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AstralFire
2008-07-23, 12:40 PM
Meh, this post is currently useless.

Eighth_Seraph
2008-07-23, 12:54 PM
I like the defining of the size of a flame controlled by Play with Fire, but the function to quench flames was intentionally left out of the original write-up. It's one of the reasons that the Intensity seed is worth taking. I think we should take this discussion back to the main thread before you make anything for Flair. I, naturally, think that having different fighting styles for benders is a great idea, but I have no idea how to represent it, and it would be frustratingly complicated to play.

If the project thinks that the generally idea of different bending styles within each class is worth making, though, then I suppose we'll get on that.

AstralFire
2008-07-23, 07:02 PM
Empty post now reserved for me to put more notes to self in.

Eighth_Seraph
2008-07-23, 10:05 PM
Which seeds were changed, and how? I'd rather not have to sort through all of this.

AstralFire
2008-07-25, 10:49 AM
More random scrap, ignore it.

1) I have listed Air Blast damage progression on the class chart. Air Blast still only deals its nonlethal blud damage when causing a collision (would it work to deal pummeling damage from above into the ground? If not, could you pummel someone multiple times a round against the same object, since they're already against that object too?) but the original damage progression - CL/5 - causes there to either be no damage increase at level 5 or the air blast deals no damage until level 5. Therefore, I propose altering it to deal 1d6, +1d6/6CL. You still end up with +4d6 at level 20.
2) Does the Airbender also lose his Wisdom modifier to Armor Class if he wears armor?
3) Air Blast - I hit it with the 60 ft. nerf.
4) Same for Hand of Air.
5) Body Burst - just for consistency, it's tagged as a Bull Rush that can go no further than five feet.
6) Minor rewording for Particles' primary effect.
7) General stuff, I pulled out every instance of "Jump not limited by height" since that hasn't been the case since 3.0.
8) Airbender's Leap got folded into Run Like the Wind to match Firebender's Leap and Burning Rush.
9) On the Walls seems more like a class feature than a seed, especially with a non-scaling, low DC. It doesn't have an activation time and is a passive effect. I've added it as a class feature beginning at level 6.
10) Air Thrust given an attack roll and action time.
11) Palm Bow uses Wisdom rather than class level as length. I think class level should try to be avoided as part of the seed, since multiclass already takes enough of a comparative hit.
12) Air Scooter has been clarified and given a Balance check if struck.
13) Sustained Gusts is Wis modifier instead of class level as well.
14) I removed the bit about Twinkletoes increasing DC every round since, at DC 10, it will take approximately 10-15 consecutive rounds for a level 5 bender to begin having issues maintaining it.
15) Air Scythe is a template that deals damage as though the airbender had knocked a target into a wall, and bypasses damage reduction. However, it loses the ability to perform knockback.
16) Four Winds had the number of turns you can make reduce by a bit. That's a pretty powerful ability.
17) Tornado's name changed to 'Twister' to reduce confusion with the wind effect (which is very powerful). Damage amped up a bit.
18) Stormwind changed to "Control Winds" and broadened similar to Manipulate Fire.
19) I did some checking around and I can't recall the Air Shield getting used outside of the Avatar State. It's also an extremely powerful denying ability, so the DC got cranked up and it's not quite so impenetrable now. The airbender could conceivably begin attacking through it at a DC of 75 (possible in the Avatar State), quickening it sufficiently to use an air blast.
20) Levitate seemed to express a flight speed, so I gave it one that corresponded with its numbers.
21) Due to that, I cut Hover from Air Shield.

