non-living target.

Time Dodge
Base DC: 5
By slowing down the time effecting him, a timebender can more easily dodge out of the way of attacks and area effects. A timebender may make an immediate action to gain a +1 bonus on reflex saves and a +2 dodge bonus to his AC for a single save or attack. Additionally, the timebender may take a standard action to apply his Time Dodge to two saves or attacks or he may take a full-round action to apply his Time Dodge to one extra save or attack per iterative attack he could normally make with a full-round action that turn. The timebender must make a separate Timebending check for each appilcation of this ability. The timebender may gain an extra +1 bonus to reflex saves and an extra +2 dodge bonus to AC for every +5 he increases the base DC. A timebender may only increase the base DC in this manner by a total amount equal to twice his timebender level. So a 3rd level timebender could increase the DC by +5 and a 5th level timebender could increase the base DC by +10 to gain a total extra +2 to reflex saves and +4 dodge bonus to AC.

Time Manipulation
Base DC: 10
The most used seed a timebender learns is the basic manipulation of time as it effects himself. Most commonly, the timebender will slow down time as it effects himself to preform a variety of impossible maneuvers and tricks. The time bender can slow down to speed his reaction time to gain the advantage to correct the course of his movement. When taking a move action the timebender may make a Timebending check to slow down time so that the timebender may make adjustments in direction and possibly speed as if he had two move actions with one change of direction or speed each. No change of direction can exceed 45 a 45 degree turn and no change in speed can add or subtract more than 25% the original speed. By increasing the base DC by +15 the timebender may make one additional change of direction or speed and the movement is divide up among one more move action per increase, the movement must originally allow for at least 5 feet of movement per move action while using Time Manipulation.

Example 1: Tarn wants to make a jump check to jump around a corner. Normally, this would be near-impossible, however, Tarn uses his Time Manipulation and gains two move actions to complete his single jump. Sense Tarn had a running start and rolled a total of 20 on his jump check, he has a total distance of 20ft. As his first move, Tarn moves half that distance to end up at the highest point in his jump after his first move action, However, as his first change of direction, Tarn rotates 45 degrees and then another 45 degrees as his second change of direction. Now Tarn continues his movement 90 degrees off from the origianal direction and lands smoothly around the corner.

Example 2: Tarn is being chased by a raging Mooselion who is just a little bit too fast for Tarn so Tarn uses Time Manipulation. While time is slowed down, Tarn gains an extra boost to increase his speed by 50% (two uses of change speed by 25%) to run to safety.


Timebending Seeds

Chronobatics (Template)
Base DC: +10
The timebender learns to expand his Time Manipulation abilities as well as allow others the same gift. This seed is a template applied to the Time Manipulation ability.
Personal: The timebender may increase the DC of his Time Manipulation by +10 to slow down time drastically. The timebender gains one extra move action to complete his movement, additionally, each change of direction can be up to 90 degrees and each change in speed can be up to 50%.
Share: The timebender may increase the Time Manipulation DC by +10 to grant one other target to share the benefits of Time Manipulation, this can not be used with the Personal benefit of this seed. The timebender may increase the DC by a further +5 to include one extra target up to a maximum number of targets equal to his wisdom modifier.

Chrono Skew
Base DC: 10
The timebender learns who to stop time just long enough to slightly push an opponent off balance, causing the opponent to miss an otherwise perfect strike. As an immediate action the timebender may target an adjacnet opponent to impose a penalty to the target's next attack roll or skill check equal to the timebender's level and an additional -1 for every 10 the Timebending check exceeds the DC, however the timebender is dazed for one round after using this seed. This penalty is used to modify the actual dice result, thus a natural 20 with a -2 penalty is considered a result of 18. A successful will save negates the penalty. The timebender may increase the DC by +10 to ignore the dazed effect.

Chrono Slash
Base DC: 15
The timebender learns to cause a concentrated and quick burst of time around a target to pass rapidly, causing the target to hesitate in the least. The timebender must make a melee touch attack in addition to the use of this seed. The target must make a will save or become stunned for 1d4 rounds, if the save succeeds, the target is instead dazed for 1 round. The timebender may increase the DC by +5 to increase the duration of the stun effect by 1 round or increase the will save DC by +1.

Time Blip
Base DC: 15
The timebender learns to expel a number of time ripples of a slightly increased time rate to disrupt those around him.
Field: All creatures in a 20ft radius of the timebender +5ft for every 5 the Timebending check exceeds the DC, take a penalty to their attack rolls and AC equal to 1/4 your timebender level rounded down (minimum -1). This effect lasts for 1 round though the timebender may spend a swift action to concentrate and succeed on the Timebending check again to continue the effect. A successful will save negates the effect, but creatures do not get additional will saves if the effect is sustained.
Target: The timebender may focus on a single opponent instead of effecting an area. The timebender may effect an additional opponent for every +10 he increases the base DC up to a number of opponents equal to his wisdom modifier.

Time Blitz
Base DC: 15
The timebender learns to slow down time in an extended field to increase the reaction time of those around him.
Field: All creatures in a 20ft radius of the timebender +5ft for every 5 the Timebending check exceeds the DC, gain a dodge bonus to AC equal to 1/4 the timebender's bending level (minimum 1). For each 10 the Timebending check exceeds the DC each creature gains a +5ft bonus to all movement and a +1 bonus to reflex saves. This effect lasts for 1 round though the timebender may spend a swift action to concentrate and succeed on the Timebending check again to continue the effect.
Target: The timebender may focus on a single target instead of effecting an area. The timebender may effect an additional target for every +10 he increases the base DC up to a number of opponents equal to his wisdom modifier. If the timebender selects himself as one of the targets the DC is decreased by 5. If the timebender is the only target of this seed, decrease the DC by 10.

Temporal Burst (Template)
Base DC: Varies
The timebender learns to unleash a blast of temporal ripples that deteriorate most objects and causes great harm to living targets. This seed is used to modify the timebender's Time Ripple ability as follows:
Field: The timebender can unleash a Temporal Burst in a 10ft radius +5ft radius for every 5 the Timebending check exceeds the DC. All creatures in that area must succeed on a will save or take 4d4 damage +1d4 for every 10 the Timebending check exceeds the DC. Objects must make a fortitude save or take 4d8 damage +1d8 for every 10 the Timebending check exceeds the DC.
Cone: The timebender can unleash a Temporal Burst in a 20ft cone +10ft for every 5 the Timebending check exceeds the DC by increasing the DC by +10, otherwise this works like the Field.

Time Hop
Base DC: 20
The timebender learns how to slow do time as it effects himself just enough to seemingly teleport from one place to another.
Dash: The timebender may move up to twice his land speed as a move action when using this seed. The timebender does not provoke any attacks of opportunity and can ignore any persistent effects that would otherwise prevent movement of damage him. However, the timebender must have a direct route as if walking to his destination, but must move in a straight line. The timebender may make 1 change of direction for every 10 the Timebending check exceeds the DC.
Phase: Time is slowed down so much that the timebender can actually move through otherwise solid objects. As a standard action the timebender can move up to his land speed as the Dash application except he may pass through up to 5ft of solid material +5ft for every 10 the Timebending check exceeds the DC.

Temporal Blitz
Base DC: 20
The timebender learns to slow down time as it effects himself to gain major boosts in speed and defense.
Personal: The timbender gains a +10ft bonus to all his movement speeds and +5ft for every 5 the Timebending check exceeds the DC. Additionally, attackers suffer a 20% miss chance when attacking the timebender. The timebender may increase the DC by +20 to increase the miss chance to 50% or by +30 to become completely incorporeal. The timebender must spend a swift action to concentrate on this seed to conintue its effects by making a Timebending check with the same DC as the original check, otherwise the seed only lasts 1 round.
Field: By increasing the DC by +15 the timbender can effect all creatures in a 5ft radius +5ft for every 10 the Timebending check exceeds the DC.
Target: By increasing the DC by +15 the timebender can target a creature to effect with this seed instead of using it on himself, otherwise this acts like normal. The timebender may increase the DC by +15 to effect an additional target even up to a maximum targets equal to the timebender's wisdom modifier. If the timebender uses the personal version of this seed, he may also select other targets in this manner counting himself as one target for determining the maximum number of targets.

Rapid Aging
Base DC: 40
The timebender learns to increase the time round him to such a high rate that it literally ages those within the effect.
Field: All creatures must make a will save or be advanced by a 10% of their total lifespan and take 4d10 points of non-lethal damage. If this aging would cause the creature to advance to the next age category, the creature does not gain any bonuses but still takes all the penalties.
Target: The timebender may focus on a single opponent instead of effecting an area. The timebender may effect an additional opponent for every +20 he increases the base DC up to a number of opponents equal to his wisdom modifier.

Temporal Statis
Base DC: 40
The timebender learns to stop time for a seemingly extended period of time, thus allowing him to warp time as he sees fit. As a full-round action that does not provoke attacks of opportunity the timebender gains an effect 1d4+1 rounds of actions while others are stuck in the normal time frame. The timebender may not directly attack any creature or effect objects held by a creature, however he may use any timebending seed except this seed with a +5 bonus to the Timebending check. All effects occur at the end of the duration. After the duration ends the timebender becomes stunned for a number of rounds equal to the effective number of rounds of actions the timebender used while using this seed (note he may choose to end the duration early to be stunned for less time). The duration increases by 1 effective round for every 10 the Timebending check exceeds the DC.

[hr]
That is the start of the Timebender, I hope to get a few seeds and abilities up tomorrow at about the same time. I hope I explained the Time Manipulation thing clearly, any questions would be appreciated as would other input. Most seeds will involve buff and debuff based on time manipulation and acrobatic stuff. I image Timebenders to be rare, but very flashy and big show-offs who take pride in their amazing acrobatic skill and matrix moves (when you read Time Dodge, think of Neo).

Ceiling009
2008-01-24, 02:47 AM
First off, I love the class, and how the basic bender skeleton can be applied to do all sort of amazing; if not just amusing, things. Time is a tricky subject to play with, cause that's sort of why Time Stop is 9th level spell... but this bender is all sorts of maneuverable, I hope you make seeds that can buff and debuff others too.

Lord Tataraus
2008-01-24, 03:21 AM
First off, I love the class, and how the basic bender skeleton can be applied to do all sort of amazing; if not just amusing, things. Time is a tricky subject to play with, cause that's sort of why Time Stop is 9th level spell... but this bender is all sorts of maneuverable, I hope you make seeds that can buff and debuff others too.

Most of his buffs will be area effect based (all allies within X radius) and of course the debuffs will not effect the timebender :smallbiggrin:

I'm going off a principle of the timebending is born within the bender so it is easiest when its used on himself, a little more difficult when projected around him, and very difficult to effect distant things, unfortunately this means most things affect friends and foes alike within a radius. And really, when you think about it, the true benefit to time is the ability to do more in it so most of the seeds are speed related (either speed up or slow down) and the actual speed is indirectly related to the speed of time (the slower time, the faster you seem). In fact, here's a preview:

Time Blip
Base DC: 15
The timebender learns to expel a number of time ripples of a slightly increased time rate to disrupt those around him.
Field: All creatures in a 20ft radius of the timebender +5ft for every 5 the Timebending check exceeds the DC, take a penalty to their attack rolls and AC equal to 1/4 your timebender level rounded down (minimum -1). This effect lasts for 1 round though the timebender may spend a swift action to concentrate and succeed on the Timebending check again to continue the effect. A successful will save negates the effect, but creatures do not get additional will saves if the effect is sustained.
Target: The timebender may focus on a single opponent instead of effecting an area. The timebender may effect an additional opponent up tfor every +10 he increases the base DC up to a number of opponents equal to his wisdom modifier.

Xuincherguixe
2008-01-24, 07:37 AM
Rather than a time bender, how about a space time bender :P

Warp the fabric of reality. Also gives some more stuff to work with.


Also. How about a Cannon Bender?

Guyr Adamantine
2008-01-24, 09:05 AM
Also. How about a Cannon Bender?
Those guys that manipulate cylinders of metals, devices that spit fire and lightning? Blasphemy!

Vadin
2008-01-24, 07:31 PM
I know that, according to canon, this is the avatar's niche, but what about a universal bender? Yes, universal. Fire, water, earth, air, time, energy (might be tough because of the energy part of that class-any chance they could be made energy pointless?), and anything else that gets thought up. Overpowered? Maybe. Maybe not, if they have a 1/2 BAB and can't have more ranks in any one bending than they have levels in Bender. And maybe not if they start off with 2 types of bending and gain another one every few levels. And only know the basic seeds for a type of bending when they gain it. And then only learn one more when they gain access to a new kind of bending.

For example, lets say Yayu is a Level 1 Bender, who knows Firebending and Earthbending. Yayu knows the basic seeds for both, and took the Extra Seed feat to learn a number of seeds equal to her Wisdom or Intelligence modifier, whichever is lower. This gave Yayu an extra 2 seeds, and she learned an Earthbending seed and a Firebending seed. At level 4, Yayu learned another type of bending, time bending. She now knows the basics of Timebending and has learned another seed for Earthbending and Firebending. When she reaches level 12, disregarding that feat she took at level 1, Yayu will know 5 types of bending. In her first 2 kinds of bending, she will know 3 extra seeds. In her second, she will know 2, and so on. By level 20, she will know 5 seeds in Earthbending and Firebending and have a maximum of rank of 20 in all of her bending skills. Of course, this seems terribly low compared to normal benders, but these guys aren't normal benders. They can bend all kinds of stuff and make some ridiculous combos.

Thoughts?

Guyr Adamantine
2008-01-24, 07:38 PM
Cool Universal Bender Thingy
Great, but we need to find a way so that ALL seeds from any lists can be mixed, so that it won't be some crappy ''All rounder but crap at everything'' bender.

Vadin
2008-01-24, 07:45 PM
Hmmm...and therein lies the challenge. I, at least, am stumped.

Guyr: 3833623?

Guyr Adamantine
2008-01-24, 07:48 PM
Guyr: 3833623?
This call for a D'OH!

Guyr Adamantine
2008-01-25, 03:25 PM
Planebender
The world was born from the original clay, shaped by the gods and inhabited by us mortals. To gain cosmic strength and equal the First Shapers, you must understand the sixfold matter.


Calm and eternal, planebending is a difficult art that only the most dedicated are able to master. Planebenders are great philosophers, questionning the world and shaping it with the forces of its own creation.
Adventures – Often, Planebenders are sages from remote temples and adventure under their wims and likes, seeking to heighten their understanding of reality. Alternatively, they may travel on more personal quests, seeking to regain lost honor or teach those pure enough to become truly one with the world. Still others adventure to prove and increase their power and command of their superior art.
Characteristics - Of all the bending arts, planebending is perhaps the most balanced, strong in both offense and defense. On the offense, earthbenders can hurl large boulders at their enemies, trap them in shells of ice, immolate their armies, or animate objects to do their bidding. On the defensive, they can raise stone walls out of the ground, hide in the ripples of time or make the battlefield their greatest allies.
Alignment – Master Planebenders, like all other benders, show a high degree of discipline and self control, though like their various medium, they do not follow any special mould. They can be of any alignment, and can undergo alignment shifts as their beliefs change.
Religion – While their spirituality is as various as the races that walk their path, it is commonly thought that Planebenders revere powerful elementals as the source of their powers. It is also thought that some Planebenders revere past masters of their discipline. Many Planebenders are stubbornly individualistic and do not profess any strong religious beliefs.
Background – Many Firebenders receive their training through illumination, becoming plane travellers. Others seek out individual masters or train at locations heavily surrounded in planar energy.
Races – No race has more predisposition than any other to become Planebender, but the Gythyankis and other planar travellers are more likely to encounter and learn from one.
Other Classes – Of all the other bending disciplines, Planebenders are the strangest and the least likely to be accepted by other benders. That said, they can benefit from working with anyone, who can provide their specialisations to augment his. They also work well with arcane spellcasters, who are intrigued by their ''Creator's martial art''.

