Eighth_Seraph
2008-06-20, 12:37 PM
Avatar D20 - Bending Forms Compendium
Related Threads
Bending and Base Classes (http://www.giantitp.com/forums/showthread.php?t=68630)
Project Main Hub (http://www.giantitp.com/forums/showthread.php?t=67493)
Premise
Alright, I'm sure some of us remember the original Forms Compendium thread and all the cool stuff and unorthodox stuff that we did with the bending system over there. Well, this thread has a slightly different purpose. What we want to do here is make what will eventually become a bender's equivalent to a 3e spell list, or a 4e class powers list. I'd like to make a warehouse full of sample forms for a bender to choose from. Simple forms generally, one, two, or three seeds used; with a target level for usage. For example, I'd like at least ten basic forms doable from second to fifth level for each of the bending disciplines. Overambitious? Probably. But so was this whole project. Let's get to it, then, shall we? First the basics.
Creating Forms:
The bending arts are based around fully understanding the possibilities and applications of their respective elements . As such, creative use of the element is important to the application of the art. Using a single seed to make a form is often very useful or powerful in its own right, and can continue to be so at later level by advancing the seed’s effects.
However, in situations when two of the bender’s known seeds are compatible with each other, they can be executed simultaneously or in conjunction with the bender’s other abilities. Doing so uses the bending time of the longest seed and uses the seeds’ combined Bending DCs +4 for each seed past the first. For example, a waterbender could combine her blast with some thrown Ice Shards, dealing her blast damage+2d4 (or more, if the Waterbending check allows for additional shards) as a standard action. The Waterbending DC for this would be 19 (5 for Blast, +10 for the Ice Shards, and +4 for combining them).
The effects of a form do not necessarily have to use the statistics of the component seeds. Because of the amount of description and fluff used in this setting, a form may use the fluff of a seed to do something not even mentioned in the seed's description. However, these forms should be rare and must make use of common sense to ensure that the effect is possible and reasonable.
Form Format
Forms generally have a pretty loose format that looks like this:
Form Name (Target level for usage)
Seed 1 + Seed 2 + any special factors = Bending DC #
Fluff and verbal description of form
Mechanical description of form.
This thread is also for the purpose of critiquing and refining the forms posted. There's a list below of all forms posted, which I'll update as often as possible. Let's get started, then!
Related Threads
Bending and Base Classes (http://www.giantitp.com/forums/showthread.php?t=68630)
Project Main Hub (http://www.giantitp.com/forums/showthread.php?t=67493)
Premise
Alright, I'm sure some of us remember the original Forms Compendium thread and all the cool stuff and unorthodox stuff that we did with the bending system over there. Well, this thread has a slightly different purpose. What we want to do here is make what will eventually become a bender's equivalent to a 3e spell list, or a 4e class powers list. I'd like to make a warehouse full of sample forms for a bender to choose from. Simple forms generally, one, two, or three seeds used; with a target level for usage. For example, I'd like at least ten basic forms doable from second to fifth level for each of the bending disciplines. Overambitious? Probably. But so was this whole project. Let's get to it, then, shall we? First the basics.
Creating Forms:
The bending arts are based around fully understanding the possibilities and applications of their respective elements . As such, creative use of the element is important to the application of the art. Using a single seed to make a form is often very useful or powerful in its own right, and can continue to be so at later level by advancing the seed’s effects.
However, in situations when two of the bender’s known seeds are compatible with each other, they can be executed simultaneously or in conjunction with the bender’s other abilities. Doing so uses the bending time of the longest seed and uses the seeds’ combined Bending DCs +4 for each seed past the first. For example, a waterbender could combine her blast with some thrown Ice Shards, dealing her blast damage+2d4 (or more, if the Waterbending check allows for additional shards) as a standard action. The Waterbending DC for this would be 19 (5 for Blast, +10 for the Ice Shards, and +4 for combining them).
The effects of a form do not necessarily have to use the statistics of the component seeds. Because of the amount of description and fluff used in this setting, a form may use the fluff of a seed to do something not even mentioned in the seed's description. However, these forms should be rare and must make use of common sense to ensure that the effect is possible and reasonable.
Form Format
Forms generally have a pretty loose format that looks like this:
Form Name (Target level for usage)
Seed 1 + Seed 2 + any special factors = Bending DC #
Fluff and verbal description of form
Mechanical description of form.
This thread is also for the purpose of critiquing and refining the forms posted. There's a list below of all forms posted, which I'll update as often as possible. Let's get started, then!