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kopout
2008-11-01, 12:30 PM
Anyway, here's a few sandbender seeds. The first four are from earlier in the sandbending discussion, and the last three are obviously reworked waterbending seeds. If anybody can think of more (realistic ones, please, and any corrections to these ones you can see would be good too. No sand coffin seeds. A form might be possible, but no seed like that.) Here they are.

Sand Shield
Base DC: 15
As a move action, this technique creates several thin bands of sand that swirl and twist around the Sandbender, helping to deflect incoming attacks. The sand does not make it harder to see the Sandbender, 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 Sandbending checks until the Sandbender ends the seed, increasing by -1 every two turns. If this penalty actually causes an Sandbender to fail a Sandbending check, she may choose to end the seed and remove the penalty at that time. A Sandbender 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 Sandbender 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, Sandbender'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.

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 Sandbending check exceeds the DC. The wall’s area is one five-foot square, but the Sandbender can add another such square by increasing the Sandbending DC by +4. Or, you may double the walls area by halving its thickness. The wall may be moved with another Sandbending check at the base DC. The Sandbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Sandbending 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 Sandbender 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.

Flaywind 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 Sandbender levels (Maximum 10d8) with a Reflex save for Half damage (DC 16+ Wisdom Modifier). Do not divide damage from Flaywind Blast by four when applying it to objects.

Wave of Sand (Base DC: 15)

Breaker: The wave created by this seed travels in a straight line from within the sandbender’s bending range as a standard action, and can move 10 ft per level of the sandbender. The wave initiates a bull rush against any creatures in its path, counting as a Large creature (with a 10-foot face) with a Strength score equal to the bender’s Wisdom score+2 for the purposes of resolving bull rush attempts. The sandbender may increase the wave’s size to Huge (Giving an additional +4 size bonus and a 15-foot face) by adding +10 to the DC. A sandbender may try to turn the wave 45 degrees two times during its motion, but because of the great mass of sand used; each requires another sandbending check at the same DC as the one to make the wave turn. Any creature pushed back more than 10 feet by the wave is also knocked prone. The sandbender may move with the wave at its crest, ending her movement wherever the wave moves.

Transport: Rather than make a destructive force against her opponent, an sandbender may make a smaller wave to carry her quickly from one place to another as a standard action. This wave moves at 10 ft per sandbender level and can make four 45 degree turns during its motion without requiring additional sandbending checks.

Earthen Whirlwind 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 per round. An Earthen Whirlwind 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
the sand bender give a lot of lee way when it comes to hombrew because there is so littel about it in canon. So..
Any ideas for improvement ? Also, thanks to Zak Crimsonleaf for compiling this in the first place

kopout
2008-11-07, 04:58 PM
I will get us started.
Sand to glass/glass to sand
Base DC: 15
Change Phase: A sandbender can freeze or melt a 5-foot cube of sand as a standard action that provokes attacks of opportunity. Each additional 5-foot cube adds +4 to the Sandbending DC decreasing the bending time to a move action increases the DC by +5, and decreasing the bending time to a swift action adds +15 to the DC

Dust
Base DC: 5
A sandbender can obscure vision and blinds her foes.
• Dust cloud: A sanbender may make a hemisphere of dust anywhere within her bending range with a radius of 10 ft. The dust 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 dust in 4 rounds; a strong wind (21+ mph) disperses the dust 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, a sandbender can try to temporarily blind the creature. The sandbender makes a ranged touch attack against a target’s AC. If the attack is successful, the target creature is rendered blind until the end of its next round. The target creature can make a Reflex save to negate this effect. For every 5 points by which the sandbender's Sandbending check exceeds the DC, the Reflex save DC to negate the blindness increases by +1.

Compact
Base DC: 15
Spoiler

• A place to stand: A sandbender may use this form to fuse any loose soil or sand into a much sturdier surface. A 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.
• Soften earth: Earth’s abilities to hamper opponents are often just as valuable as those to directly attack or defend. By using this seed, wet earth becomes thick mud and dry earth becomes loose sand or dirt. The sandbender affects a 5-foot square within her bending range, plus another for every 2 points by which the Sandbending check beats the DC to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
• 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.

Vadin
2008-11-07, 05:53 PM
In the Avatar non-canon thread, I believe the general consensus about sandbending was to use the earthbender class, but primarily waterbender seeds (with eartbender and airbender seeds on a case by case basis).

kopout
2008-11-07, 06:10 PM
Most of this is from there but I thought that I would make it my own for Loc.
Edit also,

Armor
Base DC: 15
Spoiler
The element of earth 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 lsand, a sandbender gains DR 5/piercing, and +2 bonus to AC (including touch AC) as a move action. For every 4 points by which the sandbender exceeds the base DC, the damage reduction increases by 1. Maintaining the earthen 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.

Golem
Base DC: 15
Spoiler
By molding a large chunk 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, an sandbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of lose sand. The sandbender must direct its actions in combat by making an 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 snadbending check to control it, the golem collapses unless made of glass (see below). 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. An 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.
• Hardness: A sandbender with the Compact seed can increase the hardness of her golem by adding +2 to the sandbending DC for every 1 point of hardness she wishes to add.
• Glass the golem can be made into glass with the sand to glass seed. It takes no penalties other than the standard for glass bending
• Enhancement: An 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 Sandbending check) scores by a maximum of 5, increasing the Sandbending DC by 10 in the process.

Excavate
Base DC: 20

• 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 earth used in this seed is piled around the edges of the excavation, adding a loose wall of earth three feet high around the sides. Making a hole in solid stone doubles the Sandbending DC.
• 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 earth 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.

Glass bending (template)
Glass can be bent as a extension of sand bending. Anything that can be done with sand can be done with glass for a +5 DC.