Abilities – Wisdom is the most important ability for Planebenders, as it governs the save DC’s for some of their best abilities. Dexterity is also important as it provides a boost to Armor Class and increases their ability to hit with their Planar Blasts, as is Constitution, which provides needed hit points for any intensive explorer.
Alignment - Any
Hit Dice - d6

Class Skills – Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Bending) (Int), Knowledge (History)(Int), Knowledge (Religion) (Int), Listen (Wis), Planebending (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier

Planebender(Working Name, help me!)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds

1st|
+0|
+x|
+x|
+x|Planar Blast 1d6,Deflect Attack|
1

2nd|
+1|
+x|
+x|
+x|Manipulate the Clay|
2

3rd|
+2|
+x|
+x|
+x|Improved Unarmed Strike|
2

4th|
+3|
+x|
+x|
+x|Class Ability|
3

5th|
+3|
+x|
+x|
+x|Class Ability|
3

6th|
+4|
+x|
+x|
+x|Class Ability|
4

7th|
+5|
+x|
+x|
+x|Planar Blast 2d6|
4

8th|
+6/+1|
+x|
+x|
+x|Class Ability|
5

9th|
+6/+1|
+x|
+x|
+x|Class Ability|
5

10th|
+7/+2|
+x|
+x|
+x|Class Ability|
6

11th|
+8/+3|
+x|
+x|
+x|Class Ability|
6

12th|
+9/+4|
+x|
+x|
+x|Class Ability|
7

13th|
+9/+4|
+x|
+x|
+x|Class Ability|
7

14th|
+10/+5|
+x|
+x|
+x|Planar Blast 3d6|
8

15th|
+11/+6/+1|
+x|
+x|
+x|Class Ability|
8

16th|
+12/+7/+2|
+x|
+x|
+x|Class Ability|
9

17th|
+12/+7/+2|
+x|
+x|
+x|Class Ability|
9

18th|
+13/+8/+3|
+x|
+x|
+x|Class Ability|
10

19th|
+14/+9/+4|
+x|
+x|
+x|Class Ability|
10

20th|
+15/+10/+5|
+x|
+x|
+x|Planar Blast 4d6|
11
[/table]

Planar Blast
Base DC: 5
The first offensive ability a planarbender learns is to concentrate matter/energy into a large mass in her hands and blast it at great speeds towards her foe. A blast deals 1d6 bludgeoning/energy(See Planar Power for details about the nature of damage) damage at 1st level (half damage to objects) and increases in power as the planarbender gains levels, as shown above. A blast is a ranged attack, and a planarbender can use a number of blasts in one round equal to the number of iterative attacks she can make (as determined by her BAB). A planarbender cannot apply precision-based damage from any source to the damage dealt by her blasts. A planarbender can only use blasts when there is a source of matter within her bending range, if he use such. A planarbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the Planarbending DC, but still suffers penalties for concealment, as appropriate. A planarbender do not deal damage if he uses air, but gains the equivalent of Air Blast instead.

Deflect Attack
Base DC: 5
Early in their training, benders learn to block or deflect attacks directed at them and their companions. Once per round, a bender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft/3 class levels. Negating this attack requires the bender succeed in an opposed attack roll. If the bender’s attack roll is less than her opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action.

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

If a bender is caught flat-footed, she can make a Reflex Save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect Attack attempt. A flat-footed bender can never make more than a single Deflect Attack attempt.

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

Manipulate the Clay
Base DC: 5
The most basic of the planebending seeds, manipulation involves simple movement or shaping of material/energy.
Movement: The base DC is for moving a 5-foot cube of material/energy up to 5 ft/round in any direction. Adding another 5-foot cube of material/energy to a seed increases the Planebending DC by +4 per cube, and moving the material/energy an additional 5 feet adds +2 to the DC. This use of the seed is a move action. Energy moved using this seed deals damage per round depending on its source; for example, natural fire deals 1d6 damage, and fire produced by the firebender’s body deals damage equal to his Planar Blast.
Shaping: This seed can also be used to manipulate the basic shape of material/energy, though it does not allow intricate detail. For example, creating a sculpture of a humanoid is possible, but making one of a specific person is not, and the sculpture comes out rough and bumpy; creating a sculpture of a specific race is also difficult, but telltale features (like an elf’s ears) could give it away. The base DC is for manipulating the shape of a Diminutive mass of material/energy; the Planebending DC increases by +5 for every size category larger than Diminutive the sculpture is, and this changes to +10 for every size category larger than Large it is. This use of the seed takes one full-round action, plus two more for every size category larger than Diminutive the sculpture is. Shaping solid material is essentially cutting away chunks from a block of it, while shaping energy is actually altering its shape.

Planar Power - A plane bender may learn seeds from any discipline. When using seeds, the planarbender may use any element as a base, provided he has at least one seed of the appropriate discipline.

Improved Unarmed Strike – Airbenders gain Improved Unarmed Strike as a bonus feat at 3rd level.

GryffonDurime
2008-01-26, 03:59 PM
I'm using the Bending Classes in a totally Non-Canon way for a psuedo medieval/Indian campaing I'm running, and I have a few feats to add to non-canon content...I'll give a play analysis of them once I've seen them in action:

Feats:

Master of Words
Unlike others who need gestures to bring to life the powers inherent in the world, you need only words: spoken, sung, or otherwise. By force of will, you pierce the heavens.
Prerequisites: Charisma 13+, any bending skill 4+ ranks
Benefit: You add your Charisma modifier to Bending checks rather than your Wisdom modifier. Bending, for you, has a verbal component rather than somatic. You still provoke attacks of opportunity while bending, and can not bend if you are in anyway silenced.

Special Materials:

Jade
Jade is one of the most sacred stones of the Empire, not only for its beauty but also because it is one of the three materials that can pierce the foul protections of demons. Items composed of jade not only pierce the damage reduction of certain demons, but also actively repels them. Demons must make a Will Save when viewing a jade creation (DC 11 + the item's enhancement bonus equivalent, if any) or flee in fear.

Wondrous Items:

Sacred Brazier
A sacred brazier can hold the holy flame of any Sacred Enclave of Alusa. Once lit by a holy flame, the brazier burns for four hours. A firebender may use the fire from the Brazier as the source for any firebending form, dealing double damage to demons.

More to come...

Eighth_Seraph
2008-01-26, 04:49 PM
American Indian, you mean? That sounds like it'd be thirty-two flavors of win. Let me know how it goes. Your feats sound suspiciously Rokugan-esque...

Now, I'd like to propose an item set that I've been tossing ideas around for, meant for use in the Savage Tides campaign I'm in.

Ocean's Hands
These fingerless gloves appear to be made from fish scales of varying hues of blue. The scales range from a clear, nearly white cluster on the back of the hand, gradually shifting outwards to a deeper, richer shade of royal blue, then to a vivid indigo along the outside of the palm, and turns to a near-black navy in the palm's center. Darker lines of black scales waft throughout the design, giving the impression of a shifting sea.

Any character with at least 5 ranks in waterbending can bend enough water out of the depths inscribed in these gloves to do up one form that uses relatively small amounts of water (Water Blast, Ice Shards, Water Whip, etc.) without any additional water source as a free action once per round, though water created for this purpose vanishes into mist once the form is complete. Additionally, these gloves may be used as the spell Create Water at the wearer's waterbender level as a standard action five times per day. Some Ocean's Hands have thin, sturdy webbing between the fingers that grant a +4 bonus to Swim checks. The water created by these gloves can be either fresh or salt, as decided by the wearer.
Faint Conjuration; CL 1; Craft Wondrous Item, Create Water, Price 900 gp, or 2300 gp with webbing.

Glacier Boots
These warm sealskin boots are lined with polar bear fur on the inside while appearing almost completely watertight from the outside. The tough gray leather has been dyed dark blue, with jagged patches of white fur embroidered in the shape of glaciers, floating haphazardly throughout the design. The soles of these boots were apparently made to have exceptional traction in frosty environments.

These boots freeze every five-foot square of water they walk upon to a depth of two feet, which is thick enough to be traversed safely by Medium and smaller creature for two hours in temperate weather before it melts beyond use, though it is considered an extremely slippery surface for the purpose of Balance checks. Anyone wearing Glacier Boots can walk on any icy surface as if it were stone, never taking any penalties on Balance checks for the slippery surface. Note that these boots do not grant the ability to walk on water, and the wearer must already have some way of doing so (the Water Walk spell, the waterbender's Ski ability, etc.) before the freezing effect can be used.

Could I have some help with pricing and caster level? I don't have a DMG to reference at the moment. I'm also considering a sash to use as a belt and, of course, magical robes. What do y'all think?

Goats_o_Mjolnir
2008-01-26, 10:00 PM
What about locations that could give bonuses to bending/skills? Such as air temples, that ancient library, The Spirit Oasis, etc.

Lord Tataraus
2008-01-27, 12:59 AM
Wow this thread seems to be booming!

Anyway, if you guys could find the "time", I'd really like some feedback on the Timebender seeds. I haven't got the big ones up that just flat out stop time, though there are some cool ones up.

Thanks!
[hr]
About the Ocean Hands and Glacier Boots:
I really like the Ocean Hands, they seem like just the kind of thing a waterbender would have, perfect for the desert! However, the Glacier Boots are kind of useless with the Waterbender's new Ski ability except for the balancing part, though I really like them otherwise!

As for pricing, the SRD has the basics (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm) and from what I gather, I'd say the Ocean Hands are (I'm going to say a CL of 1) 900gp [0 level spell (value = 0.5), CL1 (value = 1), command-activated with 5 charges per day (value = 5/5 = 1): 0.5 * 1 * 1800 / 1 = 900]

I have no idea on the boots.

Guyr Adamantine
2008-01-27, 08:22 AM
Master of Words
Unlike others who need gestures to bring to life the powers inherent in the world, you need only words: spoken, sung, or otherwise. By force of will, you pierce the heavens.
Prerequisites: Charisma 13+, any bending skill 4+ ranks
Benefit: You add your Charisma modifier to Bending checks rather than your Wisdom modifier. Bending, for you, has a verbal component rather than somatic. You still provoke attacks of opportunity while bending, and can not bend if you are in anyway silenced. Armor no longer inflict a penalty on bending checks.
Underlined part to add. Otherwise real cool.


LT's Timebender:

Chronobatics
Need the bending time.


Chrone Skew/Time Blip
I would add an option so that it can affect a field, otherwise they are redundant.


Temporal Burst
I would make it a template for Time Ripple.


Rapid Blitz
Redundant.


Rapid Aging
Way cool. Could be some way to detect the passage of a timebender.


Now, my turn with the comments on the Witchfire bender!

Eighth_Seraph
2008-01-27, 11:33 AM
Thanks for the help on the gloves, Tataraus. As for the boots; I thought about that, but then I saw that skiing means that one has to run in a straight line, so I decided not to scrap the idea of Water Walk. However, I meant for the main benefit of the boots to be that they freeze water as the waterbender walks on it, making it traversable to others. Actually...Water Walk as a spell effect is rather expensive at low levels. I'll make the Ski ability a prerequisite for the boots, then simply give the freezing effect. Thanks for the (unwitting?) help!

I'd still like some help for pricing the Glacier Boots, as I plan to use them. All I need to know is if there's a spell for the purpose of freezing water, what spell level it is, and how much it freezes per caster level. Everything else I can handle.


Guyr: I checked out your (recently revised) witchfire bender, and I unfortunately have to tell you that it's very, very strong. The firebender loses three levels of Fire Blast and Fire Resistance progression, but everything else is kept. Full BAB, firebender saves, two rather quickly gained seeds, plus the special abilities. Strength of the Unbodied is useful, but not breaking. Free the Lightning is a VERY powerful ability, as is Witchfire. Give basic examples for how to use Witchfire (how does it affect damage? What about range or Deflect Attack?)

It's powerful, but not necessarily in a bad way. Azula's inordinately powerful, too, so this could work. I'm not sure if you know, but I made a feat on the old thread called Template Mastery to represent Azula's blue fire fixation. It applies the template to every reasonable form, whether you like it or not, but lowers the template's DC addition by 5.

Darkbane
2008-01-27, 11:47 AM
Lord T, one thing about Chrono Skew: dazzled isn't that much of a penalty, as it only gives a -1 penalty to the attack rolls. How about changing it to dazed?

Guyr Adamantine
2008-01-27, 01:42 PM
Guyr: I checked out your (recently revised) witchfire bender, and I unfortunately have to tell you that it's very, very strong. The firebender loses three levels of Fire Blast and Fire Resistance progression, but everything else is kept. Full BAB, firebender saves, two rather quickly gained seeds, plus the special abilities. Strength of the Unbodied is useful, but not breaking. Free the Lightning is a VERY powerful ability, as is Witchfire. Give basic examples for how to use Witchfire (how does it affect damage? What about range or Deflect Attack?)

It's powerful, but not necessarily in a bad way. Azula's inordinately powerful, too, so this could work. I'm not sure if you know, but I made a feat on the old thread called Template Mastery to represent Azula's blue fire fixation. It applies the template to every reasonable form, whether you like it or not, but lowers the template's DC addition by 5.
First, I want to thank you for your comments. They really are appreciated. Second, I understand your reaction on the seed progression, so I toned it down, but I fail to see your point on Free the Lightning. Reducing the DC by 5 point is that dramatic? I may change it after explanations.
Full BAB was chosen because of the PrC's fighting bent.
Strength of the Unbodied was pulled off for firebenders outside the Avatar campaign setting, since they might suffer the Desert Wind syndrome.

Now, to the big part.

Witchfire: When you apply the Blue Fire template on any seed, it doubles the bonuses gained from augmentations of any form written ''for every (n)points by which the Firebending check exceeds the DC''.
I think the way I wrote it was a bit... clumsy.
It should read:
Witchfire: When you apply the Blue Fire template on any seed, it doubles the bonuses gained from augmentations written as ''plus (n) for every (n) points by which the Firebending check exceeds the DC''.

So. For example, when Kuzan(Firebender15/Wf B3) use Blue Fire on Fire Burst;
Fire Burst
Base DC: 25

By, quite simply, lighting himself up like a torch, a firebender can ignite everything around him in a conflagrant display.
• Whirlwind: Using this seed, a firebender creates a whirlwind of fire surrounding him, extending a 5-foot radius around him. All creatures and objects in the area are affected by the firebender’s Fire Blast damage. Creatures within the area take half damage on a successful Reflex save, and the radius of the area affected by this seed is increase by 5 feet for every 5 point by which the Firebending check exceeds the DC. A firebender can choose to maintain this seed by taking a full-round action every turn, dealing the appropriate damage within the area each turn. Maintaining the form for more than two turns inflicts a cumulative -2 penalty to the original Firebending check every turn, slowly shrinking the size of the form until it stops working.
Underlined part concerned in Witchfire, which Double its benefits.
He must succeed on a DC of 45(25+20). If he do, he enhance Fire Burst normally, dealing his Fire Blast damage (Augmeted to d8s), in a 5-foot radius plus 10-foot per 5 point by which the Firebending check eceeds the DC.


Hope it explains everything.

P.S. The Azula pic is nice, huh!