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

1st|+0|+0|+2|+2|Air Blast +1d6, Wind Shaping, Body of Air|+0|1|+4

2nd|+1|+0|+3|+3|Deflect Attack|+0|2|+4

3rd|+2|+1|+3|+3|Evasion, Improved Unarmed Strike|+0|2|+5

4th|+3|+1|+4|+4|Fly (30 ft/poor)|+1|3|+5

5th|+3|+1|+4|+4||+1|3|+5

6th|+4|+2|+5|+5|On the Walls|+1|4|+6

7th|+5|+2|+5|+5|Air Blast +2d6|+1|4|+6

8th|+6/+1|+2|+6|+6|Fly (40 ft/poor)|+2|5|+6

9th|+6/+1|+3|+6|+6||+2|5|+7

10th|+7/+2|+3|+7|+7|Improved Evasion|+2|6|+7

11th|+8/+3|+3|+7|+7||+2|6|+7

12th|+9/+4|+4|+8|+8|Fly (50 ft/average)|+3|7|+8

13th|+9/+4|+4|+8|+8|Air Blast +3d6|+3|7|+8

14th|+10/+5|+4|+9|+9||+3|8|+8

15th|+11/+6|+5|+9|+9||+3|8|+9

16th|+12/+7/+2|+5|+10|+10|Fly (60 ft/average)|+4|9|+9

17th|+12/+7/+2|+5|+10|+10||+4|9|+9

18th|+13/+8/+3|+6|+11|+11||+4|10|+10

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

20th|+15/+10/+5|+6|+12|+12|Air Blast +4d6, Fly (70 ft/good)|+5|11|+10[/table]


Class Features

Weapon and Armor Proficiency – An airbender is proficient with all simple weapons and warfans. Airbenders are not proficient with any armor or shields.

Air Blast
Base DC: 5
The first offensive ability an airbender learns is to focus air currents around himself into a quick stream, forcefully pushing objects in its path. An Air Blast is a ranged attack that originates in the airbender's square, and an airbender can use as many Air Blasts in a full-round attack as his base attack bonus allows.

If a creature is struck by an Air Blast, it resolves as a bull rush attempt, with the airbender’s Airbending check opposed by the target’s Strength or Dexterity check (whichever is greater). The bender is not limited by their movement speed, nor do they fall prone if they fail to beat the opponent's check result. Additionally, creatures successfully blasted by an Air Blast must make a Reflex save or be knocked prone at the end of the blast. Creatures blasted into a solid object (a wall, large rock, cliff face, or similar massive object) take 1d6 points of nonlethal bludgeoning damage. This damage increases by 1d6 every six levels as shown on the table.

An airbender can also affect objects weighing 5 pounds per level with his Air Blasts (this weight limit does not affect the ability of an airbender to bull rush a creature with his Air Blasts). An airbender can hurl an object with a maximum range of 60 ft. Weapons hurled by an Air Blast deal their standard damage and do not benefit from bonuses to damage from a high Strength score or weapon-based feats. Hard, dense objects hurled by an Air Blast deal 1d6 points of bludgeoning damage for every 25 pounds of weight (minimum 1d6, even for objects weighing less than 25 lbs). Less dangerous objects deal 1 point of bludgeoning damage for every 25 pounds of weight. The airbender must succeed on a ranged attack roll to hit a creature with a projectile in this manner.

Body of Air - As an airbender begins to subconsciously manipulate the air around himself, his motions become far quicker and easier for him to control, baffling others around him. Alternatively, an airbender can cause small air currents to support his body as if he were far lighter than he actually is. An airbender gains a bending bonus towards any Climb, Tumble, and Jump checks equal to half his airbender level.

Wind Shaping
Base DC: 5
With minor effort an airbender may bend the air around him to create simple, pragmatic effects.
• Body Burst: The airbender may force the air around his body to rush away from him and push small things away, be they circling insects, dirt and mud on his clothes, or annoying lemurs. As a full-round action that does not provoke attacks of opportunity, the airbender may make a bull rush attempt against all creatures and objects in a 5-ft radius around him, with the airbender’s Airbending check opposed by the target’s Strength or Dexterity check (whichever is greater). If the airbender succeeds, he may move affected objects and creatures 5 feet away (but no further.)

• Hand of Air: A technique of convenience, the airbender learns to move objects by manipulating the air pressure and wind currents around an object. As a move action that provokes attacks of opportunity, the airbender may lift any unattended object within 60 feet that weighs 5 lbs. or less. This object may be moved anywhere within the airbender's range. Objects shaped so as to catch air (such as an airtight bag) may grant a +5 circumstance bonus to this check, and objects specifically designed to be transported in this way halve the DC of Airbending checks used to move them. This object does not travel fast enough to cause damage. This may also be used to simply blow small amounts of air over and around objects, such as to perform minor acts of mischief or to cool hot food.