Eighth_Seraph
2008-01-27, 01:58 PM
I understand what you're saying now. The reason I worry about Free the Lightning is that it makes Cold Fire a viable seed choice at level 12 when combined with Seed Mastery, instead of around level 20. I think it would be better to simply have the class grant Seed Mastery (Cold Fire), rather than allow the two to stack.

Tataraus: The timebender looks really nice overall, but the Rapid Aging feat is stuffed with mozzarella. Ten years of aging can have far reaching repercussions in a game, especially when it's a viable option as a seed at level 8. Dangerous animals with short life spans? Turn them to dust. Make it the timebender's equivalent of Bloodbending and it'll be good, though. Maybe it's not spectacular the it's supposed to be used, but I think we should approach this one with caution.

Guyr Adamantine
2008-01-27, 02:04 PM
I understand what you're saying now. The reason I worry about Free the Lightning is that it makes Cold Fire a viable seed choice at level 12 when combined with Seed Mastery, instead of around level 20. I think it would be better to simply have the class grant Seed Mastery (Cold Fire), rather than allow the two to stack.
Alright, so I'll change Free the Lightning, but is the power level stabilised now, because, sincerely, it would be great if we could put it in the PDF, as the Azula prestige class.(We may need to change the fluff, but I don't think the PrC is too stretched out to be in the setting.)

If you give me the a-okay, I'll include in her build, which I am creating now.

Eighth_Seraph
2008-01-27, 02:20 PM
I'm not the project leader, remember? I can't give arbitrary a-okays anymore. Honestly, I'd call it iffy at best. The project doesn't need this class to represent Azula; and we've generally stuck to making as little official content as possible, and let everything else be taken accounted for in terms of creative application. This would need a vote, or a yes from Mephibosheth.

Guyr Adamantine
2008-01-27, 02:29 PM
I'm not the project leader, remember? I can't give arbitrary a-okays anymore. Honestly, I'd call it iffy at best. The project doesn't need this class to represent Azula; and we've generally stuck to making as little official content as possible, and let everything else be taken accounted for in terms of creative application. This would need a vote, or a yes from Mephibosheth.
Well d'oh! I totally forgot I lost to that,... that... that kind teddy bear!:smallwink:


But maybe it doesn't need it, but it would be sad, am I right?:smallamused:

Ceiling009
2008-01-27, 02:37 PM
The thing I realized about Avatar, and the it's 'verse is that there's a lot which is true canon (barring the card game and videogames), written in the "scrolls"* and things mentioned in the nick magazines. Looking through the book descriptions, there are lists of waterbending moves, earthbending moves, and airbending moves listed in the book. Also cultural notes.

*The Scrolls are these 64 or so page books which describe each element (like the Water Scroll) which has interesting information, though I myself haven't read any.

On the Topic about the Witchfire... Does it gain any seeds? I didn't think so... so how about making it 5 levels, with theoretically 2 dead levels, no seed progression, and one good save? and then Give it something like template mastery (instead of the just the +5, make it +1 per level), so that taking levels in the class will actually narrow your focus, and make you lose seeds, (5 levels without seeds is pretty rough).

Guyr Adamantine
2008-01-27, 02:52 PM
The thing I realized about Avatar, and the it's 'verse is that there's a lot which is true canon (barring the card game and videogames), written in the "scrolls"* and things mentioned in the nick magazines. Looking through the book descriptions, there are lists of waterbending moves, earthbending moves, and airbending moves listed in the book. Also cultural notes.

*The Scrolls are these 64 or so page books which describe each element (like the Water Scroll) which has interesting information, though I myself haven't read any.
I think everyone enjoy such precision.
Does anyone know from which martial art Earthbending is from?



On the Topic about the Witchfire... Does it gain any seeds? I didn't think so... so how about making it 5 levels, with theoretically 2 dead levels, no seed progression, and one good save? and then Give it something like template mastery (instead of the just the +5, make it +1 per level), so that taking levels in the class will actually narrow your focus, and make you lose seeds, (5 levels without seeds is pretty rough).
I don't think we need to nerf much more, since to gain full benefits of witchfire, you must already make some pretty good rolls. Perhaps I'll remove a save or the only seed they gain.

Yuki Akuma
2008-01-27, 02:58 PM
I think everyone enjoy such precision.
Does anyone know from which martial art Earthbending is from?

Hung Gar Kung Fu, mostly.

Toph's (and, by extension, Aang's) style is Southern Praying Mantis Kung Fu, though.

Guyr Adamantine
2008-01-27, 03:01 PM
Hung Gar Kung Fu, mostly.

Toph's (and, by extension, Aang's) style is Southern Praying Mantis Kung Fu, though.
Thanks a lot!

Eighth_Seraph
2008-01-27, 03:05 PM
Looking through the book descriptions, there are lists of waterbending moves, earthbending moves, and airbending moves listed in the book. Also cultural notes.

*The Scrolls are these 64 or so page books which describe each element (like the Water Scroll) which has interesting information, though I myself haven't read any.
Are these actual books, or something within the series? If the former, where can I find them, and are they available in an online format?

Ceiling009
2008-01-27, 03:56 PM
You can find them on amazon; as I was thinking of buying the DVD's at one point, and noticed these books within the search. I think I might find some at a local bookstore though. not sure about the Digital Format though.

Lord Tataraus
2008-01-27, 07:00 PM
Thanks for the comments!

Guyr Adamantine: I was going to change Chronobatics to a template of Time Manipulation, but forgot to change it. Since it is a template, it has the same bending time as Time Manipulation. I meant to make Temporal Burst a template of Time Ripple as well after some thought and just got around to it today.

I've updated Chrono Skew to be significantly different from Time Blip though I'm uncertain about the base DC now, I might increase it to 15.

Why do you say Rapid Blitz is redundant? Unless you are referring to the name, if so I would a agree with you, but I am running out of time-themed words, maybe Temporal Blitz?

Darkbane: That's what I get for not double checking my keywords, it fixed now, thanks.

Eighth_Seraph: Hm...I you are right about that aging short lived races, Rapid Aging would kill most kobolds pretty quickly. I was originally going to have it age the target by a percentage of their lifespan, but that just doesn't seem too realistic, but it might be a scarifice necessary to make the seed balanced.
[hr]
I'll look more into the other content after I rework some of my Timebender and get some comments up.

Guyr Adamantine
2008-01-31, 02:01 PM
Guyr Adamantine: I was going to change Chronobatics to a template of Time Manipulation, but forgot to change it. Since it is a template, it has the same bending time as Time Manipulation. I meant to make Temporal Burst a template of Time Ripple as well after some thought and just got around to it today.

I've updated Chrono Skew to be significantly different from Time Blip though I'm uncertain about the base DC now, I might increase it to 15.

Why do you say Rapid Blitz is redundant? Unless you are referring to the name, if so I would a agree with you, but I am running out of time-themed words, maybe Temporal Blitz?
I misread. I thought two of your seeds boosted your speed.

Now, I will be using an houserule with benders in my campaign, and I wanted you all to tell me about its viability.
When a bender take any ''Bender Training Feat'' of a similar composition, such as Fire/Air and Earth/Water, he may now gain seeds of the new element.

I would readily tell the the concerned player to find a way to make the visual aspect of his forms logical. (Earth is more malleable an shape in a tentacle, for example.

Eighth_Seraph
2008-02-01, 05:19 PM
I've been wanting to do this for a while, and wanted to put in the normal Bending and Base Classes thread, but figured that it would be more appropriate here. I'd like to create a series of epic bending seeds, beginning with simple upgrades of existing seeds. For example...

Dragonfire (Template)
Base DC: +30
The more ancient and powerful dragons of the world unlock a spectrum of color which few people ever imagine. The greatest firebenders learn these patterns and become as the dragons themselves.
Applications: The initial application of this seed adds +30 to the DC, but each color has its own value added on top of the base DC. You may apply as many colors as you wish to your dragonfire at one time. In any case, dragonfire automatically adds the benefits of the Blue Fire template to all fire created using the firebender's own body heat.
Red (+10): Red dragonfire exudes heat on all sides. Any creature that passes within five feet of red dragonfire takes half of the form's normal damage. This damage applies to all creatures within five feet of the target of a Fire Blast (whether it hits or not), all creatures within five feet of a Flamethrower form, etc.
Orange (+5): All damage done by orange dragonfire is non-lethal, and any firebending that uses orange dragonfire gains two extra dice of damage. One extra die can be added for every 5 points by which the Firebending check exceeds the DC.
Yellow (+10): Any creature hit by yellow dragonfire that fails a Fortitude save is dazed for one round. By further increasing the DC by 10, the target must make a second saving throw or be blinded for 1d3 rounds.
Green (+10): Any creature damaged by green dragonfire takes half that amount of damage again at the beginning of its next turn.
Blue (+5): Blue dragonfire increases the firebender's damage die by a second step. This may be increased by another step for every 5 points by which the Firebending check exceeds the DC.
Violet (+5): All Reflex saves made against forms using purple dragonfire increase their DCs by 2. This may be increased by one point for every 5 points by which the Firebending check exceeds the DC.
White (+20): White dragonfire does half again as much damage as normal fire, and any creature hit by white dragonfire must make a Fortitude save or be stunned for one round.

Any ideas for orange or green dragonfire? More coming eventually!

Guyr Adamantine
2008-02-01, 10:13 PM
Dragonfire (Template)
Is it an epic-only template? 'Coz I need this one!


Any ideas for orange or green dragonfire? More coming eventually!
Green Dragonfire could be sticky (Put foes on fire, damage equal to Fire Blast minus two dices), and orange Dragonfire could burn the air out of your foes lungs, litteraly exhausting them!

Lord Tataraus
2008-02-01, 10:26 PM
Any ideas for orange or green dragonfire? More coming eventually!

Hmm...how about orange fire being non-lethal but add a bunch of extra dice? Green fire could have some sort of poison in it.

ErrantX
2008-02-01, 10:50 PM
Green fire = Radioactive fire? Makes people sickened perhaps.

Orange fire = I like as more of a subdual fire, yeah, extra damage and such.

I like this template, and when I sit down to actually stat up the dragons I will yoink this.

-X

Lord Tataraus
2008-02-01, 10:53 PM
Finally updated my Timebender a bit with a few new seeds, I'm up to 10 now, I hope to get a few more in soon, but with classes and all I don't now how soon "soon" is.

I was just thinking, you get green fire by adding copper, what would being hit with oxidizing copper do? Maybe the sticking thing would work...though I still like the poison or maybe the sickened idea.

Eighth_Seraph
2008-02-01, 11:52 PM
I took the suggestions for Dragonfire and it is now complete. It's a template that only makes sense for epic level benders to take, even if not exclusively epic. Of course, this leads to the question of just how powerful those two dragons in The Firebending Masters were...I'm pretty sure they used this all seven colors simultaneously. More epic seeds coming in the future.

Guyr Adamantine
2008-02-02, 11:18 AM
I took the suggestions for Dragonfire and it is now complete. It's a template that only makes sense for epic level benders to take, even if not exclusively epic. Of course, this leads to the question of just how powerful those two dragons in The Firebending Masters were...I'm pretty sure they used this all seven colors simultaneously. More epic seeds coming in the future.
I think I'll make it a feat;
Wyrmblaze[General]
The more ancient and powerful dragons of the world unlock a spectrum of color which few people ever imagine. The greatest firebenders learn these patterns and become as the dragons themselves.
Prerequisites: Blue Fire, Skill Focus(Firebending), Firebending 16 ranks, Knowledge (Bending) 16 ranks.
Benefits: You may imbue your fire in many colors, so empowering it with various side effects to surprise your foes.
Red (+20): Red dragonfire exudes heat on all sides. Any creature that passes within five feet of red dragonfire takes half of the form's normal damage. This damage applies to all creatures within five feet of the target of a Fire Blast (whether it hits or not), all creatures within five feet of a Flamethrower form, etc.
Orange (+15): All damage done by orange dragonfire is non-lethal, and any firebending that uses orange dragonfire gains two extra dice of damage. One extra die can be added for every 5 points by which the Firebending check exceeds the DC.
Yellow (+20): Any creature hit by yellow dragonfire that fails a Fortitude save is dazed for one round. By further increasing the DC by 10, the target must make a second saving throw or be blinded for 1d3 rounds.
Green (+20): Any creature damaged by green dragonfire takes half that amount of damage again at the beginning of its next turn.
Blue (+15): Blue dragonfire increases the firebender's damage die by a second step. This may be increased by another step for every 5 points by which the Firebending check exceeds the DC.
Violet (+15): All Reflex saves made against forms using purple dragonfire increase their DCs by 2. This may be increased by one point for every 5 points by which the Firebending check exceeds the DC.
White (+30): White dragonfire does half again as much damage as normal fire, and any creature hit by white dragonfire must make a Fortitude save or be stunned for one round.
Special: You can only apply any of these effects to a seed already imbued with Blue Fire. They are all considered templates.

Eighth_Seraph
2008-02-02, 12:59 PM
Or you could, y'know, just take the Extra Seed feat and take the template form. I prefer to keep things simple that way.

Imbasel
2008-02-03, 01:14 PM
OOOOhhh. I just had an idea........

A Spacebender. They can bend space, but not time.

Vadin
2008-02-03, 09:15 PM
So...a spacebender would deal force damage, travel the astral and ethereal planes, and also maybe get some summoning in?

Guyr Adamantine
2008-02-05, 01:23 PM
Or you could, y'know, just take the Extra Seed feat and take the template form. I prefer to keep things simple that way.
I just couldn't stand being deprived of such a seed, so I made it a feat!:smallbiggrin:


OOOOhhh. I just had an idea........

A Spacebender. They can bend space, but not time.
Then why don't you make one? I pretty much don't know how to handle it.

So now we have two started ideas, perhaps should we help finish them?
1. Sandbending
2. Sunmage


Another thing. Does letting players who took a bending mastery feat take seeds from their trained element if it is its ''phylosophical opposite'' good?
(By ''phylosophical opposite'' I mean Attack/Defense focus, like Air/Firebending and Water/Earthbending)

arkanis
2008-02-05, 01:44 PM
The website is really well done and I like the bending system.

A magical DC and penalty for failure.

This actually looks like it would make a great new system for spellcasting in d20 games with actual spells being skills people can learn. The same can be done for special attacks and would make all actions become skill checks. Just a thought.

Vadin
2008-02-05, 06:01 PM
Crossposted from the main thread:

This is going to sound weird, but...
what happens when mommy was an Earthbender and daddy moved water?

I'm going to working under the assumption that the benders of the different nations are cross-fertile, of course, but beyond that potential...what happens? Can the kids bend both elements? Probably not, or there would be more Avatars running around. Not at all for one? Seems too boring? Better yet, maybe mostly one and a little bit of the other through traces manifested via the first one. For example...(main+secondary)
Earth+Fire = Ability to lavabend
Earth+Air = Ability to sandbend
Earth+Water = Some water seeds usable with mud

Fire+Air = More precise blasts
Fire+Water = Ability to make steam (use of the Mist seed)
Fire+Earth = Increased damage against objects

Air+Water = Some weather control
Air+Earth = Ability to sandbend
Air+Fire = Can add some fire damage to air blasts

Water+Earth = Increased hardness of ice
Water+Fire = Ability to make mist deal minor fire damage
Water+Air = Some weather control

Something like this and some heritage feats might do this nicely...y'all's thoughts?

jagadaishio
2008-02-05, 08:50 PM
On the topic of the Time Bender, I have two separate ideas for seeds. The first is one to make an individual's body younger. This would be used either by masters to extend their youth indefinitely or after duals between two time benders who tried to age each other to death.

My other idea is similar, but applied differently. A useful seed would be a healing one wherein, by targeting the wound of the creature they're fixing, they cause that portion of the body to revert to the most recent point in time that the wound wasn't there.

So, both ideas deal with restoration through temporal reversion. I suppose it could be a high level seed dealing with three options:

1. Restoring youth to a body while allowing mental bonuses to accrue.
2. Reversing ability damage/drain (results in memory loss if it's a mental ability score).
3. Restoring HP to the body.

I think that a seed or a few different seeds of this sort would fit nicely into the Time Bender's portfolio. Plus, the class is very much in need of more viable seeds.

Vadin
2008-02-05, 08:51 PM
A list of ideas for things to be based off the skill-based bending system:
Melee classes to replace Tome of Battle and its maneuvers
Different schools of magic for casters to use
A more dynamic system of bardic music
A revised Truespeak, perhaps

Any other ideas/ideas on how to do these?

jagadaishio
2008-02-05, 09:15 PM
A list of ideas for things to be based off the skill-based bending system:
Melee classes to replace Tome of Battle and its maneuvers
Different schools of magic for casters to use
A more dynamic system of bardic music
A revised Truespeak, perhaps

Any other ideas/ideas on how to do these?

I think that you would have to think up a MASSIVE list of seeds for each different class you want to work with. Make a seed for each bardic song you want, for example, with ways of augmenting it which increase DC, range, area of effect, etc.

You would need lots of martial seeds for a combatant replacement class. Perhaps have a bunch of different disciplines of seeds all based off of their relevant existing skill, like they have now.

With truespeak you would need to line up every effect or spell you would want, compress similar ones into the same seed which for certain things would allow for scaling with increasing DC, and have it at that.

It would be tedious, but not horribly difficult. That's the beauty of this avatar system, its ease of adaptability.

Imbasel
2008-02-08, 10:04 PM
OK, the space bender should be up in a couple of days, I'm working hard to try to make sure it is not overpowered.

Ceiling009
2008-03-08, 05:26 AM
So I finally got around to redoing my Bloodbender...

Bloodbender
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds

1st|
+0|
+0|
+2|
+2|Puppet Mastery|
0

2nd|
+1|
+0|
+3|
+3|Blood Needles|
1

3rd|
+1|
+1|
+3|
+3|Greater Puppet Mastery|
2

4th|
+2|
+1|
+4|
+4|Greater Blood Needles|
3

5th|
+2|
+2|
+4|
+4|True Puppet Mastery|
4[/table]

Requirements
Skills: Waterbending 13 Ranks, Heal 10
Other: Must Know Puppet Seed
Feats: Where there is Life, There is Water
Class Information
Hit Die: d6
Class Skills: Concentration (Con), Craft (Int), Bluff (Cha), Heal (Wis), Knowledge (Bending) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha) Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex) Waterbending (Wis)
Skill Points at Each Level: 4 + Int modifier

Class Features

Puppet Mastery
By focusing many of your waterbending talents towards controlling others, you gain Focused Bending (Bloodbending).

Blood Needles (Template) DC 10
By reducing their water blast to tiny needles, a Bloodbender effectively reduces their damage to 1 point per die, but increases any save DC with an associated form by 4.

Greater Puppet Mastery
When adjudicating the DC of the Bloodbending Seed when controlling more than one person, reduce it by 2 point per level of Bloodbender.

Greater Blood Needles
You gain the Template Mastery (Blood Needles) feat.

True Puppet Mastery
At this point, you have so focused on Bloodbending, and some of its subsequent applications that you reduce the base DC of the Bloodbending seed 10, effectively treating as a DC 40.

Seeds

Dessication
DC 30
The Bloodbender is already a master of finding and pulling water from any source, thus they may pull water out of living creatures. They may pull blood out of their opponents, dealing 1 point of ability damage to any ability they choose as a full round action. The target must make a Fortitude Save which is 10 + half levels of waterbender and bloodbender + Wisdom mod, or suffer the ability damage; on a successful save, they negate the ability damage. For every 5 points that you make the DC by, the save DC goes up +1.

Body of Water
DC Varies
A Bloodbender may effect the flow of blood and other bodily fluids that they may pose a serious impediment to the target. The target must make a Fort Save (10 + half levels of waterbender and bloodbender + Wisdom mod) or suffer the effect; on a successful save, the effect is negated. For every 5 that the base DC is surpassed, it adds a +1 to the Save DC.
Sickened DC 20: The target is sickened for 1d4 rounds
Nauseated DC 25: Target is nauseated for 1d4 rounds
Stunned DC 15: Target is stunned for 1 round


Mind of Mist
DC Varies
The Bloodbender can also move the fluids of the nervous system to incur sensory deprivations and muddle thoughts. The target must make a Fort Save (10 + half levels of waterbender and bloodbender + Wisdom mod) or suffer the effect; on a successful save, the effect is negated. For every 5 that the base DC is surpassed, it adds a +1 to the Save DC.
Blind or Deaf DC 25: Causes subject to be blind or deaf for 2d4 rounds
Dazed DC 10: Target is Dazed for 1 round

Midnight Falls
DC Varies
The Bloodbender may also as a final act cause the subjects body to shutdown, rendering it tired, or useless. The target must make a Fort Save (10 + half levels of waterbender and bloodbender + Wisdom mod) or suffer the effect; on a successful save, the effect is negated. For every 5 that the base DC is surpassed, it adds a +1 to the Save DC.
Fatigue DC 30:The subject becomes fatigued
Exhaustion DC 35: The Subject becomes exhausted
Unconscious DC 40: The Target is unconscious

I know it seems a bit strong in some places, especially in that last part where they basically drop the DC of Bloodbending... But it's barely doable on a full moon at level 15 at DC 40, and pretty much impossible at DC 50. Remember Hama didn't even flinch or try that much at all when using this seed, and remember Katara did beat her.

Also here's an interesting Item, which might tip the scales more, but... yeah.

Amulet of the Moon
This amulet made of bone is shaped as a disc with intricate carvings with a small vial of water encased into it. It provides both a +5 divine bonus for waterbending for the Lesser Amulet of the Moon, and a +10 divine bonus for the Greater Amulet of the Moon.

Creation: To create an amulet of the moon, one must first carve an intricate disc of bone, as if one were to create a wedding choker, but must have a slot for a small vial of water. After the carving, it must be anointed by the waters of the spirit oasis from the Northern Water Tribe; then after anointment, the carver must pray to the Goddess Yue for at least one week, hoping to gain her favor to imbue the amulet with divine wisdom. If successful, on the appearance of the next full moon, the water in the amulet will glow an ethereal blue, much like the water from the spirit oasis. If the imbuement has failed, the water will not glow, and another week in prayer must be held. This is a long process, with very few made, and even fewer sold.

Cost: at least 10,000 gold for any amulet, and up to 20,000 gold for the Greater Amulet.

jagadaishio
2008-03-08, 01:00 PM
Amulet of the Moon
This amulet made of bone is shaped as a disc with intricate carvings with a small vial of water encased into it. It provides both a +5 divine bonus for waterbending for the Lesser Amulet of the Moon, and a +10 divine bonus for the Greater Amulet of the Moon.

Creation: To create an amulet of the moon, one must first carve an intricate disc of bone, as if one were to create a wedding choker, but must have a slot for a small vial of water. After the carving, it must be anointed by the waters of the spirit oasis from the Northern Water Tribe; then after anointment, the carver must pray to the Goddess Yue for at least one week, hoping to gain her favor to imbue the amulet with divine wisdom. If successful, on the appearance of the next full moon, the water in the amulet will glow an ethereal blue, much like the water from the spirit oasis. If the imbuement has failed, the water will not glow, and another week in prayer must be held. This is a long process, with very few made, and even fewer sold.

Cost: at least 10,000 gold for any amulet, and up to 20,000 gold for the Greater Amulet.

You do realize this allows a bender to act as if they had five or ten more levels than that do for the purpose of their bending art, right? If you try to balance that against some sort of magic item which would bump up spellcasting ability a similar amount... Well, they don't even have items like that outside of the range of artifact. I personally feel that's what these should be. A moderate and a major artifact, respectively.

Ceiling009
2008-03-08, 01:40 PM
I'll agree it's on artifact level, but also, Amulet of the Silvertongue does the same for Truespeakers... So I guess, if you suggestions for re-pricing, that's fine. In fact, Firebenders would get Amulet of Sun. Not so sure what do for earth or air benders.

Copacetic
2008-03-08, 02:20 PM
Alright, here is my shot at an artifact.

Sunstone
These glowing stone is a remminant of the once mighty Sun warrior culture.

The Sunstone is a glowing stone, about the size of your head and shaped like an egg. It sems to give off its own light. After staring at the Sunstone for an hour, all firebenders Child of the Sun effect is doubled, giving a +4 bonus opposed to a +2. All other beners may now take the Firestudy feat without meting the prerequistes. It still counts agaisn't your toal feats.

Minor Artifact.

__________________________________________________ _______________
Thoughts?

Eighth_Seraph
2008-03-08, 03:40 PM
I'm pretty sure that the "Sun Stone" was really a dragon egg. I mean, all attempt at subtlety was shot when Zuko said "It feels almost...alive." Seriously.

I do, however, really like the effect. Nice idea.

Copacetic
2008-03-08, 04:16 PM
Hmmmm. Alrighty then, scatch that then. Moving on.

Guyr Adamantine
2008-03-10, 08:58 PM
You do realize this allows a bender to act as if they had five or ten more levels than that do for the purpose of their bending art, right? If you try to balance that against some sort of magic item which would bump up spellcasting ability a similar amount... Well, they don't even have items like that outside of the range of artifact. I personally feel that's what these should be. A moderate and a major artifact, respectively.
It's perfectly balanced, and you shouldn't place spellcasting and bending on the same level, bending being(:smalleek: bleh!) a ''warrior'' art. Any bender in a normal setting(Including wizards and magic items, I mean) should have such items obtain.

Oh, and the new bloodbender is awesome, Ceiling(:smallredface: )! Another thing that should be Core...

Ceiling009
2008-03-10, 11:18 PM
Well, in a non-canon campaign, it's on par with an amulet of the silvertongue from Tome of Magic, basically made for Truespeakers. On the other hand, if was used in a canon-ish campaign, it's artifact worthy, as anything remotely magical in that world is pretty much an artifact. At best really it removes the need for a full moon to do some of the more powerful forms.

Note: I wrote the bloodbender :P

Guyr Adamantine
2008-03-11, 07:01 AM
Note: I wrote the bloodbender :P
My bad. I dunno why, but I associated the bard avatar with Frigs.

Sorry dude, I fixed it.

Pirate_King
2008-03-11, 11:57 PM
I'm pretty sure that the "Sun Stone" was really a dragon egg. I mean, all attempt at subtlety was shot when Zuko said "It feels almost...alive." Seriously.

I do, however, really like the effect. Nice idea.

I don't think that would necessarily keep it from giving some kind of bonus. Firebenders did learn from the dragons, after all. Wait, forgot he left.... dang it, who am I going to contradict, now?

meanwhile...

I mentioned in the hub that there could be a way to reconcile bards with a largely magic free world,


All of the bardic music things would work fine (with an added rule about characters who find the bard's music to be distracting instead of helpful, like Sokka), and even some spells would make perfect sense in a cartoon world. Detect secret doors, for example, would demonstrate the classic cartoon element of accidentally discovering a secret entrance by sitting on a rock. Expeditious retreat is also a very cartoony thing. All it would take is a little creative role playing to discern how a character can do such a thing without magic. Besides, this system is kind of wanting for healers...

There are, however, many spells that would be impossible no matter how you RP'd it, at least as far as I can tell. Still, Avatar isn't completely magic-free, what with it's connection to spirits and the spirit world. Here's a list of spells I found hard to reconcile with the setting, a few with possible alternative uses:

0

Dancing lights
Detect magic(change to detect spirit?)
mage hand
resistance
read magic
summon instrument


1
alarm
animate rope?
feather fall
magic mouth
magic aura(spirit aura?)
Silent image
Summon Monster (replace with summon nature's ally?)
undetectable alignment might work, but somewhat pointless
unseen servant
obscure object
erase somewhat pointless

2

alter self
blur?
cat's grace
darkness
detect thoughts?
eagle's splendor
foxe's cunning
hold person
invisibility
minor image
mirror image
misdirection (pointless)
rage?
silence?
tongues
whispering wind

3

blink
daylight
deep slumber
dispel magic(pointless, maybe dispel mind effects?)
displacement
gaseous form
geas
major image
phantom steed
remove curse (pointless)
scrying? it could work...
secret page...
see invisibility(see spirits?)
sepia snake sigil
slow
speak with animals?
tiny hut


4

detect scrying
dimension door
freedom of movement
hallucinatory terrain
hold monster
greater invisibility
locate creature
secure shelter
shaddow conjuration
speak with plants
zone of silence(could become "white noise"?)


5

dispel magic
false vision
mirage arcana
mislead
Persistant image
Seeming
Shadow Evocation
Shadow Walk


6

Analyze Dweomer(pointless)
Animate Objects
Cat's Grace, mass
Eagle's Splendor, mass
eyebite
fox's cunning, mass
geas/quest
heroes' feast
permanent image
programmed image
project image
scrying, greater
veil


anyone catch something I missed, either something that would work, or something that wouldn't? anyone have any alternative ideas? more to come as I give this more thought.

Ceiling009
2008-03-12, 12:42 AM
You know what you could do with a lot of spells, is make a onmyouji or Miko, or Priest like class. Actually a lot of the less than completely magical, or self buff spells are doable via bending. Images, mage hand, and a few others, can be don e with a mix of bending... I think what the setting needs in non-canon content is something rather mystical, which would get a lot of the more magical effects as something with communing with the spirit world. We have the Chakra guy, and a few others who can talk to the spirits, but we haven't seen quite a lot of them.

Pirate_King
2008-03-12, 10:04 AM
We know that Iroh has been to the spirit world and can see spirits...

The Rose Dragon
2008-03-12, 12:00 PM
So, suppose that in a setting, benders could generate certain amounts of element after a certain level using their own body. Would this be balanced, and if it would be, at what level and how much of the element should be generated?

Guyr Adamantine
2008-03-12, 01:08 PM
So, suppose that in a setting, benders could generate certain amounts of element after a certain level using their own body. Would this be balanced, and if it would be, at what level and how much of the element should be generated?

Half of the benders do not need such an ability and waterbender can take Where There is Life, There is Water. That leaves earthbender. You know, those guys who control the thing you live on? I do not think we need any such techniques for them, since unless they live in a place without any earth(which is weird for an earthbender), earth is everywhere.

Pirate_King
2008-03-12, 01:16 PM
The only benders who can completely generate their own element are firebenders, and basically airbenders(unless you happen to be in a vacuum...) The power of water and earth bending seeds are balanced by the characters basic uselessness in certain settings, (water benders in the desert, earthbenders surrounded by metal, or penalties in the desert or swamp, even.) I think it would make more sense if people used wood cages to capture earthbenders, considering metal has at least some amount of earth in it....

Lord Tataraus
2008-03-12, 01:31 PM
The only benders who can completely generate their own element are firebenders, and basically airbenders(unless you happen to be in a vacuum...) The power of water and earth bending seeds are balanced by the characters basic uselessness in certain settings, (water benders in the desert, earthbenders surrounded by metal, or penalties in the desert or swamp, even.) I think it would make more sense if people used wood cages to capture earthbenders, considering metal has at least some amount of earth in it....