For every 5 points the airbender exceeds the Base DC, the maximum weight an airbender can manipulate with this ability increases by 5 lbs.

Deflect Attack - Early in their training, airbenders learn to block or deflect attacks directed at them and their companions. As an immediate action, the airbender may make an opposed attack roll to deflect a single ranged attack that would otherwise strike him or an ally within 30 feet. The airbender may choose to deflect an attack after they have found out the result of the attack roll.

Additionally, an airbender has the option of reserving iterative attacks in order to gain more Deflect Attack attempts. Whenever he makes a full-round attack, an airbender may choose to forego any number of his iterative attacks, gaining a number of additional Deflect Attack attempts equal to the number of attacks the firebender reserved. The airbender's number of Deflect attempts is limited solely by his extra attacks granted by Base Attack Bonus. Additional attacks, such as those rewarded by Firestorm, Flurry of Blows, or Haste cannot be used to deflect attacks. Deflect Attack attempts past the first do not require further immediate actions, and can be used any time during the round, even when it is not the airbender's turn. All Deflect Attack rolls are subject to the same bonuses and penalties as a standard ranged attack roll, including the usual penalty to iterative attacks.

This ability cannot be used when the airbender is caught flat-footed.

On the Walls - By manipulating small currents of air around him, an airbender can support his own weight even against the force of gravity. Beginning at 6th level, on any turn in which an airbender moves at least 60 feet, he may run on a vertical surface, such as a wall or pillar, at no penalty; even straight up. An airbender must remain moving as he does this, and stopping for any reason causes the airbender to fall to the ground as normal. Use of the Spring Attack feat to move before and after an attack could allow an airbender to attack while moving on a vertical surface, with other exceptions subject to DM approval.


Airbending Seeds

Particles
Base DC: 10
By kicking up small particles of dust and sand into the air, an airbender can obscure vision and blind opponents.
• Dust cloud: An airbender may make a 10-ft radius hemisphere of dust anywhere within 60 feet. The cloud obscures all sight, including darkvision, beyond 5 feet. An affected creature within 5 feet of an attacker has concealment (attacks have a 20% miss chance); creatures farther away gain total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. Increasing the radius of the cloud adds +5 to the Airbending DC per 5-foot increase. This seed does not work unless there’s a generous supply of sand or similar material in the affected area, and does not work underwater.

• Blind: By aiming a spray of sand or dust at an opponent’s eyes, an airbender can try to temporarily blind the creature. The airbender makes a ranged touch attack, 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.

Run as the Wind
Base DC: 10
Among the most frustrating of airbender qualities is the near-impossibility to pin them down.
• Burst of Speed: By creating air currents in front of and around him, an airbender can reduce his wind resistance and accelerate his running. The bender increases his base land speed by 5 feet and Jump skill check by +5 (these are circumstance bonuses). This does not give the bender any form of movement that he does not already possess. Initiating this form is a swift action that provokes no attacks of opportunity and a free action to maintain; however, the bender can only maintain it for a number of rounds equal to his Wisdom modifier plus one.

For every 5 points that the bender exceeds the Base DC (after all template and quickening modifiers), he gains an additional +5 circumstance bonus to his speed and Jump check.

Palm Bow
Base DC: 15
By moving his hands in a rapid spiraling motion, an airbender fires a whirlwind from between his palms. This wind tunnel is able to propel small projectiles with heightened force and accuracy.
• Applications: An airbender using this seed may launch a number of small projectiles (arrows, bolts, shurikens, stones, etc) equal to 1/2 his class level. The projectiles must be within a 5 ft radius of the airbender to be used in this seed, though other characters can supply the airbender with ammunition while he is maintaining the seed. Inititating this seed is a standard action, and an airbender can maintain the tunnel by taking a full-round action each round for a maximum number of rounds equal to his Wisdom modifier, minimum one (requiring an Airbending skill check each round to maintain the tunnel).