Yeah, they finally figured that out in that one episode where Toph was gambling. Of course, that was right when Katara finally choose her feat for the level and could produce her own water :smallbiggrin:

periscope69
2008-03-13, 10:04 PM
for a spacebender, might I suggest you review the movie Jumper? It has lots of cool teleporting and that would seem (to me at least) something that someone who can control space would have.

abilities that I could see:

teleporting self (like to the other side of the battlefield)

teleporting others (pulling a rescue or 'porting enemies into environmental hazards)

teleporting objects (potions to your allies or just really heavy pieces of rock above your enemies [cue the Looney Tunes theme])

control over force itself (having a "force blast" for instance) or maybe a form of telekinesis (probably along the lines of what the airbender can do but with a solid force not a miniaturized windstorm)

control of gravity (maybe having an ability that lets you change which direction gravity applies for both offense and defense. For defense you could change the gravity of your party to "fall" toward the solid brick wall that's in front of you for a quick exit [as you run up it]. For offense it would make great battlefield control to declare an area "off limits" particularly if there's not that much to indicate which area it is [ie does not have a lot of debris to see floating, like a tunnel floor]).

Mindflayer
2008-03-20, 02:29 PM
Sandbender
Prequisites
Must be able to earthbend
must know the Dust seed
Water bending study
must have 4 rank in earthbending

Level BAB Fort Ref Will Seeds known Defense bonus Special
1st +0 +2 +0 +2 1 +2 Manipulate , Sand Blast +1d6
2nd +1 +3 +0 +3 2 +2 Deflect attack
3rd +2 +3 +1 +3 2 +3 improved unarmed strike
4th +3 +4 +1 +4 3 +3 Sand Stride 20 ft., Sand Blast +2d6
5th +3 +4 +1 +4 3 +4
6th +4 +5 +2 +5 4 +4 Sand Stride 30 ft.
7th +5 +5 +2 +5 4 +5 Sand Blast +3d6
8th +6 +6 +2 +6 5 +5 Sand Stride 40 ft.
9th +6 +6 +3 +6 5 +6
10th +7 +7 +3 +7 6 +6 Sand Stride 50 ft., Sand Blast +4d6
Alignment: Any
Hit Die: 1d8

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Sandbending (Wis) Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Spot (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Manipulate Sand
Base DC: 5
The most basic of the sandbending seeds, manipulation involves simple movement or shaping of sand.
Movement: The base DC is for moving a 5-foot cube of sand up to 5 ft/round in any direction. Adding another 5-foot cube of sand to a seed increases the sandbending DC by +4 per cube, and moving the sand an additional 5 feet adds +2 to the DC. This use of the seed is a move action. A sandbender can manipulate sand she can't see but knows is there by adding +10 to the sandbending DC.
Shaping: This seed can also be used to manipulate the basic shape of sand, though it does not allow intricate detail. For example, creating an sculpture of a humanoid is possible, but making one of a specific person is not, and the sculpture comes out rough and bumpy; creating a sculpture of a specific race is also difficult, but telltale features (like an elf’s ears) could give it away. The base DC is for manipulating the shape of a Diminutive mass of sand; the save DC increases by +5 for every size category larger than Diminutive the sculpture is, and this changes to +10 for every size category larger than Large it is. This use of the seed takes one full-round action, plus two more for every size category larger than Diminutive the sculpture is.
Sand Blast
Base DC: 5
The first offensive ability an sandbender learns is to levitate the sand beneath her and punch or kick at great speeds towards her opponents. A blast deals 1d6 bludgeoning damage at 1st level (half damage to objects) and increases in power as the sandbender gains levels, as shown above. A blast is a ranged attack, and an sandbender can use a number of blasts in one round equal to the number of iterative attacks she can make (as determined by her BAB). A sandbender cannot apply precision-based damage from any source to the damage dealt by her blasts. A sandbender can only use blasts when there is a source of open earth within her bending range. A sandbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the sandbending DC, but still suffers penalties for concealment, as appropriate. A sandbender may apply his Strength modifier instead of his Dexterity modifier to an Sand Blast's attack roll, if she wishes; and she also adds her Strength modifier to damage.
Deflect Attack
Base DC: 5
Early in their training, benders learn to block or deflect attacks directed at them and their companions. Once per round, a bender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft/3 class levels. Negating this attack requires the bender succeed in an opposed attack roll. If the bender’s attack roll is less than her opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action.

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

If a bender is caught flat-footed, she can make a Reflex Save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect Attack attempt. A flat-footed bender can never make more than a single Deflect Attack attempt.

For example, a 15th level sandbender’s Base Attack Bonus allows her to make 3 iterative attacks. If she decides to make a full-round attack, she can reserve as many as 2 of these attacks in order to gain 2 additional Deflect Attack attempts (bringing her total to 3 for that round).
Sand Stride – Through development of her abilities, a Sandbender can move over the surface of sand as naturally as if on ground, or even more so. A sandbender can move on the surface of sand at the speed indicated on the class table. The sandbender can use the run action while moving, provided that she moves in a straight line.
Seeds

Don't have any yet any help

Mephibosheth
2008-03-20, 02:56 PM
So far, the show demonstrates 3 bending forms for sandbenders: Whirlwind (http://dvdscreenshots.avatarspiritmedia.net/210/162.jpg), Steady Stance (http://dvdscreenshots.avatarspiritmedia.net/210/617.jpg), and this crazy gyser thingy (http://dvdscreenshots.avatarspiritmedia.net/211/599.jpg). You could easily adapt the waterbender's Steady Stance seed to the sandbender. Whirlwind you'd have to do on your own, but there's at least one version of the seed early in this thread. Gyser...you're on your own.

Incidentally, this is the reason that sandbenders are largely considered non-canon. They're really really cool, but we don't have enough information about them to make a decent class.

Finally, you may want to look through your write-up again. You missed some stuff from the waterbender and earthbender descriptions. I've done the same thing multiple times in this project, much to my embarassment every time.

Hope that helps!

Mephibosheth

Mindflayer
2008-03-20, 03:13 PM
thanks ill start working on those soon

Mindflayer
2008-03-21, 11:41 AM
Seeds are done

Steady Stance
Base DC: 10
By encasing her feet in sand, a bender can better resist attempts to move her, or freeze opponents in place.
• Defensive: Stabilizing herself with feet solidly connected to the ground, a sandbender gains a +2 to saves or checks to stay in place, +1 for every point by which the sandbending check exceeds the DC. The sandbender may also encase the feet of allies within her bending range in this way by adding +2 to the DC per ally. Those affected by this seed can move from their square if they want, but doing so ends the seed.
• Offensive: By surrounding an enemy’s feet in sand and freezing it suddenly to the ground, a sandbender may prevent an enemy from advancing. The target of this seed makes a Reflex save to avoid it altogether, or remain frozen in place. Those who failed the Reflex save can make a Strength check to break free, or may spend a full-round action removing the sand. The sandbender may use this seed against multiple opponents, but this adds +4 to the sandbending DC per additional opponent
Sand Collums
Base DC: Varies
• Sand Spout (Base DC 10): As a move action you lift sand in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of up to 20 ft. A sand Spout lasts as long as you concentrate (a swift action, up to a maximum number of rounds equal to your class level), and you can move up or down as you desire. Your maximum speed increase by 5 ft for every 5 by which your sandbending check exceeds the base DC.
• Column (Base DC 20): As a standard action you create a column of sand underneath a single medium creature or object, causing it to rise quickly into the air. The column has a maximum height of 20 ft, plus 5 ft for every 5 by which the sandbender’s skill check exceeds the base DC. A sandbender can lift larger creatures by increasing the DC by 10 for every size category of the increase. A sandbender can also lift multiple smaller creatures if they would fit within the space of the largest creature the sandbender can lift. A creature can make a Reflex save to avoid being lifted, and must make a DC 10 Balance check to remain standing. Creatures and objects take 4d6 damage if they are caught between the column and a hard ceiling, and must make a DC 20 Strength or Escape Artist check in order to move.
Sand Storm
Base DC: 20
Sand storm: Stormwinds forms a cone of air which extends to the end of the sandbender's bending range which he may maintain by making an sandbending check each round at half of the initial DC to maintain. Using this technique is a full round action, and the wind blows until the sandbender’s next turn. This wind begins at a DC of 20 to begin at a wind category of Severe. The seed can be maintained up to a number of rounds equal to the bender's sandbender level. By adding +10 to the sandbending DC, the sandbender may increase the force of this wind one stage per increase of the DC. Each round the opponent is trapped within the sandstorm they take 1d4 points of piercing damage from the sand particles piercing their skin.
Sand Coffin
Base DC: Varies
Through use of this seed the sandbender may entrap an opponent and crush him. First the sandbender makes a sand bending check (DC= the opponents AC – armour bonus+4 times the opponents dex modifier) if he succeeds the opponent is trapped in the sand. Each round that the opponent is ensnared he is allowed a reflex save to get out (DC= 10 + Half total levels of Earthbender and Sandbender + Wis Mod+3 for every 5 points you beat the sandbending DC by). Each round the opponent is within the opponent is trapped within the cocoon he takes 1d6 points of lethal damage. The sandbender must mantain concentration each round to mantain this seed.
Golem
Base DC: 15
By molding a large mass of Sand into a vaguely human-shaped structure, a sandbender can create a powerful proxy to fight in her place.
• Creation and control: As a full round action, a Sandbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of sand. The sandbender must direct its actions in combat by making a sandbending check equal to the original sandbending DC as a full-round action, with the golem essentially mimicking the actions taken by the sandbender. If the sandbender does not concentrate on maintaining and directing the golem or fails the sandbending check to control it, the golem collapses. The golem's attack rolls use the sandbender’s base attack bonus and are modified by the sandbender's Wisdom modifier instead of the golem's Strength modifier. Also, a golem made of primarily of sand has no hardness, but has double the usual hit points for an animated object of the same size. A sandbender can control a golem she can't see, but the golem is considered blind. Additionally, the sandbender cannot see through the golem, and thus is limited to the vision range of her current location.
• Attacks: Because the golem is essentially a reflection of its bender’s actions, it can use its slam attack at the same rate as the bender’s unarmed strikes, along with whatever extra modifiers gained therein (Weapon Focus, etc.).
• Size: The sandbender can increase the size of the golem by adding 5 to the DC for every size increase desired, creating an animated object of the appropriate size. For example, increasing the DC to 35 allows the sandbender to create a Gargantuan golem.
• Enhancement: A sandbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The sandbender cannot increase the golem’s ability scores by an amount greater than her Wisdom modifier. A sandbender with a Wisdom modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Waterbending check) scores by a maximum of 5, increasing the sandbending DC by 10 in the process.
Sand Shield
Base DC: 10
• Plane: By bending a five-foot square of sand to hover vertically before her, the Sandbender gains a +5 deflection bonus to AC from ranged attacks from one direction (use a line of effect to determine this), as well as concealment (attacks have a 20% miss chance) against opponents more than 5 feet away in that direction. This seed does not affect melee attacks in any way. For every 4 points by which the Sandbending check exceeds the DC, the AC bonus increases by 1; and increasing the width of the square by 5 ft. adds +5 to the DC. The Sandbender may rotate the shield around her as a swift action.
• Hemisphere: Conversely, the sandbender can make a complete 360 degrees of Sand anywhere within her bending range, granting whoever is inside concealment from outside the Hemisphere, and vice-versa. Ranged attacks going in or out suffer the deflection bonus noted above, but any creature my simply walk into or out of the dome. The base DC is for a sphere with a 5-foot radius, though this can be increased by adding +5 for every additional 5-foot increase in radius.
Sand Shards
Base DC: 10

• Ranged: By making sand into a number of small, smooth, thin shards, a sandbender can strike at long range. This seed deals 1d6 damage to a single creature as a ranged attack with with a maximum range equal to the sandbender's bending range. Half of this damage is piercing and half is fire. Increasing the damage dealt by this seed adds +4 to the sandbending DC for each additional +1d6, to a maximum of 1d6/level.
• Entraping Shards (DC 30): By maneuvering shards of sand with pinpoint accuracy, powerful sandbenders can pin an opponent to a hard surface. If she succeeds in a ranged attack using the sand Shards seed, a sandbender can initiate a grapple attempt instead of dealing damage. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action. By increasing the DC of the form by 10, a sandbender can cause the sand shards to originate high in the air, allowing her to pin opponents to the ground instead of to a vertical surface.
Dust
Base DC: 10
By using limited control over small particles of earth, an sandbender obscures vision and blinds her foes.
• Dust cloud: An sandbender may make a hemisphere of sand anywhere within her bending range with a radius of 10 ft. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. This seed even functions underwater. Increasing the radius of the cloud adds +5 to the Sandbending DC per 5-foot increase.
• Blind: By aiming a spray of sand or dust at an opponent’s eyes, an sandbender can try to temporarily blind the creature. The sandbender makes a ranged touch attack against a target’s AC, taking -5 on the attack roll because of the small area targeted. If the attack is successful, the target creature is rendered blind until the end of its next round.
Dessert Avalanche
Base DC: 40
Using this technique the user creates a huge tidal wave of sand. The user rises up a huge wave any creatures (friend or foe) must make a reflex save (DC=10 + Half total levels of Earthbender and Sandbender + Wis Mod+1 for every poin t you beat the sandbending DC) or be caught in the wave. The wave then moves forward a number of feet equal to your sand bending check. Any creatures within the first ten feet take 1d6 points of damage/ 10 you make the check by and loses 1d6 every 10 feet. Example, Garra uses this technique. He makes a check and gets 50, his wave deals 5d6 points of damage in the first 10 feet, 4d6 in the next 10 feet, 3d6 in the next 10 feet, 2d6 in the next 10 feet, and finally 1d6 in the last 10 feet.
Floating Dessert
Base DC: 20
Using this seed the sand bender creates a small “island” of sand underneath their feet and makes it float. The sand bender is treated as having a fly speed of 30 feet (by increasing the DC of the Sandbending check by 3 you can increase the speed by 5 feet for each 3 you increase the DC, with a good manuverability if you increase the sandbending DC by 5 you may increase the manuverability. You may hover through use of this seed. If you increase the DC by 10 you may take another medium sized creature for each 10 you incease the DC.You must mantain concentration in order to keep this seed going. You can be knocked off the island through a beull rush but for land based creatures it will be hard to make it to you. This lasts a number of rounds equal to your sandbender level. If you are in the air well the effect ends you fall taking approipiate damage.
Sand Shower
DC: 25
Using this seed creates a shower of sand shards. This seed creates a cloud of sand with a radius of 20 feet (you may increase the radius by 5 feet for every 4 points you increase the DC). Every opponent trapped within the cloud takes 1d4 points of damage each round they are trapped in the cloud. This lasts a number of rounds equal to you sandbender level (you may increase the Dc by 3 for each extra round you may have).
Armor
Base DC: 15
The element of sand is known for substance and its powers of protection, and can be used as a solid barrier against harm.
• Earthen Armor: By covering her entire body in a thick layer of sand, a sandbender gains DR 5/piercing, and +2 to AC (including touch AC) as a move action. For every 3 points by which the sandbender exceeds the base DC, the damage reduction increases by 1. Maintaining the sand armor for more than two rounds gives a -4 penalty to all sandbending checks until the sandbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes an sandbender to fail a sandbending check, she may choose to end the seed and remove the penalty at that time. An sandbender can concentrate on maintaining this seed as a Swift action.
Steady Stance
Base DC: 15
By encasing her feet in sand, an sandbender can better resist attempts to move her, or trap opponents in place.
• Defensive: Stabilizing herself with feet solidly connected to the ground, a earthbender gains a +2 to saves or checks to stay in place, +1 for every point by which the Earthbending check exceeds the DC. The earthbender may also encase the feet of allies within her bending range in this way by adding +4 to the DC per ally. Those affected by this seed can move from their square if they want, but doing so ends the seed.
• Offensive: By surrounding an enemy’s feet in sand and solidifying it suddenly, an sandbender may prevent an enemy from advancing. The target of this seed makes a Reflex save to avoid it altogether, or remain trapped in place. Those who failed the Reflex save can make a Strength check equal to three fourths (.75) of the sandbending check to break free, or may spend a full-round action digging out of the sand with a light weapon. The sandbender may use this seed against multiple opponents, but doing so adds +4 to the Sandbending DC per additional opponent.
Compact
Base DC: 15
Sand poses a serious problem for people, since it hinders their ability to use the earth around them.
• A place to stand: An sandbender may use this form to fuse any loose sand into a much sturdier surface. An sandbender may create one 5-foot square, plus another for every 2 points by which the sandbending check beats the DC. These squares must all be touching at least one other square and at least one must touch the sandbender. This negates the penalties for standing on sand and the movement penalties for rough ground, as well as those for using the Tremorsense.
• Soften Landing: Similar to Soften Earth, this use of the seed allows a falling sandbender to soften the ground below her before she lands as an immediate action once per round, taking damage as if she had fallen half the actual distance.
Catapult
Base DC: 20
Sandbenders are often the least mobile of the elements; preferring a solid stance to a quick dodge. This, however, is not always the case.
• Transport: By using this seed, an sandbender thrusts a small column of sand powerfully up from below her at any angle she wishes as a move action, launching herself or another creature or object 20 ft in any direction (including straight up). This distance can be increased by 5 ft for every 2 points by which the sandbending check exceeds the DC, and affecting an additional target adds +4 to the DC per target. The height of the creature’s trajectory at its peak is half the horizontal distance (unless, of course, there is no horizontal distance covered), and the height can be doubled by halving the distance.
• Knockback: An sandbender can also use this seed as a way to launch opponents away or into other obstacles. The form works just as above, except that it is a standard action, the target receives a reflex save to avoid it, and if this seed throws an opponent into a solid obstacle (a cliff wall, a tree, etc.) the target takes 1d6 damage for every 5 points of the sandbending check.
Excavate
Base DC: 20
Oftentimes, the ability to Move sand simply isn’t enough to make a proper tunnel or trench. Using this seed pushes sand aside, as opposed to taking it and dumping it elsewhere.
• Hole: This seed can make a hole approximately the shape of a 5-foot cube as a standard action, plus another such cube for every 4 points by which the sandbending check beats the DC. The sand used in this seed is piled around the edges of the excavation, adding a loose wall of sand three feet high around the sides.
• Tunnel By digging directly into the earth, in which case she begins by making a hole (as above) and then making it deeper, or making it horizontal beneath the ground. The sand moved aside by this seed is compacted around the sides of the excavation, making a noticeable bulge in the ground if the tunnel is within 5 ft of the surface.
Rift
Base DC: 35
By opening a fissure directly beneath an opponent’s feet and snapping it suddenly shut around his chest, an sandbender can disable powerful opponents before they become a threat.
• Engulf: An sandbender opens a large crack directly beneath her opponent’s feet, causing him to fall in, then snaps the crevice shut around him. The target receives a Reflex save to avoid falling into the fissure up to his neck. A target of this form is considered helpless while engulfed, though he may take any actions not requiring somatic components and can escape with a DC 25 Strength or a DC 40 Escape Artist check, or he may be dug out of his predicament. If this seed is done on a sand, the target also takes 4d6 crushing damage on a failed save.

Pirate_King
2008-03-21, 04:02 PM
I'm not sure a "sand shards" seed makes any sense at all. Sand is sharp, and could effectively deal slashing damage in a windstorm or something, but shards? and a ranged pin? that doesn't fit sand's loose nature.

As for the rest of the seeds, it's basically an earthbender with some waterbending and airbending seeds. For this reason, I think it makes more sense to make sandbending a prestige class for earth benders, giving access to those seeds that mimic water or air bending when using sand.

Also, sand stride 100 ft? The water bender's ski and earth benders climb cap out at 60, and the airbender's fly caps at 70 and requires a glider. Earthen stride is a seed. This level of mobility is ridiculous.

Mindflayer
2008-03-21, 06:05 PM
Hows that?
Made Prestige
low prequisites
lowered sand stride

So any opinions?

Pirate_King
2008-03-21, 07:38 PM
:smallsmile: much better, though this seed looks questionable:


Floating Dessert
Base DC: 20
Using this seed the sand bender creates a small “island” of sand underneath their feet and makes it float. The sand bender is treated as having a fly speed of 30 feet (by increasing the DC of the Sandbending check by 3 you can increase the speed by 5 feet for each 3 you increase the DC, with a good manuverability if you increase the sandbending DC by 5 you may increase the manuverability. You may hover through use of this seed. If you increase the DC by 10 you may take another medium sized creature for each 10 you incease the DC.

this doesn't really fit any other bender's capabilities, and if it were possible, there would be no need for the vehicles they use in the show.

Other seeds that are identical to the earthbending seeds need not be listed, just add a clause about sandbenders gaining seeds as though they had taken a level in their earthbending class.

also, it would be much easier to read in this format:

Sand Storm
Base DC: 20
Sand storm: Stormwinds forms a cone of air which extends to the end of the sandbender's bending range which he may maintain by making an sandbending check each round at half of the initial DC to maintain. Using this technique is a full round action, and the wind blows until the sandbender’s next turn. This wind begins at a DC of 20 to begin at a wind category of Severe. The seed can be maintained up to a number of rounds equal to the bender's sandbender level. By adding +10 to the sandbending DC, the sandbender may increase the force of this wind one stage per increase of the DC. Each round the opponent is trapped within the sandstorm they take 1d4 points of piercing damage from the sand particles piercing their skin.

other than that, nice set

Mindflayer
2008-03-21, 08:57 PM
Floating island was because Gara from Naruto used it and it was cool.How do you do the seeds on these forums I only know how to do it on the wizards forums. I know to do [] but not the actual commands.

Pirate_King
2008-03-21, 09:54 PM
spoiler tags are just [ spoiler ]
without the spaces, of course

Mindflayer
2008-03-21, 09:56 PM
Too used to the wizards boards so I used Sblock

Mindflayer
2008-03-21, 10:06 PM
changed any other problems

Pirate_King
2008-03-21, 10:06 PM
I'm just trying to keep the seeds consistent with what we know about how bending works in general. I don't think it would follow with the sort of things we've seen on Avatar, but I suppose this is the non-canon thread.

Still, with a thing like that, you'd need a bit more detail, like how long it could last, how difficult it is to maintain, etc. can one be knocked off of it? Generally, the seeds that grant mobility require a move action to maintain them, and, depending on the seed, another bending check. Sometimes the check gets more difficult the more rounds it is maintained.

Mindflayer
2008-03-21, 10:28 PM
I assume you are talking about floarting Dessert. If so I changed it following your suggestions.

Ceiling009
2008-03-21, 10:52 PM
Only other thing that would really help is Formatting. But that's just a nitpick. And Spelling... I know not English is not everyone's first language, but it should be Desert, Column, and a few other words... that should be looked over.

Note on Sand Coffin... I think it should be a static DC, like 30 or 40, with the caveat that the DC to save (which I think should always be based 10 + Half total levels of Earthbender and Sandbender + Wis Mod) is upped by 1 per every some arbitrary number, like 5, that you beat the DC by. Thus if Gara used sand coffin on an opponent, and Gara rolled a 40 on Sand Coffin's base DC of 30, the save, cause let's say Gara is 16th level character (all levels bender) with a 18 Wis, so now the reflex save (which sounds about right) would be 22+2= 24 Save DC.

Also for the Sand Tidal Wave, Save DC shouldn't be half the skill check, it should be like mentioned in my note of Sand Coffin.

Mindflayer
2008-03-21, 11:24 PM
I liked Ceiling 009's idea so I changed the save DC approipiatley. And on the english thing it is my primary language but I mainly get a chance to work at night so I'm tired and am not spelling very well.

dman11235
2008-04-17, 04:55 PM
Guess what everyone? I'm taking on the task of adaptation! I'm a little busy tonight (Magic of Dmanum stuffs), but expect the first bit within a week. Stuff to arrive on the first train: ways to overcome DR (especially /magic). And reverse variants! So, see you all soon.

The Rose Dragon
2008-04-17, 05:03 PM
OK, I need something different.

Players of 5OoC, if you look inside the spoiler, hell be upon you.

I need a lightbender class. The abilities are power over light and shadow, and using it in offensive and defensive ways as well as the obvious ones - a shield of light or a bolt of darkness, for example. They operate as spies and assassins, if that helps.

Ceiling009
2008-04-17, 05:56 PM
Actually, overcoming DR is rather easy for fire and waterbenders. Fire is obvious, where all their forms, save a few all do fire damage. Waterbenders though, they have to up the DC by at least 5 to any form, and blast to get through DR, as all their damage can easily be converted in cold, or at least half damage to cold. The only ones that would have real problems would be earth and air benders, where they all seem to do bludgeoning or slashing damage. Actually, Airbenders have a form doing Sonic Damage... so now only earthbenders have a problem with DR. Until Lava Flows anyway, but that's rather high level. I guess they could be finagled to do Acid damage, earthbenders...

Acid Earth
Prerequisites: Earth Blast 2d6, Craft (Alchemy) 9
Benefit: As a free action, anytime you would use a form, or earth blast, you specifically choose a mixture of earth that becomes acidic to the touch, thus your forms and earth blast deal half their damage as acid.
Normal: earth blasts, and earth bender forms almost always deal physical damage.

Also, if I guess you had the metal bending seed... you could, with enough ranks in knowledge nature call up mercury, or other poisonous metals to hit people..

dman11235
2008-04-17, 06:04 PM
*points to energy resistance* Energy conversion is merely one way to overcome DR, and not a very good way at that. I'll be making an amulet (it will cost a decent amount) that gives certain forms an enhancement bonus. Also there will be a way to make it count as your alignment and ways to let it simulate a special material. That covers all DR except /-, which is a slightly overpowered weapon enhancement anyways. Personally, I prefer to not be made completely ineffectual by a second level spell plus some sort of DR. Righteous Might comes to mind. Firebenders get screwed. I'll try to find a way to make them not be in the face of a second level spell or a 5th level (is Energy Immunity 5th? I think it is).

Ceiling009
2008-04-17, 06:40 PM
I mean, at worst, you could just rule something like an Amulet of Natural Attack or whatever that is, to affect bending. And I think Feats would be the way to go to get lawful/chaos; good/evil, damage. Thought amulets would be okay.

dman11235
2008-04-17, 08:10 PM
See, the problem with the AoMF (DMG) is that it's way too limited and the problem with the NoNA is that it's not limited enough. This is not a natural attack, it is an amorphous element that cannot have anything cast on it to make it better. Natural attacks can. So it would have to be a more power magic than the NoNA, and thus it costs more. Also, the NoNA allows for weapon qualities to be put on the natural attacks, and stuff like Flaming is not very reasonable on waterbending. Though I guess you could make a case for most of them. But no, I don't think you should be able to have wounding tentacles. It would be like letting a warlock have flaming, wounding, and collision on his EB.

What I think will be on it is the ability to make it count as a special material and the ability to gain an enhancement bonus on attacks and damage. A feat will get you the alignment thing (there is precedence).

Ceiling009
2008-04-17, 09:42 PM
I could see wounding tentacles... especially if you cover them in minuscule ice shards... You know what... you could make some of the more plausible enchantments on weapons, like wounding and other things, but probably not like haste or anything that can't be hacked out with something more mundane work as feats, and simple addition to the base DC. Yet, for the actual enhancement; you would work like the shape shift druid variant; this might be a little too much for the class, as I don't think even the warlock has a way to actually make his eldritch blast a +1, but since the shapeshift druid really works on his shifts and natural attacks for the bulk of his combat damage, he gets a +1 enhancement to his natural attacks for every 4 levels of druid; which also let it bypass DR/magic. This should only apply to blasts and forms for the benders.

dman11235
2008-04-17, 09:55 PM
But the Warlock suffers from SR and is touch attacks and does not suffer from DR. The Warlock has ways to overcome SR (Namely caster level checks) but this has no way to overcome even the simplest of DR (DR/magic). And besides, how is it fair that a waterbender with VoPov has holy magic water whips while the rest can't possibly have it?

EDIT: Maybe take a page from the Soulknife and have a list of acceptable enhancements, with a clause that states that more can be added to the list with the DM's approval. Stuff like the energy enhancements are out, but stuff like wounding or collision are in?

EDIT 2: I've got the Originist done so I can devote my time to this for now. Expect the first mechanics to go up in the next couple of days for review. And hopefully soon we can get an adaptation piece into the master copy.

Ceiling009
2008-04-17, 11:22 PM
I'd be happy with that, an adaptation piece; but that would mean a few things like, my bloodbender's ability damage seeds would have to be upped to at least a d4 ability damage... but yes, I'd love to hash these classes out to be more viable in a more standard or different setting than the straight avatar verse.

dman11235
2008-04-18, 08:27 AM
Is your Bloodbender here or on the canon side?

Ceiling009
2008-04-18, 08:30 AM
It's in the non-canon side. I think it's on the second, third page of this thread.

dman11235
2008-04-18, 08:37 AM
At will ability damage? You're fine. Oh, and I'd limit it to just the physical abilities. The mentals are a little too powerful to damage at will like this. Also, note that not many poisons affect them, and the ones that do are quite powerful. You might want to add in an augment that allows for more damage though, at least in the adaptation.

Ceiling009
2008-04-18, 08:49 AM
It's an at will ability that requires a fort save... which makes them rather worthwhile against casters, but not against other things. Though I'll concede about just affecting physical; though I could see mental damage too, if you pull straight from the brain.

dman11235
2008-04-18, 09:01 AM
Yeah, that's why I said to add in an augment ability that makes the ability damage go up.

As for the brain part, I thought about it like that, but it gets too abusable: I pop one vessel in your brain. Not much, just enough to do 1 point of ability damage. You die.

Ceiling009
2008-04-18, 10:06 AM
then Augment feats it is! though putting everything into feats kinda messes with the bender, as they're feat starved, even when human. Either, way, adaption would take a bit work over all, as a lot of the things standard DnD classes take for granted don't quite work with benders; or there isn't a proper equivalent. Like buffs. There are no buffs save for items; not even the healing disciple has a way to buff things.

dman11235
2008-04-18, 02:48 PM
Why does this class have to be able to buff again? The Warmage doesn't buff, the Swordsage doesn't buff, the Barbarian doesn't buff, etc.

Ceiling009
2008-04-18, 04:44 PM
No, I'm mentioning in general; a lot of the things that comes standard in DnD, some of the tropes and the some of the tactics, and most importantly, items, have issues with the bending classes as is. The Warlock is actually the closest analog to the bender, with a standard blast and invocations, which the benders mirror (if look at version 1.0, they were in fact based on them); I just don't want them to turn into one trick ponies in a more standard setting; DnD already has a lot of those; and though these guys are versatile, they might be stretched too thin in terms of role.

dman11235
2008-04-18, 05:16 PM
I understand your concern. Well, my current project (Magic of Dmanum) is actually going to help me out a bit with the adaptation, due to a few similar problems it has. One of the seeds if used a certain way can mimic bending to a degree, so it suffers from the DR problem as well. I was able to work in an enhancement system, but it does need a material system as well.