The projectiles are launched in a 5-ft wide, 60-ft line. Creatures caught in the line take 1d6 points of damage for each projectile launched, and are allowed a Reflex save for half damage. If the line deals enough damage to a barrier to break through it, it continues on past the barrier if the range permits; otherwise, it stops at the barrier. An airbender must only make one Airbending check each round for all projectiles thrown.

Air Burst (Template)
Base DC: +10
The bender enlarges the attack into a 5-ft radius, affecting all creatures and objects therein. Creatures within this area take half damage on a successful Reflex save. This template can be applied to any form which targets an object or creature besides the bender, but not to any form which already targets an area.

Air Thrust
Base DC: 10
You create an outline of his body composed of compressed air and send it charging toward your target.
• Applications: With a ranged attack roll, the bender deals 1d4 points of bludgeoning damage to the target, also initiating a bull rush attempt with the airbender’s Airbending check opposed by the target’s Strength or Dexterity check (whichever is greater). The bender is not limited by their movement speed, nor do they fall prone if they fail to beat the opponent's check result. Creatures blasted into a solid object (a wall, large rock, cliff face, or similar massive object) take damage as though thrown by Air Blast. Using Air Thrust requires a full-round action that provokes attacks of opportunity.

For every 5 points that the bender increases the Base DC (after all template and quickening modifiers), it deals an additional 1d4 bludgeoning damage.

Sustained Gusts (Template)
Base DC: +10
This template can be applied to an airbender’s Air Blast, transforming the normally-instantaneous burst of air into a sustained gust. This sustained gust takes the form of a 5-ft wide line with a 60 ft length, affecting all creatures and objects there. Targets are allowed a Reflex save to negate the effect of the Air Blast; those that fail are affected as normal by the airbender’s Air Blast and are considered checked for the round. Targets that fail their Reflex save but successfully resist the bull rush can make a DC 15 Strength check to move out of the area of the gust.

Using this template requires a full-round action to initiate and maintain. An airbender can maintain a Sustained Gust for a number of rounds equal to his Wisdom modifier, minimum one.

For every 5 points that the bender increases the Base DC (after all template and quickening modifiers), it lasts an additional round.

Levitate
Base DC: Varies
• Twinkletoes (Base DC 10): By pushing the air currents around him enough to lighten his weight, an airbender can make himself exceptionally light on his feet. The airbender gains partial concealment against any creature using tremorsense, and gains a +5 bonus to Move Silently and Balance checks as long as he maintains this seed. This seed can also be used to walk across surfaces that would usually not support an airbender’s weight, such as thin ice, weak branches, floating leaves or similar surfaces.

Executing and maintaining this seed are both swift actions that do not provoke attacks of opportunity.

• Hover (Base DC 20): As a move action, an airbender can create rushing winds around his entire body, slowly lifting him into the air. This grants the airbender a flight speed of 10 ft, with perfect maneuverability. This form lasts as long as the bender can concentrate (a swift action, up to a maximum number of rounds equal to his Wisdom modifier, minimum 1).

For every 5 points that the bender increases the Base DC (after all template and quickening modifiers), the bender’s maximum speed increases by 5 ft.

Air Scooter
Base DC: 15
By compressing air into a whirling ball, an airbender can make a quick (and entertaining) ride.
• As a full-round action that provokes attacks of opportunity, the airbender can create a tumultuous, spinning orb of air to ride. By balancing on his ball of air, an airbender can attain great speed and maneuverability. The airbender’s base land speed increases by 30 ft, and the ball floats a few inches above the surface. While riding the air scooter, the bender may ignore any movement penalties for difficult terrain. Even walls and pools of lava are no impediment - the air scooter can climb up vertical surfaces and over liquid as long as it moves at least 30 ft per round. An air scooter can be maintained for a number of minutes equal to half the airbender’s class levels, The Air Scooter can also traverse normally impossible surfaces, such as water, lava, or thin ice at no penalty, but cannot rise more than a few inches off the ground while the airbender is riding it.

The airbender cannot ride an air scooter while wearing armor or carrying more than a light load, and if struck, must make a DC 10+(½Damage) Balance check or be knocked off.