That said, they still aren't going to be one-trick ponies, you guys did a really good job making them versatile enough to be able to do more than one style of fighting, while still retaining a general feel with each style: aggression with fire, defense with earth, tactics with water, and mobility with air.

dman11235
2008-04-20, 09:22 PM
Amulet of Bending Power
Price: 3,000 gp (+1); 12,000 gp (+2); 27,000 gp (+3); 48,000 gp (+4); 75,000 gp (+5)
Body Slot: throat
Caster Level: CL 5, or three times the enhancement bonus, which ever is higher.
Aura: faint transmutation
Activation: -
Weight: -
This golden amulet is inscribed with various symbols depicting bending forms

This amulet grants you an enhancement bonus of +1 to +5 on all bending attacks and damage, such as a Waterbender's Water Whip, according to the type.
prerequisites: Craft Wondrous Item, Greater Magic Weapon
cost to create: 1,500 gp, 120 xp, 3 days (+1); 6,000 gp, 480 xp, 12 days (+2); 13,500 gp, 1,080 xp, 27 days (+3); 24,000 gp, 1,920 xp, 48 days (+4); 37,500 gp, 3,000 xp, 75 days (+5)

Bracers of Adamant Bending
Price: 5,000 gp
Body Slot: arms
Caster Level: 9
Aura: Moderate Transmutation
Activation: -
Weight: 1 lbs
These adamantine bracers are featureless, but feel very sturdy

While wearing these braces, all of a bender's controlled mass is treated as adamantine for the purposes of damage reduction.
prerequisites: Craft Wondrous Item, Fabricate
cost to create: 2,500 gp, 200 xp, 5 days



I feel like the BoAB might need to cost more, but was hesitant, due to the Adamantine Mindblade Gauntlets only costing 2,000 gp. They do have to give up a +1 bonus to use it though. Then again, this doesn't ignore hardness. I'm thinking I may take a page from the Soulknife and have a couple bracers that can grant the bended masses weapon enchantments, but I'm a bit too tired right now to form totally coherent thoughts. Mull these two items over and see what you think. Oh, and I'll get to the class adaptation in the next three days sometime.

EDIT: Oh, and I may change the BoAB to just have it count as all special materials (even Mythral) for DR, but I haven't been able to think of a non-sucky name for it. And yes, that is the biggest roadblock, the name.

Gmmaster42
2008-04-21, 01:01 AM
First of all, I just want to say that I love this project! I love the show, and now I can start thinking about doing a campaign based on it. I have a of question though. Has anyone worked on the Dancing Dragon Firebending form? I didn't see it in the class description.

Mephibosheth
2008-04-21, 08:31 AM
Has anyone worked on the Dancing Dragon Firebending form? I didn't see it in the class description.

I don't think anything has been done to explicitly convert that form to the system. From what I remember, it doesn't seem to be anything substantially different that requires a new seed. It looks more like a training sequence than an actual seed. However, I could be totally wrong. Anyone who wants to is welcome to submit something, though it should probably go here (http://www.giantitp.com/forums/showthread.php?t=68630), since it's a canon form.

Thanks for the kind words! I'm glad you like the project.

Mephibosheth

dman11235
2008-04-21, 05:59 PM
Well, I don't think any adaptation needs to be done to the classes themselves after reading through them. Really, all that needed to be done has already been done. Wow, that was pretty easy. Still a couple more items are coming, and maybe I'll be able to figure out a non-sucky and non-taken name for the bracers to become.

Ninjalitude
2008-04-21, 10:34 PM
I made a glass-manipulation class a while ago, i'll repost it here.

"When will they learn?" Dirthal sighed, this was only the third time that he had broken into the house of His Royal Highness, and so far he was feeling bored, they still had fallen for the same old thing. Gullible guards, stabbable night watch and a pickable lock on the queens jewelry box. But as he stepped outside, he found what the king was really planning for him. "This should be interesting" he growled as he readied himself against a trio of the King's Elites. He appeared to be unarmed, so they swaggered up to him, confident that this should only take a few seconds, But then they saw the crystalline shell forming around him, and that was the last thing they ever saw...
Glassweaver
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Weaves

1st|
+0|
+0|
+2|
+0|Glassweave, Form Weapon/Armor, Glass blast 1d4 |1

2nd|
+1|
+0|
+3|
+0|Sneak attack +1d4|2

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

4th|
+3|
+1|
+4|
+1|Glass blast 2d4|3

5th|
+3|
+1|
+4|
+1|Tint, Glass ll, Sneak attack +2d4|3

6th|
+4|
+2|
+5|
+2|-|4

7th|
+5|
+2|
+5|
+2|-|4

8th|
+6/+1|
+2|
+6|
+2|Glass blast 3d4 ,Sneak attack +3d4|5

9th|
+6/+1|
+3|
+6|
+3|-|5

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

11th|
+8/+3|
+3|
+7|
+3|Sneak attack +4d4|6

12th|
+9/+4|
+4|
+8|
+4|Glass blast +4d4|7

13th|
+9/+4|
+4|
+8|
+4|-|7

14th|
+10/+5|
+4|
+9|
+4|Sneak attack +5d4|8

15th|
+11/+6/+1|
+5|
+9|
+5|Glass lV|8

16th|
+12/+7/+2|
+5|
+10|
+5|Glass blast 5d4|9

17th|
+12/+7/+2|
+5|
+10|
+5|Sneak attack +6d4|9

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

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

20th|
+15/+10/+5|
+6|
+12|
+6|Glass V, Sneak attack +7d4, Glass blast 6d4|11[/table]
Hit Dice: d6

Skills:The Glassweavers class skills are, Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Glassweave (Wis)

Skills at 1st level: (6+Int mod) x 4
Skill every level thereafter: 6+Int mod
Weapon and Armor Proficiencies: the Glassweaver is proficient with all light armors and with simple and martial weapons.

Glassweave: Part mystical talent and part hard trained skill, Glassweavers have mastered the ability to manipulate glass into deadly abilities. These abilities are what give the Glassweaver the power to kill.

DC:5 Glass blast:The first ability a Glassweaver learns is Glass blast. A blast deals piercing 1d4 damage at 1st level (dealing half damage to objects) and increases in power as the Glassweaveer gains levels, as shown above. A blast is a ranged attack, and a Glassweaver can use a number of blasts in one round equal to the number of iterative attacks he can make (as determined by his BAB). Precision based damage can be applied to the Glass blast.

DC:5 Manipulate
The most basic of the Weaves, manipulation involves simple movement or shaping of the three seeds of Glass.
Movement: The base DC is for moving a 5-foot cube of glass up to 5 ft/round in any direction. Adding another 5-foot cube of glass to a Weave increases the Glassweaving DC by +4 per cube, and moving the glass an additional 5 feet adds +2 to the DC. This use of the Weave is a move action.
Shaping: This Weave can also be used to manipulate the basic shape of glass, though it does not allow intricate detail. For example, creating an sculpture of a humanoid is possible, but making one of a specific person is not, and the sculpture comes out rough and bumpy; creating a sculpture of a specific race is also difficult, but telltale features (like an elf’s ears) could give it away. The base DC is for manipulating the shape of a Diminutive mass of glass; the save DC increases by +5 for every size category larger than Diminutive the sculpture is, and this changes to +10 for every size category larger than Large it is. This use of the Weave takes one full-round action, plus two more for every size category larger than Diminutive the sculpture is. By attempting a DC 15 Craft (sculpture) check a Glassweaver may add more detail to a sculpture. Individuals can be recognized in the sculpture.

Create Weapon/Armor: a Glassweaver can conjure a weapon of glass in the way a sculptor would sculpt a sword, except that it takes significantly less time, as a move action a Glassweaver can create a weapon that, while functions like a regular weapon for him, function like regular glass for others, and break on impact. Creating armor takes more time (full round acton) and it will break in one hit if used by anyone else

Glass: the basic power of the Glassweaver lies in (you guessed it) Glass, while a initiate Glassweaver's f;ass may be strong, it still isn't as powerful as a Master Glassweavers. The various abilities on the table above show how glass gains power over time.
Glass l: hardness of 5, 10 Hit Points per inch
Glass ll: hardness of 8, 15 Hit Points per inch, treat Weapons/Armor as +1
Glass lll: hardness of 10, 20 Hit Points per inch, treat Weapons/Armor as +2
Glass lV: hardness of 15, 30 Hit Points per inch, treat Weapons/Armor as +3
Glass V: hardness of 20, 40 Hit Points per inch, treat Weapons/Armor as +5

Tint: Glass is all about mimicry, so as the Glassweavers art progresses, he to learns to mimic other elements. By adding 2 to the DC of any damage-dealing Weave (including Glass blast) the Glassweaver may deal one extra die of energy damage.



Weaves

DC:10 Skate
As power in EPH

DC:10 Modular
By upping the DC of Glassweaving on Glass blast, you can change it into balls of glass (bludgeoning) or spinning shards (slashing).

DC:10 Shimmer
Standard action
By covering your body in a thin, reflective film of glass, you can refract light in ways that make you uncomfortable to look at. All attacks against you have a -2 penalty, this Weave lasts 3 rounds per level

DC:15 Slip
Standard action
As Grease except that instead of grease its a sheer layer of glass.

DC:15 Serrate
Full round action
By covering your weapon with tiny shards of glass, you can make its wounds bleed much more than normal. Each attack with the weapon you wield while this is in effect, deals one con damage. The person hit by a Serrated weapon is entitled to a fortitude save for no con damage.

DC:15 Flash
Standard action
By hurling a small glass bead at your opponents eyes, and having it burst before impact, you can blind your opponent temporarily. Your opponent must make a fortitude save or be Blinded for one round, add 5 to the DC of this and it will work for one additional round.

DC:15 Glass Spear
Full round action
By creating a large shard, honing the edges and putting more power into the launch, you can shoot a Glass blast from 250 feet away that deals +2d4 damage.

DC:15 Shard Spray
Standard action
You summon up a huge amount of light, piercing shards and by hurling them much in the same way you would hurl a Glass blast, you create a 15 foot cone of shards that deals your glass blast damage. The people inside the cone are entitled a reflex save for half damage.

DC:15 Glass blow
Standard action
By forming a sphere of glass, throwing it, and then detonating it at range, you can replicate the spell Fireball except it deals Glass Blast damage and the reflex save is equal to 10 + half your level + Wisdom modifier.

DC:20 Laceration
Standard action
By focussing on the edges and point of your Glass blast, you make it able to puncture deeper and make your target bleed more. This weave deals Glass blast damage plus one con damage

DC:20 OOOHH SHINIES(only half serious)
Standard action
You form a prismatic ball of glass that automatically captures the attention of anyone viewing it (it is human instinct after all). you form his ball of glass somewhere within 30 feet of you, any person not currently in combat or any other life-threatening situation (DM's discretion) must make a will save or automatically group around the shiny with any other people who may have failed their will saves. Lasts 1d4 rounds.

DC:20 Fragile barrier
Treat as Wall of Ice except instead of ice substitute glass.

DC:20 Glass body
Full round action
Your soul is a vessel of Glass, why should your body be any different? By filling your veins with glass you can become a creature of your element for a limited time. You gain hardness 5 and immunity to precision based damage, but you also suffer a -10 penalty to speed and -4 armor check penalty. This lasts 1d4+1 rounds

DC:25 Burrowing bonds
As power in Complete psionic

DC:30 Crystal Field
Full round action
By filling the air in a 30 foot sphere around you with spinning glass shards you create a field of hanging doom. Anyone who moves within the Field takes your Glass blast damage for every five feet moved, anyone who stays stationary takes your glass blast damage only once. the field ends on the end of your next turn, but by spending another full round action you can keep the field up.

DC:35 Fragile Juggernaut
Full round action
By covering yourself with a spiked shell of glass and launching yourself forward you can carve a 100 foot swathe of destruction in your enemies ranks. You launch yourself in a 100 foot line and each person in that line takes 8d6 damage and is immediately pushed to your left or right, they can make a reflex save for half damage. By adding 2 to the DC of this Weave you can have it deal an extra 1d6 damage

DC:35 Flashbang
standard action
By sending an explosion of glass dust and refracted light you can blind everyone within a 30 foot radius. This explosion stuns them for one round and blinds them for 1d4+1 rounds afterwards. they can make a Fortitude save to negate the stun and only be blinded for one round.

Well thats my class. Comments? Critiques?

dman11235
2008-04-21, 10:38 PM
Why didn't you just link to your glass bender? It would have saved you a bit of grief. Besides, this doesn't exactly use the mechanics of the bending classes. I'll get to it in the next couple of days.

EDIT: Something you might want to point out is the fact that some feats are the same as some PHB feats (Stunning Fist) but with different prereqs. Point out that they should change.

Darkbane
2008-04-22, 04:19 PM
The prereqs of Stunning Fist were changed with the intention of making the feat more useful to non-monks.

Gmmaster42
2008-04-30, 08:29 PM
I was told bring this up here in the Non-Canon thread. What about bypassing DR? In a more normal setting, tons of monsters have DR, wouldn't that put benders at a rather large disadvantage if their bending didn't bypass it? Perhaps they could be considered energy damage of some kind?

dman11235
2008-04-30, 08:59 PM
Read a few posts up, one of mine. I have taken charge of the adaptation bit, and created two items.

Oh, and I thought I already addressed this, but I realize that about the feats like SF. But in a normal campaign, they should probably stay where they are in the PHB, unless you houserule.

Ceiling009
2008-04-30, 11:00 PM
Hey, anyone want to either make a page, or an accompanying page of some sort to summarize a lot of the Non-canon content? A place where, for those who want to adapt the benders and the like (kinda like a tome of bending) to a more standardized setting, at least as a resource instead of hashing through 5 pages?

dman11235
2008-04-30, 11:30 PM
I'll do it. That's what I took on when I said I would. Just let's get the actual stuff down first. We need to settle the fire bender issues first.

EDIT: Do you want it to be a new thread?

Ceiling009
2008-05-01, 12:51 AM
Nah, since this one is here, but a lot of the non-canon stuff does need to be at least centralized.

dman11235
2008-05-02, 10:45 PM
The first post would be the logical slot, but that's taken. And I don't want to pile more on Meph.

Anyways, onto the feats from the other thread.

It was brought up that some feats to emulate weapon abilities like Keen and Vorpal are desired. I agree with their addition. However, I believe that the keen and vorpal ones (at least vorpal) should be epic feats. Ready...debate!

The feats Keen Strike and Vorpal Strike are epic feats for monks. I say we use that as precedence.

Also, I do not believe it would be fairly balanced to allow just any weapon enhancement. I mean, a warlock's Eldritch Blast can't have it, so why should this? This is however in dire need of some way to overcome DR, hence the items I posted earlier. And since most bending elements are solid weapons, certain enhancements (Keen and Vorpal specifically) would be acceptable. And since the classes are hardly feat starved at all, more choice with feat selection is a good thing. Especially at epic levels, there are currently no epic feats, and that needs to change.

Ceiling009
2008-05-02, 11:50 PM
Well... oddly enough, it's a lot simpler to actually get Keen, and maybe Vorpal as non-epic feats, or at least buyable even on unarmed damage... with an amulet, and umm the feat from PHBII that allows a monk to change out his unarmed strike damage to any physical type, and not just bludgeoning. The monk can then theoretically get keen hands...

But...

That's some rather loose rules leaning I think... I do think abilities like Vorpal, Brilliant, and other ummm outlandish enhancements could not be viable as non-epic feats... but as Epic feats, fine I guess.