If the airbender disembarks the air scooter for any reason, it immediately dissipates.

Sound Waves
Base DC: 15
By manipulating air currents and 'thickening' or 'thinning' the air, the airbender may muffle the sounds he makes to move as quietly as a gentle breeze or as loudly as an avalanche.
• Stillness: By speeding the air up and forcing it away from himself, the airbender can slow or even cancel sound waves through the air around himself as he moves, granting him a bonus on Move Silently checks equal to his airbending skill. Using this form requires a standard action that provokes attacks of opportunity. If the airbender is struck by an attack of opportunity while bending, this effect is immediately disrupted.

For every 10 points that the bender increases the Base DC (after all template and quickening modifiers), he can extend this benefit to one friendly creature within 5 feet.

• Resonating Sound: By thickening the air and compressing it, the airbender increases the potential for resonating sound energy. The airbender solidifies the air into a 5-ft wide, 30-ft line and makes a noise like a crack of thunder through the thickened air, dealing 1d4 points of sonic damage. Those affected must make a Fortitude save or be deafened for a number of rounds equal to the airbender's Wisdom modifier, minimum 1. Using this form requires a full-round action which provokes attacks of opportunity.

For every 5 points that the bender increases the Base DC (after all template and quickening modifiers), it deals an additional 1d4 damage.

Flowing Air Strike
Base DC: 15
By manipulating the air currents around his limbs, an airbender can cause his strikes to come harder and more quickly.
• As a swift action that does not provoke an attack of opportunity, the airbender improves his combat rhythm. When fighting with unarmed strikes or a light weapon with which he is proficient, an airbender gains a +1 circumstance bonus to melee attack and damage rolls. This seed can be maintained as a swift action every round.

For every 5 points that the bender increases the Base DC (after all template and quickening modifiers), he gains an additional +1 to attack and damage.

Deep Breath (Template)
Base DC: +15
By adding +15 to an Airbending skill check DC, an airbender can do any form without using somatic components (though using the form still provokes attack of opportunity, as normal), as long as the bender’s mouth or nose is free and not gagged or otherwise hindered from opening. The form is performed as a cone of air from the bender’s mouth, a burst of wind from the bender’s nose that makes him fly high into the air, or any other appropriate description.

The Four Winds (Template)
Base DC: +20

• Applications: Using this template, an airbender can cause the selected airbending form to originate at any point within 60 ft. and proceed in any straight line he chooses, including vertical lines. This also effectively increases the airbender's range with such attacks by 60 ft.

For every 5 points that the bender increases the Base DC (after all template and quickening modifiers), he may cause the form to make one turn of up to 45 degrees. In this way he may airbend across corners, although any targeted attacks are treated as though the bender was blind.

This template can be applied to any targeted airbending form or any area of effect form that takes the shape of a line.

Air Scythe (Template)
Base DC: +20
One of the few truly damaging weapons in an airbender's arsenal, the air scythe is feared among those that would provoke an airbender to action.
• Applications: When this template is added to an Air Blast, it deals lethal slashing damage as though the bender had knocked the target into a solid object, but the blast is no longer able to knock back targets. The Air Scythe's damage bypasses damage reduction and hardness.

Control Winds
Base DC: Varies, see table.
A highly advanced technique in airbending, this allows an airbender to conjure up moderate winds to incredibly powerful winds of hurricane-strength ferocity, or to calm the storms raging about them. Rarely used in anger, this form possesses devastating potential to all within its path.

As a full-round action which provokes attacks of opportunity, the airbender forms a 60-ft. cone of wind up to the maximum strength he can control (see table below); this wind lasts until the start of the airbender's next turn. He may choose to make this wind as strong - or as gentle - as he is capable of controlling. If the wind already present in the area is stronger than the greatest wind he can control, this form fails. With additional full-round actions, this form can be maintained up to a number of rounds equal to the bender's Wisdom modifier, minimum 1.

{table=head]Wind Strength|DC
Light | 0
Moderate | 5
Strong | 10
Severe | 20
Windstorm | 35
Hurricane | 55
Tornado | 80[/table]

One round after the airbender ceases to focus on the winds, they begin returning to their natural state as the environment dictates.