Wounding Blast [General]
Prerequisite: Base Attack Bonus +4, Knowledge (Bending) 9 ranks, Point Blank Blast
Benefit: Blasts, forms combined with blast gain the wounding the property. Adding this property to a blast or form increases the base DC by 10.

Keen Strike [General]
Prerequisite: Base Attack Bonus +8, Knowledge (Bending) 15 ranks, Point Blank Blast
Benefit: Blasts, forms combined with blasts double their critical range. Adding this property to a blast or form increases the base DC by 15.

As for Epic Feats... I have no idea how that works... I never play Epic Games... and these are just ideas for things...

Edit: Forgot about Ki Focus;

Ki Channeled Strike [General]
Prerequisite: Base Attack Bonus +6, Knowledge (Bending) 12 ranks, Point Blank Blast, Stunning Fist
Benefit: Blasts, forms combined with blast, can channel ki special attacks. Adding this property to a blast or form increases the base DC by 10.

I also ran a game once with benders, and they fared terrible against ghosts, due to lack of ghost touch, and most were terrible with any real weapons... Do you think ghost touch could be a feat or an item?

dman11235
2008-05-03, 10:02 AM
Well, with my item the bending is now magical so they can now strike ghosts, but maybe as adaptation they get the Fist of the Forest's Untamed Strike sort of deal with their unarmed strikes? Basically, it's Ki Strike (magic), but it only counts as magic for striking incorporeal instead of DR.

And epic feats work just like normal feats, except you can't take them until after ECL 20 and they are typically (well, supposed to always be) better than non-epic feats. Doesn't stop most of them from sucking like none other (dire charge? Sure, my level 1 barbarian can do that even on other rounds than the first).

For weapon feats, I think having too many is a bad thing, that will feat starve the class. Wounding may be a little bit of a push. But I can see it, so it stays. I really like that you tied it into the mechanic, good job. I'll go over more options later.

dman11235
2008-05-23, 02:41 PM
Something that came to my attention, over in the canon thread, the healing bit for the waterbender is not powerful at all out of canon setting. I propose no limit to the healing per day for the adaptation. Reasons: there's a multitude of ways to get infinite healing anyways, and the restriction seems silly to me. And without this, that seed is a little lackluster compared to others.

jagadaishio
2008-05-23, 03:38 PM
I've decided to make a mundane fighter type class based off of the bender system. They would have some sort of a battle skill which would be used to access seeds which would allow for extraordinary things that they could do with their bodies. I was inspired by the scene in the Boiling Rock when Suki sprinted over the heads of the crowd, scaled a wall, caught a bar with her ankles, and continued to run up the wall. I just think that some sort of a Battle Technique bender-based class would perfect for this.

My question is if any of you want to recommend things for seeds while I'm making it.

Guyr Adamantine
2008-05-23, 04:00 PM
Stuff

I don't wanna burst your bubble, but isn't that ''awesome battle technique'' is simply high tumble, climb and jump skill checks?

I suggest you read the Book of Iron Might, it contains rules for skill stunts, which are exactly what you're looking for.

Ceiling009
2008-05-23, 04:23 PM
Personally, even in a Canon game, I think Healing Water shouldn't be limited, but rather have a Fort Save for the healer, which get progressively higher with each use; or go by standard rules, and instead of +4 per additional use after your "allotted" uses, make it +1 and with no option not to overbend; as in, if you fail the DC you're automatically fatigued, then exhausted, then unconscious. It's a much more I think flavorful and more in sync with the verse anyway.

Also, about the feat starved condition, I'm using Pathfinder as my 3.5 replacement, so classes are less feat starved due to the classes getting a feat every odd level. I also say that Benders should get an extra feat at second and sixth, kinda like monks.

Well, the awesome maneuvers seeds can be feats, which now can scale, since they're seeds, and some real nice debuffing; think of Ty Lee.

dman11235
2008-05-23, 06:26 PM
How are you people getting the benders feat starved? I'm playing one gestalt and I ran out of feats to take. I took three luck feats you see, because I had noting better to do. Granted, they were really good luck feats (lucky start, unbelievable luck, and survivor's luck), but still.

I'm in agree-ance that those awesome feats are just epic balance, climb, tumble, and jump checks. And not even high epic, just really high DCs. Maybe even some ToB thrown in for some maneuvers that aid in skill checks like that (I'm sure there's some).

Having not played in a canon setting, I can't say much on the balance of it in canon. I can say that out of canon, it will be looked over without a thought if it's not unlimited. It'll be always taken if it is unlimited though. This is not a bad thing, per se, it just means that everyone will have it out of canon and the parties will go into every battle fully healed.

Guyr Adamantine
2008-05-23, 06:31 PM
Ditto about the ''feat-starved nonsense''. Why is it even on the table?

Ceiling009
2008-05-23, 08:25 PM
It was mentioned in the bending thread about feats for things, namely the thing about Firekick and Firestorm being together, and feat being needed to make it work. I was okay with that. I didn't like the penalty; I'd rather use a feat. But yes, they're not quite feat starved, but there a few feats which any semi-optimized Bender will probably have. Also, on Waterwhip...

dman11235
2008-05-23, 09:21 PM
??? Skill Focus (bending). Done! Now, why are they feat starved again? I can't think of anything else they NEED. I can think of a bunch of feats that are useful, but that indicates feat hunger, which is a good thing. It means that you don't sit around thinking "I could take improved toughness, Improved initiative, but then what?", and you don't struggle to make your character work right (low level monks...).

And what about water whip?

Ceiling009
2008-05-24, 10:03 AM
What would you propose for Water Whip? Also, I think, a good bender would probably have apart from focus, also Focused Bending, plus some other bending feats.

dman11235
2008-05-24, 12:24 PM
I already proposed the whole threaten an area and don't provoke for using bits.

As for the feats: are those necessary? Or are those nice? There's a distinction. One of them makes for a feat starved class, the other makes for a feat starved build.

dman11235
2008-05-28, 09:16 PM
Okay, from the other thread, and I'm not sure if it's even settled whether this should be canon or not (I think it probably is, most others don't think so), waterbenders.

Waterwhip is pretty useless, either use Ice Shards to have a whip that deals more damage and is otherwise the same or use Tentacle for battlefield control. They both do the jobs better. I proposed that it be wis based attack since you don't actually hold it (see Single Water Whip), that it threaten an area, and that it gain the boosts to trip and disarm as normal. Ice Shards I propose lowering to Water Weapon or something else like that, letting you create a weapon of water, and increase the bending DC using Melt/Freeze to make it ice if you want. Keeping the other things too, somehow. What say you.

Ceiling009
2008-05-28, 09:33 PM
As far as I'm concerned about Water Whip, it should be a sub setting of Ice Shards, or even tentacle. Since in fact you add up blast, tentacle, and ice shards to do some really nasty damage. It would seem that tentacle is really the more type thing that Water Whip should be under, since tentacle can threaten and all that jazz.

dman11235
2008-05-28, 09:41 PM
Any word on the creation of a section for non-canon adaptations?

I'm just miffed that the current Water Whip doesn't do anything that either Ice Shards or Tentacles couldn't do better. Though I think a seed that allows the bender to threaten an area (this is very different from tentacle) and use the whip of water (water whip) could be very nifty. I currently don't see how something like this is possible. Though if anything, a subset of tentacle. Yeah, that works. It's tentacle-y.

Ceiling009
2008-05-28, 10:24 PM
I've been with the project a while, and I really think most of them don't really care about the non-canon applications. It's more or less up to someone else to institute a non-canon section to even be handed over. And really, I think a lot the main heads really dis like non-canon applications, that's how I feel about it anyway.

dman11235
2008-05-28, 10:39 PM
You don't like the non-canon applications? What, do you people think that this system should be restricted to this setting and this setting only? It's not changing the flavor, it's changing the mechanics so they work better in a normal campaign.

Ceiling009
2008-05-29, 09:29 AM
No, I push for non-canon, and at least extrapolate some of the more non-canon canon-y stuff, like my blood bender. I'd like the canon stuff to be more easily modable to fit within any campaign. But it feels that it's a lot harder for this to be a little more acceptable. I'd like a collection and a complete adaptation guidelines for allowing Benders, and even the Avatar Template to make it into a game with Wizards and Dragons.

TempesT
2008-10-21, 08:04 PM
Hi. Right now im playing a 3.5 D&D game and im trying to make it suitable for
the D&D setting. Mostly to make a balanced bending system so that the bending classes dont become overly powerful.

So far I've come up with close to nothing.

What do you think?

Mephibosheth
2008-10-22, 09:57 AM
Hi. Right now im playing a 3.5 D&D game and im trying to make it suitable for
the D&D setting. Mostly to make a balanced bending system so that the bending classes dont become overly powerful.

So far I've come up with close to nothing.

What do you think?

I think the version 1.0 bending classes should be more-or-less ok to use in a standard D&D game. They were balanced against the warlock (intentionally a little stronger, if I remember correctly) and don't have quite the potential for abuse that the version 2.0 classes are open to.

On the version 2.0 classes, I think the main concern was using magic items to pump bending checks to astronomic levels and allow low-level benders to use more powerful seeds. If you (or your DM) is careful, you should be able to avoid this.

Ultimately, the version 2.0 classes rely heavily on player/DM cooperation as a function of their design. As long as the players don't try to break the system and as long as DM's are wary, there shouldn't be too many problems.

It's been a long time since I've read through this thread, so there may very well be some good ideas posted here. I seem to remember Dman working on some adaptation stuff. You might also want to try sending a PM to AstralFire. I think he's been involved in an offshoot project with the goal of making the classes easier to adapt to a non-avatar game.

Hope that helps.

Mephibosheth

nony2000
2008-10-23, 03:16 PM
I didn’t read it all but I did see that benders get improved unarmed strike. I don’t think all benders should have it, I think they should be denied the ability to use weapons and therefore unarmed strike would be a good feet to take for cases they cant bend.
The first time I see a bender class that doesn't suck (yet :smallwink:).

Pirate_King
2008-10-23, 06:26 PM
I didn’t read it all but I did see that benders get improved unarmed strike. I don’t think all benders should have it, I think they should be denied the ability to use weapons and therefore unarmed strike would be a good feet to take for cases they cant bend.
The first time I see a bender class that doesn't suck (yet :smallwink:).

um. All forms of bending are based on martial arts. Not giving them improved unarmed strike makes no sense at all.

TempesT
2008-11-03, 05:45 PM
ya ill have to agree

benders need the improved unarmed strike,more so for fluf.

Daystar50
2008-11-08, 04:00 PM
I had an Idea that has been stumping me for the longest time. It could be argued that there are five elements, water, air, fire, earth, and the lack of these four, void. now my idea was to make a void bender, but I haven't any idea of where to begin. any help, ideas, or even fluff would be cool.

Vagrant Lustoid
2008-11-08, 10:32 PM
To be fair, the fifth element has been described in many ways: void, quintessence, aether and even heart (if you're a fan of Captain Planet, anyway). So any one of those could make viable bending skills. However, I think Energybending basically covers this, or it's intended to be the fifth element anyway.

However, I would like to see a non-canon Energybender class drawn up, that utilises mostly mental and spiritual effects rather than physical effects. I imagine the character as more of a buffer/anti-buffer character that can enhance its own and other benders' stats, or else impede them and deal attribute damage or the like. I suppose in a way you could draw a lot from the psionic classes for construction of an Energybender, but I have no idea where to begin.

Pirate_King
2008-11-09, 12:08 PM
hmm... "void" sounds a bit negative, but the ether-spirit-energy bender actually makes sense in canon, for those of you who have seen the finale of the show. I know this is non-canon thread, but you might look to the spiritual aspect of the series and the stuff presented in the finale for direction here.


The true mind can weather all lies and illusions without being lost. The true heart can touch the poison of hatred without being harmed. From beginningless time, darkness thrives in the void, but always yields to purifying light...To bend the energy of another, your own spirit must be unbendable http://images1.wikia.nocookie.net/avatar/images/thumb/7/7c/Energybending.png/300px-Energybending.png
more here (http://avatar.wikia.com/wiki/Energybending)

Tydorei
2008-11-11, 01:19 AM
I am just some random person who stumbled in somehow... but I decided my 2 cents on energy bending can't do any harm...

Maybe someone who is good at energy bending can have abilities as follows.

Since the turtle said something about lies and illusions and the mind. Perhaps energy benders can manipulate peoples senses somehow... Like wise they can see past fellow energy benders manipulations... (Though I don't see what exactly are they bending...)

Or maybe since the turtle said something about manipulating the bodies energy they are glorified monks... like dragonball z characters. able to make themselves stronger, faster, fly, make chi blats. Though this would just make them better fire benders...

I hope nothing i said was said before, and sorry for adding my useless tidbits...

Daystar50
2008-11-25, 03:01 AM
actually by "void" I meant "vacuum" or empty of everything. not any kind of energy. cool ideas though.

Vagrant Lustoid
2008-11-27, 06:41 AM
You can't bend nothing though...

Daystar50
2008-11-29, 02:11 AM
and that is the problem with the idea.:smalleek:

felinoel
2009-05-23, 04:06 AM
You can't bend nothing though...

You can't? Why not?

Eighth_Seraph
2009-05-23, 02:44 PM
I do believe that this thread has been raised from the dead. With that in mind, I have a question for those that may be reliving the good ol' days of the Avatar project. I've been reworking the bending classes, starting with the firebender; streamlining abilities, simplifying texts, etc.

Would y'all be interested in picking up where we left off?

The Rose Dragon
2009-05-23, 02:46 PM
I was never a part of the project before, but I can join in.

felinoel
2009-05-23, 02:59 PM
I do believe that this thread has been raised from the dead. With that in mind, I have a question for those that may be reliving the good ol' days of the Avatar project. I've been reworking the bending classes, starting with the firebender; streamlining abilities, simplifying texts, etc.

Would y'all be interested in picking up where we left off?

I would love to, but I have to get my life in order with a career starting and such, just graduated from college...

Vadin
2009-05-23, 03:08 PM
I'd be interested in seeing where you've taken the project, Seraph. You've always got high-quality work that everyone enjoys.

Eighth_Seraph
2009-05-23, 03:36 PM
Great! This is more than we started with the first time around, which is encouraging. Some ground rules, though:
The project died for a while because voting was difficult to handle, and everything was voted upon. I'm thinking that there will be rather less voting than before, though comments and suggestions on how to improve entries will be taken very seriously.
I spent far too much time on GitP the first time around, sometimes skipping church or missing sleep to get editing done. Not so now, since priorities must be kept in order. My contributions may be less frequent than they were before.
If you have any potentially awesome ideas, post 'em in the appropriate thread. We'd love to hear them.

And with that let's get thing started. I'll be posting a new thread for the Firebender in the immediate future.

The Rose Dragon
2009-05-23, 03:51 PM
Are we considering a Unisystem conversion as well? While the original was d20 only, it would be cool to have rules for Unisystem.

Eighth_Seraph
2009-05-23, 04:36 PM
I don't know a thing about Unisystem. I know next to nothing about d20 that isn't D&D, actually. Anywho, the firebender's up. Lemme know what you think of some of the changes, or whether you can identify what the changes are.

The Rose Dragon
2009-05-23, 04:38 PM
Unisystem doesn't use a single d20, actually.

Eighth_Seraph
2009-05-23, 04:51 PM
If you can get support for it, we could make that a branch of the project, I suppose.

Anywho, the Firebending skill, the Firebender, and several Firebending feats can be found here (http://www.giantitp.com/forums/showthread.php?p=6142208#post6142208) for any interested.