By increasing the Base DC by 10 points (after all template and quickening modifiers), the bender may instead choose to surround himself in a 20-ft radius rather than a 60-ft cone.

Twister
Base DC: 35
• Disperse: By manipulating air currents into a tight spiral, the Airbender can severely impede the movement of his/her foes. As a full-round action that provokes attacks of opportunity, he creates a gigantic windstorm. This form creates a twisting cylinder of wind anywhere within 60 feet of the Airbender, which can be moved 40 feet per round as a move action, has a 5 foot radius, and may be up to 40 feet tall. Upon contact with a creature, the twister stops moving, even if it has movement remaining that turn.

Creatures inside the twister must make a Reflex Save to move to an adjacent space and escape the twister. Those who fail must immediately make a Fortitude Save or be flung out up to 60 feet away in a horizontal direction of the airbender's choosing, taking 10d6 damage. Even if the creature passes the Fortitude Save, he still moves at half speed inside of the twister, taking 2d6 damage every round. Creatures gain a +4 circumstance bonus to both saves for each size category bigger than Large that they are. Flying creatures are considered to be one size category smaller than they actually are for purposes of this effect, Objects inside the twister get no save.

The twister lasts as long as the Airbender concentrates to maintain it (a standard action that does not provoke attacks of opportunity), up to a maximum number of turns equal to the Airbender's class level.

For every 2 points that the bender increases the Base DC (after all template and quickening modifiers), the twister deals another 1d6 damage on a failed Reflex and Fortitude Save.

• Capture: By manipulating air currents into a tight spiral, the Airbender can create a massive vortex of wind that resembles a tornado. As a full-round action that provokes attacks of opportunity, he creates a gigantic windstorm. This seed takes a full-round action to create a 30-ft high twister around the airbender with a 5-ft wide base and a 15-ft wide opening. An airbender must remain within this twister, and can move with the twister at a rate equal to the airbender's base land speed.

Whenever a creature of Huge size or smaller occupies the same space as the tornado, that creature must succeed in a Reflex save to move to an adjacent space and escape the twister. Each subsequent round, the creature may make a Reflex save to exist the twister, although it is subject to appropriate falling damage. Flying creatures are considered to be one size category smaller than they actually are for purposes of this effect,

All creatures and objects in the twister, except for the airbender himself, take 2d6 damage a round and are considered prone. All Concentration checks are made at +10 DC inside the twister, and creatures inside (including the airbender) have total concealment against those outside, and vice-versa.

The airbender may locate himself anywhere inside the center column of the twister and may change position as a swift action. Maintaining the twister is a full-round action that provokes attacks of opportunity. If the airbender is hit by an attack, he must make an Airbending check at the original DC to keep the twister; otherwise the twister disappears and the airbender (and all creatures inside) fall prone on the ground.

For every 10 points that the bender increases the Base DC (after all template and quickening modifiers), the height and width (at both top and bottom) of the twister increases by 5 ft, and can affect a creature one size category larger.

Air Shield
Base DC: 45
The most powerful defense in the airbender’s arsenal, the air shield can protect against numerous attacks and other conditions. As a full-round action that provokes attacks of opportunity, an air shield forms as a dome or sphere centered immediately around the airbender and pushes outward to a radius of 5ft; creatures or objects up to one size category larger than the airbender are pushed to the edge of the air shield, unless they make a successful Strength check with a DC equal to the Airbending check. The shield moves with the airbender at all times until dismissed, and requires a full-round action every round to maintain.

All projectiles that are shot through the shield from either direction take a -10 penalty on the attack roll; siege weaponry takes only a -5 penalty. Abilities that do not require an attack roll but do require line of effect do not work across the shield. The shield also protects the airbender from any gases or liquids immediately around him.

For every 10 points that the bender increases the Base DC (after all template and quickening modifiers), the Air Shield increases radius by 5 ft.

By increasing the Base DC by 10 points (after all template and quickening modifiers), the bender may instead choose not to push out creatures in the area when forming the shield, allowing him to protect allies.